00b33bf3ef
Change-Id: Iec1f5192fb052e884c4878ffb017dfd2f5f99350
147 lines
6.5 KiB
C++
147 lines
6.5 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_DRAWINGLAYER_PRIMITIVE3D_SDRLATHEPRIMITIVE3D_HXX
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#define INCLUDED_DRAWINGLAYER_PRIMITIVE3D_SDRLATHEPRIMITIVE3D_HXX
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#include <drawinglayer/drawinglayerdllapi.h>
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#include <drawinglayer/primitive3d/sdrprimitive3d.hxx>
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#include <basegfx/polygon/b2dpolypolygon.hxx>
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//////////////////////////////////////////////////////////////////////////////
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namespace drawinglayer
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{
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namespace primitive3d
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{
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/** SdrLathePrimitive3D class
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This 3D primitive expands the SdrPrimitive3D to a 3D rotation definition.
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The given 2D PolyPolygon geometry is imagined as lying on the XY-plane in 3D
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and gets rotated around the Y-Axis.
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Various possibilities e.g. for creating diagonals (edge roudings in 3D)
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and similar are given.
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The decomposition will create all necessary 3D planes for visualisation.
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*/
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class DRAWINGLAYER_DLLPUBLIC SdrLathePrimitive3D : public SdrPrimitive3D
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{
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private:
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/// geometry helper for slices
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basegfx::B2DPolyPolygon maCorrectedPolyPolygon;
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Slice3DVector maSlices;
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/// primitive geometry data
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basegfx::B2DPolyPolygon maPolyPolygon;
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sal_uInt32 mnHorizontalSegments;
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sal_uInt32 mnVerticalSegments;
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double mfDiagonal;
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double mfBackScale;
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double mfRotation;
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/// decomposition data when ReducedLineGeometry is used, see get3DDecomposition
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geometry::ViewInformation3D* mpLastRLGViewInformation;
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/// bitfield
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unsigned mbSmoothNormals : 1; // Plane self
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unsigned mbSmoothHorizontalNormals : 1; // always
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unsigned mbSmoothLids : 1; // Front/back
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unsigned mbCharacterMode : 1;
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unsigned mbCloseFront : 1;
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unsigned mbCloseBack : 1;
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/// create slices
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void impCreateSlices();
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/// get (evtl. create) slices
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const Slice3DVector& getSlices() const;
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protected:
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/// local helpers
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void impCreateOutlines(
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const geometry::ViewInformation3D& rViewInformation,
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const basegfx::B3DPolygon& rLoopA,
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const basegfx::B3DPolygon& rLoopB,
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basegfx::B3DPolyPolygon& rTarget) const;
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bool impHasCutWith(
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const basegfx::B2DPolygon& rPoly,
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const basegfx::B2DPoint& rStart,
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const basegfx::B2DPoint& rEnd) const;
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/// local decomposition.
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virtual Primitive3DSequence create3DDecomposition(const geometry::ViewInformation3D& rViewInformation) const;
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public:
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/// constructor
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SdrLathePrimitive3D(
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const basegfx::B3DHomMatrix& rTransform,
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const basegfx::B2DVector& rTextureSize,
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const attribute::SdrLineFillShadowAttribute3D& rSdrLFSAttribute,
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const attribute::Sdr3DObjectAttribute& rSdr3DObjectAttribute,
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const basegfx::B2DPolyPolygon& rPolyPolygon,
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sal_uInt32 nHorizontalSegments,
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sal_uInt32 nVerticalSegments,
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double fDiagonal,
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double fBackScale,
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double fRotation,
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bool bSmoothNormals,
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bool bSmoothHorizontalNormals,
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bool bSmoothLids,
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bool bCharacterMode,
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bool bCloseFront,
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bool bCloseBack);
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virtual ~SdrLathePrimitive3D();
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/// data read access
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const basegfx::B2DPolyPolygon& getPolyPolygon() const { return maPolyPolygon; }
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sal_uInt32 getHorizontalSegments() const { return mnHorizontalSegments; }
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sal_uInt32 getVerticalSegments() const { return mnVerticalSegments; }
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double getDiagonal() const { return mfDiagonal; }
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double getBackScale() const { return mfBackScale; }
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double getRotation() const { return mfRotation; }
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bool getSmoothNormals() const { return mbSmoothNormals; }
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bool getSmoothHorizontalNormals() const { return mbSmoothHorizontalNormals; }
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bool getSmoothLids() const { return mbSmoothLids; }
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bool getCharacterMode() const { return mbCharacterMode; }
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bool getCloseFront() const { return mbCloseFront; }
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bool getCloseBack() const { return mbCloseBack; }
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/// compare operator
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virtual bool operator==(const BasePrimitive3D& rPrimitive) const;
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/// get range
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virtual basegfx::B3DRange getB3DRange(const geometry::ViewInformation3D& rViewInformation) const;
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/// Overloaded to allow for reduced line mode to decide if to buffer decomposition or not
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virtual Primitive3DSequence get3DDecomposition(const geometry::ViewInformation3D& rViewInformation) const;
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/// provide unique ID
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DeclPrimitive3DIDBlock()
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};
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} // end of namespace primitive3d
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} // end of namespace drawinglayer
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//////////////////////////////////////////////////////////////////////////////
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#endif //INCLUDED_DRAWINGLAYER_PRIMITIVE3D_SDRLATHEPRIMITIVE3D_HXX
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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