3b83c6ac80
.. 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>
113 lines
5.2 KiB
C++
113 lines
5.2 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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#pragma once
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#include <drawinglayer/drawinglayerdllapi.h>
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#include <drawinglayer/primitive2d/BufferedDecompositionPrimitive2D.hxx>
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#include <drawinglayer/primitive3d/baseprimitive3d.hxx>
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#include <drawinglayer/geometry/viewinformation3d.hxx>
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#include <basegfx/matrix/b2dhommatrix.hxx>
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// Embedded3DPrimitive2D class
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namespace drawinglayer::primitive2d
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{
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/** Embedded3DPrimitive2D class
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This is a helper primitive which allows embedding of single 3D
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primitives to the 2D primitive logic. It will get the scene it's
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involved and thus the 3D transformation. With this information it
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is able to provide 2D range data for a 3D primitive.
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This primitive will not be visualized and decomposes to a yellow
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2D rectangle to visualize that this should never be visualized
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*/
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class DRAWINGLAYER_DLLPUBLIC Embedded3DPrimitive2D final : public BufferedDecompositionPrimitive2D
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{
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private:
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/// the sequence of 3d primitives
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primitive3d::Primitive3DContainer mxChildren3D;
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/// the 2D scene object transformation
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basegfx::B2DHomMatrix maObjectTransformation;
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/// the 3D transformations
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geometry::ViewInformation3D maViewInformation3D;
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/** if the embedded 3D primitives contain shadow, these parameters are needed
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to extract the shadow which is a sequence of 2D primitives and may expand
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the 2D range. Since every single 3D object in a scene may individually
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have shadow or not, these values need to be provided and prepared. The shadow
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distance itself (a 2D transformation) is part of the 3D shadow definition
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*/
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basegfx::B3DVector maLightNormal;
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double mfShadowSlant;
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basegfx::B3DRange maScene3DRange;
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/// the primitiveSequence for on-demand created shadow primitives (see mbShadow3DChecked)
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Primitive2DContainer maShadowPrimitives;
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/// #i96669# add simple range buffering for this primitive
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basegfx::B2DRange maB2DRange;
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/** flag if given 3D geometry is already checked for shadow definitions and 2d shadows
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are created in maShadowPrimitives
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*/
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bool mbShadow3DChecked : 1;
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/// private helpers
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bool impGetShadow3D() const;
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/// local decomposition.
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virtual Primitive2DReference create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const override;
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public:
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/// constructor
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Embedded3DPrimitive2D(
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primitive3d::Primitive3DContainer xChildren3D,
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basegfx::B2DHomMatrix aObjectTransformation,
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geometry::ViewInformation3D aViewInformation3D,
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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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/// data read access
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const primitive3d::Primitive3DContainer& getChildren3D() const { return mxChildren3D; }
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const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; }
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const geometry::ViewInformation3D& getViewInformation3D() const { return maViewInformation3D; }
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const basegfx::B3DVector& getLightNormal() const { return maLightNormal; }
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double getShadowSlant() const { return mfShadowSlant; }
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const basegfx::B3DRange& getScene3DRange() const { return maScene3DRange; }
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/// compare operator
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virtual bool operator==(const BasePrimitive2D& rPrimitive) const override;
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/// get range
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virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const override;
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/// provide unique ID
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virtual sal_uInt32 getPrimitive2DID() const override;
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};
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} // end of namespace drawinglayer::primitive2d
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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