office-gobmx/include/drawinglayer/primitive2d/embedded3dprimitive2d.hxx
Noel Grandin 3b83c6ac80 make BufferedDecompositionPrimitive2D store a Primitive2DReference..
.. instead of a Primitive2DContainer.

The container very frequently contains only a single item, since
the decomposition method often sticks only a single top-level node
in there, so it turns out to be a net loss overall, memory
consumption-wise.

Also, if we return a single Primitive2DReference from
a BufferedDecomposition, that maximises the sharing of
data between the BufferedDecomposition objects at the
bottom of the decomposed tree, and objects higher up.

Change-Id: Iaf272e60e2997299cc35a1bd209c51b6b79e9a8b
Reviewed-on: https://gerrit.libreoffice.org/c/core/+/162976
Tested-by: Jenkins
Reviewed-by: Noel Grandin <noel.grandin@collabora.co.uk>
2024-02-12 11:36:05 +01:00

113 lines
5.2 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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* This file incorporates work covered by the following license notice:
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#pragma once
#include <drawinglayer/drawinglayerdllapi.h>
#include <drawinglayer/primitive2d/BufferedDecompositionPrimitive2D.hxx>
#include <drawinglayer/primitive3d/baseprimitive3d.hxx>
#include <drawinglayer/geometry/viewinformation3d.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
// Embedded3DPrimitive2D class
namespace drawinglayer::primitive2d
{
/** Embedded3DPrimitive2D class
This is a helper primitive which allows embedding of single 3D
primitives to the 2D primitive logic. It will get the scene it's
involved and thus the 3D transformation. With this information it
is able to provide 2D range data for a 3D primitive.
This primitive will not be visualized and decomposes to a yellow
2D rectangle to visualize that this should never be visualized
*/
class DRAWINGLAYER_DLLPUBLIC Embedded3DPrimitive2D final : public BufferedDecompositionPrimitive2D
{
private:
/// the sequence of 3d primitives
primitive3d::Primitive3DContainer mxChildren3D;
/// the 2D scene object transformation
basegfx::B2DHomMatrix maObjectTransformation;
/// the 3D transformations
geometry::ViewInformation3D maViewInformation3D;
/** if the embedded 3D primitives contain shadow, these parameters are needed
to extract the shadow which is a sequence of 2D primitives and may expand
the 2D range. Since every single 3D object in a scene may individually
have shadow or not, these values need to be provided and prepared. The shadow
distance itself (a 2D transformation) is part of the 3D shadow definition
*/
basegfx::B3DVector maLightNormal;
double mfShadowSlant;
basegfx::B3DRange maScene3DRange;
/// the primitiveSequence for on-demand created shadow primitives (see mbShadow3DChecked)
Primitive2DContainer maShadowPrimitives;
/// #i96669# add simple range buffering for this primitive
basegfx::B2DRange maB2DRange;
/** flag if given 3D geometry is already checked for shadow definitions and 2d shadows
are created in maShadowPrimitives
*/
bool mbShadow3DChecked : 1;
/// private helpers
bool impGetShadow3D() const;
/// local decomposition.
virtual Primitive2DReference create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const override;
public:
/// constructor
Embedded3DPrimitive2D(
primitive3d::Primitive3DContainer xChildren3D,
basegfx::B2DHomMatrix aObjectTransformation,
geometry::ViewInformation3D aViewInformation3D,
const basegfx::B3DVector& rLightNormal,
double fShadowSlant,
const basegfx::B3DRange& rScene3DRange);
/// data read access
const primitive3d::Primitive3DContainer& getChildren3D() const { return mxChildren3D; }
const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; }
const geometry::ViewInformation3D& getViewInformation3D() const { return maViewInformation3D; }
const basegfx::B3DVector& getLightNormal() const { return maLightNormal; }
double getShadowSlant() const { return mfShadowSlant; }
const basegfx::B3DRange& getScene3DRange() const { return maScene3DRange; }
/// compare operator
virtual bool operator==(const BasePrimitive2D& rPrimitive) const override;
/// get range
virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const override;
/// provide unique ID
virtual sal_uInt32 getPrimitive2DID() const override;
};
} // end of namespace drawinglayer::primitive2d
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */