3ba92b5f1e
using the bin/find-can-be-private-symbols.py script to find classes with large numbers of exported symbols that can hidden. before exported = 58104 imported = 30810 unused_exports = 35433 after exported = 55094 imported = 31073 unused_exports = 32423 Change-Id: Idd0a70ee3740afd5ca1a86771e0e2ff8090d102d Reviewed-on: https://gerrit.libreoffice.org/c/core/+/163456 Tested-by: Jenkins Reviewed-by: Noel Grandin <noel.grandin@collabora.co.uk>
217 lines
7.3 KiB
C++
217 lines
7.3 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*
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* This file incorporates work covered by the following license notice:
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*
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* Licensed to the Apache Software Foundation (ASF) under one or more
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* contributor license agreements. See the NOTICE file distributed
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* with this work for additional information regarding copyright
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* ownership. The ASF licenses this file to you under the Apache
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* License, Version 2.0 (the "License"); you may not use this file
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* except in compliance with the License. You may obtain a copy of
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* the License at http://www.apache.org/licenses/LICENSE-2.0 .
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*/
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#ifndef INCLUDED_TOOLS_B3DTRANS_HXX
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#define INCLUDED_TOOLS_B3DTRANS_HXX
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#define ZBUFFER_DEPTH_RANGE (double(256L * 256L * 256L))
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#include <basegfx/matrix/b3dhommatrix.hxx>
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#include <tools/gen.hxx>
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#include <basegfx/matrix/b2dhommatrix.hxx>
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#include <basegfx/point/b3dpoint.hxx>
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#include <basegfx/vector/b3dvector.hxx>
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#include <tools/toolsdllapi.h>
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/// Transformation sets for 3D output
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class SAL_WARN_UNUSED SAL_DLLPUBLIC_RTTI B3dTransformationSet
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{
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private:
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// Object Matrix Object -> World
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basegfx::B3DHomMatrix maObjectTrans;
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basegfx::B3DHomMatrix maInvObjectTrans;
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// Orientation Matrix
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basegfx::B3DHomMatrix maOrientation;
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basegfx::B3DHomMatrix maInvOrientation;
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// Projection Matrix
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basegfx::B3DHomMatrix maProjection;
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basegfx::B3DHomMatrix maInvProjection;
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// Texture Matrices
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basegfx::B2DHomMatrix maTexture;
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// Parameters for ViewportTransformation
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basegfx::B3DVector maScale;
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basegfx::B3DVector maTranslate;
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// ViewPlane DeviceRectangle (user-defined)
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double mfLeftBound;
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double mfRightBound;
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double mfBottomBound;
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double mfTopBound;
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// Aspect ratio of 3D transformation (Y / X)
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// default: 1:1 -> 1.0
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// Disable with value 0.0
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double mfRatio;
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// Viewport area in logical coordinates
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tools::Rectangle maViewportRectangle;
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// Visible area within viewport
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tools::Rectangle maVisibleRectangle;
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// Actual coordinates as set by CalcViewport
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// of visible viewport area (logical coordinates)
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tools::Rectangle maSetBound;
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// Flags
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bool mbPerspective : 1;
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bool mbProjectionValid : 1;
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public:
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B3dTransformationSet();
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virtual ~B3dTransformationSet();
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B3dTransformationSet(B3dTransformationSet const &) = default;
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B3dTransformationSet(B3dTransformationSet &&) = default;
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B3dTransformationSet & operator =(B3dTransformationSet const &) = default;
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B3dTransformationSet & operator =(B3dTransformationSet &&) = default;
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void Reset();
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/** Set the orientation
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@param vVRP the View Reference Point (VRP)
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@param vVPN the View Plane Normal (VPN)
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@param vVUP the View Up Plane (VUP)
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*/
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void SetOrientation(
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const basegfx::B3DPoint& rVRP = basegfx::B3DPoint(0.0,0.0,1.0),
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const basegfx::B3DVector& rVPN = basegfx::B3DVector(0.0,0.0,1.0),
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const basegfx::B3DVector& rVUP = basegfx::B3DVector(0.0,1.0,0.0));
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// Projection
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void SetProjection(const basegfx::B3DHomMatrix& mProject);
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const basegfx::B3DHomMatrix& GetProjection();
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// Texture
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// aspect ratio accessors and the defined method of keeping defined aspect ratio
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double GetRatio() const { return mfRatio; }
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TOOLS_DLLPUBLIC void SetRatio(double fNew);
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// Parameters of ViewportTransformation
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TOOLS_DLLPUBLIC void SetDeviceRectangle(double fL=-1.0, double fR=1.0,
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double fB=-1.0, double fT=1.0);
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double GetDeviceRectangleWidth() const { return mfRightBound - mfLeftBound; }
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TOOLS_DLLPUBLIC void SetPerspective(bool bNew);
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TOOLS_DLLPUBLIC void SetViewportRectangle(tools::Rectangle const & rRect, tools::Rectangle const & rVisible);
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void SetViewportRectangle(tools::Rectangle const & rRect) { SetViewportRectangle(rRect, rRect); }
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void CalcViewport();
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// Direct accessors for miscellaneous transformations
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basegfx::B3DPoint WorldToEyeCoor(const basegfx::B3DPoint& rVec);
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basegfx::B3DPoint EyeToWorldCoor(const basegfx::B3DPoint& rVec);
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static void Frustum(
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basegfx::B3DHomMatrix& rTarget,
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double fLeft = -1.0, double fRight = 1.0,
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double fBottom = -1.0, double fTop = 1.0,
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double fNear = 0.001, double fFar = 1.0);
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static void Ortho(
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basegfx::B3DHomMatrix& rTarget,
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double fLeft = -1.0, double fRight = 1.0,
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double fBottom = -1.0, double fTop = 1.0,
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double fNear = 0.0, double fFar = 1.0);
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static void Orientation(
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basegfx::B3DHomMatrix& rTarget,
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const basegfx::B3DPoint& aVRP = basegfx::B3DPoint(0.0,0.0,1.0),
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basegfx::B3DVector aVPN = basegfx::B3DVector(0.0,0.0,1.0),
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basegfx::B3DVector aVUP = basegfx::B3DVector(0.0,1.0,0.0));
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protected:
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void PostSetObjectTrans();
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void PostSetOrientation();
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void PostSetProjection();
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virtual void DeviceRectangleChange();
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};
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/** Viewport for B3D
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Uses a simplified model, in which a point is described using a View
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Reference Point (VRP).
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*/
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class SAL_WARN_UNUSED TOOLS_DLLPUBLIC B3dViewport : public B3dTransformationSet
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{
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private:
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basegfx::B3DPoint aVRP; // View Reference Point
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basegfx::B3DVector aVPN; // View Plane Normal
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basegfx::B3DVector aVUV; // View Up Vector
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public:
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B3dViewport();
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virtual ~B3dViewport() override;
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B3dViewport(B3dViewport const &) = default;
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B3dViewport(B3dViewport &&) = default;
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B3dViewport & operator =(B3dViewport const &) = default;
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B3dViewport & operator =(B3dViewport &&) = default;
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void SetVUV(const basegfx::B3DVector& rNewVUV);
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void SetViewportValues(
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const basegfx::B3DPoint& rNewVRP,
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const basegfx::B3DVector& rNewVPN,
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const basegfx::B3DVector& rNewVUV);
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const basegfx::B3DPoint& GetVRP() const { return aVRP; }
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const basegfx::B3DVector& GetVPN() const { return aVPN; }
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const basegfx::B3DVector& GetVUV() const { return aVUV; }
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protected:
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void CalcOrientation();
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};
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// B3D camera
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class SAL_WARN_UNUSED TOOLS_DLLPUBLIC B3dCamera final : public B3dViewport
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{
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public:
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B3dCamera(
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const basegfx::B3DPoint& rPos = basegfx::B3DPoint(0.0, 0.0, 1.0),
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const basegfx::B3DVector& rLkAt = basegfx::B3DVector(0.0, 0.0, 0.0),
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double fFocLen = 35.0, double fBnkAng = 0.0);
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virtual ~B3dCamera() override;
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B3dCamera(B3dCamera const &) = default;
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B3dCamera(B3dCamera &&) = default;
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B3dCamera & operator =(B3dCamera const &) = default;
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B3dCamera & operator =(B3dCamera &&) = default;
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private:
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void CalcNewViewportValues();
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void CalcFocalLength();
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virtual void DeviceRectangleChange() override;
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basegfx::B3DPoint aPosition;
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basegfx::B3DVector aLookAt;
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double fFocalLength;
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double fBankAngle;
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};
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#endif
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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