office-gobmx/drawinglayer/source/primitive3d/sdrsphereprimitive3d.cxx
Mike Kaganski 1cc6fca492 Drop F_2PI
Change-Id: Ie98606607b2ce262e4eed76bb8cd86fbfe846f76
Reviewed-on: https://gerrit.libreoffice.org/c/core/+/125506
Tested-by: Jenkins
Reviewed-by: Mike Kaganski <mike.kaganski@collabora.com>
2021-11-19 10:00:02 +01:00

205 lines
9.6 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*
* This file incorporates work covered by the following license notice:
*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed
* with this work for additional information regarding copyright
* ownership. The ASF licenses this file to you under the Apache
* License, Version 2.0 (the "License"); you may not use this file
* except in compliance with the License. You may obtain a copy of
* the License at http://www.apache.org/licenses/LICENSE-2.0 .
*/
#include <drawinglayer/primitive3d/sdrsphereprimitive3d.hxx>
#include <basegfx/polygon/b3dpolypolygontools.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
#include <primitive3d/sdrdecompositiontools3d.hxx>
#include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
#include <drawinglayer/attribute/sdrfillattribute.hxx>
#include <drawinglayer/attribute/sdrlineattribute.hxx>
#include <drawinglayer/attribute/sdrshadowattribute.hxx>
using namespace com::sun::star;
namespace drawinglayer::primitive3d
{
Primitive3DContainer SdrSpherePrimitive3D::create3DDecomposition(const geometry::ViewInformation3D& /*rViewInformation*/) const
{
Primitive3DContainer aRetval;
const basegfx::B3DRange aUnitRange(0.0, 0.0, 0.0, 1.0, 1.0, 1.0);
const bool bCreateNormals(css::drawing::NormalsKind_SPECIFIC == getSdr3DObjectAttribute().getNormalsKind()
|| css::drawing::NormalsKind_SPHERE == getSdr3DObjectAttribute().getNormalsKind());
// create unit geometry
basegfx::B3DPolyPolygon aFill(basegfx::utils::createSphereFillPolyPolygonFromB3DRange(aUnitRange,
getHorizontalSegments(), getVerticalSegments(), bCreateNormals));
// normal inversion
if(!getSdrLFSAttribute().getFill().isDefault()
&& bCreateNormals
&& getSdr3DObjectAttribute().getNormalsInvert()
&& aFill.areNormalsUsed())
{
// invert normals
aFill = basegfx::utils::invertNormals(aFill);
}
// texture coordinates
if(!getSdrLFSAttribute().getFill().isDefault())
{
// handle texture coordinates X
const bool bParallelX(css::drawing::TextureProjectionMode_PARALLEL == getSdr3DObjectAttribute().getTextureProjectionX());
const bool bObjectSpecificX(css::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionX());
const bool bSphereX(css::drawing::TextureProjectionMode_SPHERE == getSdr3DObjectAttribute().getTextureProjectionX());
// handle texture coordinates Y
const bool bParallelY(css::drawing::TextureProjectionMode_PARALLEL == getSdr3DObjectAttribute().getTextureProjectionY());
const bool bObjectSpecificY(css::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionY());
const bool bSphereY(css::drawing::TextureProjectionMode_SPHERE == getSdr3DObjectAttribute().getTextureProjectionY());
if(bParallelX || bParallelY)
{
// apply parallel texture coordinates in X and/or Y
const basegfx::B3DRange aRange(basegfx::utils::getRange(aFill));
aFill = basegfx::utils::applyDefaultTextureCoordinatesParallel(aFill, aRange, bParallelX, bParallelY);
}
if(bSphereX || bObjectSpecificX || bSphereY || bObjectSpecificY)
{
double fRelativeAngle(0.0);
if(bObjectSpecificX)
{
// Since the texture coordinates are (for historical reasons)
// different from forced to sphere texture coordinates,
// create a old version from it by rotating to old state before applying
// the texture coordinates to emulate old behaviour
fRelativeAngle = 2 * M_PI * (static_cast<double>((getHorizontalSegments() >> 1) - 1) / static_cast<double>(getHorizontalSegments()));
basegfx::B3DHomMatrix aRot;
aRot.rotate(0.0, fRelativeAngle, 0.0);
aFill.transform(aRot);
}
// apply spherical texture coordinates in X and/or Y
const basegfx::B3DRange aRange(basegfx::utils::getRange(aFill));
const basegfx::B3DPoint aCenter(aRange.getCenter());
aFill = basegfx::utils::applyDefaultTextureCoordinatesSphere(aFill, aCenter,
bSphereX || bObjectSpecificX, bSphereY || bObjectSpecificY);
if(bObjectSpecificX)
{
// rotate back again
basegfx::B3DHomMatrix aRot;
aRot.rotate(0.0, -fRelativeAngle, 0.0);
aFill.transform(aRot);
}
}
// transform texture coordinates to texture size
basegfx::B2DHomMatrix aTexMatrix;
aTexMatrix.scale(getTextureSize().getX(), getTextureSize().getY());
aFill.transformTextureCoordinates(aTexMatrix);
}
// build vector of PolyPolygons
std::vector< basegfx::B3DPolyPolygon > a3DPolyPolygonVector;
for(sal_uInt32 a(0); a < aFill.count(); a++)
{
a3DPolyPolygonVector.emplace_back(aFill.getB3DPolygon(a));
}
if(!getSdrLFSAttribute().getFill().isDefault())
{
// add fill
aRetval = create3DPolyPolygonFillPrimitives(
a3DPolyPolygonVector,
getTransform(),
getTextureSize(),
getSdr3DObjectAttribute(),
getSdrLFSAttribute().getFill(),
getSdrLFSAttribute().getFillFloatTransGradient());
}
else
{
// create simplified 3d hit test geometry
aRetval = createHiddenGeometryPrimitives3D(
a3DPolyPolygonVector,
getTransform(),
getTextureSize(),
getSdr3DObjectAttribute());
}
// add line
if(!getSdrLFSAttribute().getLine().isDefault())
{
basegfx::B3DPolyPolygon aSphere(basegfx::utils::createSpherePolyPolygonFromB3DRange(aUnitRange, getHorizontalSegments(), getVerticalSegments()));
const Primitive3DContainer aLines(create3DPolyPolygonLinePrimitives(
aSphere, getTransform(), getSdrLFSAttribute().getLine()));
aRetval.append(aLines);
}
// add shadow
if(!getSdrLFSAttribute().getShadow().isDefault()
&& !aRetval.empty())
{
const Primitive3DContainer aShadow(createShadowPrimitive3D(
aRetval, getSdrLFSAttribute().getShadow(), getSdr3DObjectAttribute().getShadow3D()));
aRetval.append(aShadow);
}
return aRetval;
}
SdrSpherePrimitive3D::SdrSpherePrimitive3D(
const basegfx::B3DHomMatrix& rTransform,
const basegfx::B2DVector& rTextureSize,
const attribute::SdrLineFillShadowAttribute3D& rSdrLFSAttribute,
const attribute::Sdr3DObjectAttribute& rSdr3DObjectAttribute,
sal_uInt32 nHorizontalSegments,
sal_uInt32 nVerticalSegments)
: SdrPrimitive3D(rTransform, rTextureSize, rSdrLFSAttribute, rSdr3DObjectAttribute),
mnHorizontalSegments(nHorizontalSegments),
mnVerticalSegments(nVerticalSegments)
{
}
bool SdrSpherePrimitive3D::operator==(const BasePrimitive3D& rPrimitive) const
{
if(SdrPrimitive3D::operator==(rPrimitive))
{
const SdrSpherePrimitive3D& rCompare = static_cast< const SdrSpherePrimitive3D& >(rPrimitive);
return (getHorizontalSegments() == rCompare.getHorizontalSegments()
&& getVerticalSegments() == rCompare.getVerticalSegments());
}
return false;
}
basegfx::B3DRange SdrSpherePrimitive3D::getB3DRange(const geometry::ViewInformation3D& /*rViewInformation*/) const
{
// use default from sdrPrimitive3D which uses transformation expanded by line width/2
// The parent implementation which uses the ranges of the decomposition would be more
// correct, but for historical reasons it is necessary to do the old method: To get
// the range of the non-transformed geometry and transform it then. This leads to different
// ranges where the new method is more correct, but the need to keep the old behaviour
// has priority here.
return getStandard3DRange();
}
// provide unique ID
ImplPrimitive3DIDBlock(SdrSpherePrimitive3D, PRIMITIVE3D_ID_SDRSPHEREPRIMITIVE3D)
} // end of namespace
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */