b9042fad7c
Change-Id: I6c145e984c885c7e06caa1c27bfb354ea49ad9ce
159 lines
6.9 KiB
C++
159 lines
6.9 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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#include <drawinglayer/primitive2d/embedded3dprimitive2d.hxx>
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#include <basegfx/polygon/b2dpolygon.hxx>
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#include <basegfx/polygon/b2dpolygontools.hxx>
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#include <basegfx/color/bcolor.hxx>
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#include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
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#include <basegfx/tools/canvastools.hxx>
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#include <drawinglayer/geometry/viewinformation2d.hxx>
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#include <drawinglayer/primitive2d/drawinglayer_primitivetypes2d.hxx>
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#include <drawinglayer/geometry/viewinformation3d.hxx>
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#include <drawinglayer/processor3d/shadow3dextractor.hxx>
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//////////////////////////////////////////////////////////////////////////////
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using namespace com::sun::star;
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//////////////////////////////////////////////////////////////////////////////
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namespace drawinglayer
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{
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namespace primitive2d
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{
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bool Embedded3DPrimitive2D::impGetShadow3D(const geometry::ViewInformation2D& /*rViewInformation*/) const
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{
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osl::MutexGuard aGuard( m_aMutex );
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// create on demand
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if(!mbShadow3DChecked && getChildren3D().hasElements())
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{
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// create shadow extraction processor
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processor3d::Shadow3DExtractingProcessor aShadowProcessor(
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getViewInformation3D(),
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getObjectTransformation(),
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getLightNormal(),
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getShadowSlant(),
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getScene3DRange());
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// process local primitives
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aShadowProcessor.process(getChildren3D());
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// fetch result and set checked flag
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const_cast< Embedded3DPrimitive2D* >(this)->maShadowPrimitives = aShadowProcessor.getPrimitive2DSequence();
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const_cast< Embedded3DPrimitive2D* >(this)->mbShadow3DChecked = true;
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}
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// return if there are shadow primitives
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return maShadowPrimitives.hasElements();
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}
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Primitive2DSequence Embedded3DPrimitive2D::create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const
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{
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// use info to create a yellow 2d rectangle, similar to empty 3d scenes and/or groups
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const basegfx::B2DRange aLocal2DRange(getB2DRange(rViewInformation));
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const basegfx::B2DPolygon aOutline(basegfx::tools::createPolygonFromRect(aLocal2DRange));
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const basegfx::BColor aYellow(1.0, 1.0, 0.0);
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const Primitive2DReference xRef(new PolygonHairlinePrimitive2D(aOutline, aYellow));
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return Primitive2DSequence(&xRef, 1L);
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}
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Embedded3DPrimitive2D::Embedded3DPrimitive2D(
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const primitive3d::Primitive3DSequence& rxChildren3D,
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const basegfx::B2DHomMatrix& rObjectTransformation,
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const geometry::ViewInformation3D& rViewInformation3D,
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const basegfx::B3DVector& rLightNormal,
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double fShadowSlant,
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const basegfx::B3DRange& rScene3DRange)
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: BufferedDecompositionPrimitive2D(),
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mxChildren3D(rxChildren3D),
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maObjectTransformation(rObjectTransformation),
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maViewInformation3D(rViewInformation3D),
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maLightNormal(rLightNormal),
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mfShadowSlant(fShadowSlant),
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maScene3DRange(rScene3DRange),
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maShadowPrimitives(),
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maB2DRange(),
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mbShadow3DChecked(false)
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{
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maLightNormal.normalize();
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}
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bool Embedded3DPrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const
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{
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if(BufferedDecompositionPrimitive2D::operator==(rPrimitive))
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{
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const Embedded3DPrimitive2D& rCompare = static_cast< const Embedded3DPrimitive2D& >(rPrimitive);
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return (primitive3d::arePrimitive3DSequencesEqual(getChildren3D(), rCompare.getChildren3D())
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&& getObjectTransformation() == rCompare.getObjectTransformation()
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&& getViewInformation3D() == rCompare.getViewInformation3D()
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&& getLightNormal() == rCompare.getLightNormal()
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&& getShadowSlant() == rCompare.getShadowSlant()
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&& getScene3DRange() == rCompare.getScene3DRange());
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}
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return false;
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}
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basegfx::B2DRange Embedded3DPrimitive2D::getB2DRange(const geometry::ViewInformation2D& rViewInformation) const
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{
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if(maB2DRange.isEmpty())
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{
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// use the 3d transformation stack to create a projection of the 3D range
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basegfx::B3DRange a3DRange(primitive3d::getB3DRangeFromPrimitive3DSequence(getChildren3D(), getViewInformation3D()));
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a3DRange.transform(getViewInformation3D().getObjectToView());
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// create 2d range from projected 3d and transform with scene's object transformation
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basegfx::B2DRange aNewRange;
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aNewRange.expand(basegfx::B2DPoint(a3DRange.getMinX(), a3DRange.getMinY()));
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aNewRange.expand(basegfx::B2DPoint(a3DRange.getMaxX(), a3DRange.getMaxY()));
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aNewRange.transform(getObjectTransformation());
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// cehck for 3D shadows and their 2D projections. If those exist, they need to be
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// taken into account
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if(impGetShadow3D(rViewInformation))
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{
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const basegfx::B2DRange aShadow2DRange(getB2DRangeFromPrimitive2DSequence(maShadowPrimitives, rViewInformation));
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if(!aShadow2DRange.isEmpty())
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{
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aNewRange.expand(aShadow2DRange);
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}
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}
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// assign to buffered value
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const_cast< Embedded3DPrimitive2D* >(this)->maB2DRange = aNewRange;
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}
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return maB2DRange;
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}
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// provide unique ID
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ImplPrimitrive2DIDBlock(Embedded3DPrimitive2D, PRIMITIVE2D_ID_EMBEDDED3DPRIMITIVE2D)
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} // end of namespace primitive2d
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} // end of namespace drawinglayer
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//////////////////////////////////////////////////////////////////////////////
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// eof
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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