33ff399d72
Change-Id: I1cc4be1e7068ce3c40340e88fcde75fc7862a18a
259 lines
8.5 KiB
C++
259 lines
8.5 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 _B3D_B3DTRANS_HXX
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#define _B3D_B3DTRANS_HXX
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#define ZBUFFER_DEPTH_RANGE ((double)(256L * 256L * 256L))
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#include <basegfx/matrix/b3dhommatrix.hxx>
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#include <basegfx/range/b3drange.hxx>
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#include <tools/gen.hxx>
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#include <basegfx/matrix/b2dhommatrix.hxx>
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#include <basegfx/point/b2dpoint.hxx>
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#include <tools/toolsdllapi.h>
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/// Supported methods for setting the aspect ratio
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enum Base3DRatio
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{
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Base3DRatioGrow = 1,
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Base3DRatioShrink,
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Base3DRatioMiddle
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};
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/// Supported projection types
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enum Base3DProjectionType
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{
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Base3DProjectionTypeParallel = 1,
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Base3DProjectionTypePerspective
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};
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/// Transformation sets for 3D output
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class TOOLS_DLLPUBLIC B3dTransformationSet
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{
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private:
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// Object Matrix Object -> World
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basegfx::B3DHomMatrix maObjectTrans;
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basegfx::B3DHomMatrix maInvObjectTrans;
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// Orientation Matrix
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basegfx::B3DHomMatrix maOrientation;
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basegfx::B3DHomMatrix maInvOrientation;
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// Projection Matrix
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basegfx::B3DHomMatrix maProjection;
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basegfx::B3DHomMatrix maInvProjection;
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// Texture Matrices
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basegfx::B2DHomMatrix maTexture;
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// Special transformation set for converting Object -> Device
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basegfx::B3DHomMatrix maObjectToDevice;
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// Transposed and inversed matrix for vector transformations
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basegfx::B3DHomMatrix maInvTransObjectToEye;
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// Transformation for World->View
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basegfx::B3DHomMatrix maMatFromWorldToView;
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basegfx::B3DHomMatrix maInvMatFromWorldToView;
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// Parameters for ViewportTransformation
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basegfx::B3DVector maScale;
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basegfx::B3DVector maTranslate;
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// ViewPlane DeviceRectangle (user-defined)
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double mfLeftBound;
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double mfRightBound;
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double mfBottomBound;
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double mfTopBound;
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// Near and far clipping planes
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double mfNearBound;
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double mfFarBound;
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// Aspect ratio of 3D transformation (Y / X)
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// default: 1:1 -> 1.0
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// Disable with value 0.0
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double mfRatio;
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// Viewport area in logical coordinates
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Rectangle maViewportRectangle;
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// Visible area within viewport
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Rectangle maVisibleRectangle;
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// Actual coordinates as set by CalcViewport
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// of visible viewport area (logical coordinates)
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Rectangle maSetBound;
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// Method of keeping defined aspect ratio
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// default: Base3DRatioGrow
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Base3DRatio meRatio;
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// Flags
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bool mbPerspective : 1;
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bool mbWorldToViewValid : 1;
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bool mbInvTransObjectToEyeValid : 1;
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bool mbObjectToDeviceValid : 1;
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bool mbProjectionValid : 1;
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public:
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B3dTransformationSet();
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virtual ~B3dTransformationSet();
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void Reset();
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// ObjectTrans
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const basegfx::B3DHomMatrix& GetObjectTrans() { return maObjectTrans; }
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const basegfx::B3DHomMatrix& GetInvObjectTrans() { return maInvObjectTrans; }
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// Orientation
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void SetOrientation(
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basegfx::B3DPoint aVRP = basegfx::B3DPoint(0.0,0.0,1.0),
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basegfx::B3DVector aVPN = basegfx::B3DVector(0.0,0.0,1.0),
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basegfx::B3DVector aVUP = basegfx::B3DVector(0.0,1.0,0.0));
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const basegfx::B3DHomMatrix& GetOrientation() { return maOrientation; }
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const basegfx::B3DHomMatrix& GetInvOrientation() { return maInvOrientation; }
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// Projection
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void SetProjection(const basegfx::B3DHomMatrix& mProject);
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const basegfx::B3DHomMatrix& GetProjection();
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// Texture
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const basegfx::B2DHomMatrix& GetTexture() { return maTexture; }
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// aspect ratio accessors and the defined method of keeping defined aspect ratio
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double GetRatio() { return mfRatio; }
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void SetRatio(double fNew=1.0);
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Base3DRatio GetRatioMode() { return meRatio; }
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// Parameters of ViewportTransformation
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void SetDeviceRectangle(double fL=-1.0, double fR=1.0,
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double fB=-1.0, double fT=1.0,
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bool bBroadCastChange=true);
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double GetDeviceRectangleWidth() const { return mfRightBound - mfLeftBound; }
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double GetDeviceRectangleHeight() const { return mfTopBound - mfBottomBound; }
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double GetFrontClippingPlane() { return mfNearBound; }
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double GetBackClippingPlane() { return mfFarBound; }
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void SetPerspective(bool bNew);
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bool GetPerspective() { return mbPerspective; }
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void SetViewportRectangle(Rectangle& rRect, Rectangle& rVisible);
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void SetViewportRectangle(Rectangle& rRect) { SetViewportRectangle(rRect, rRect); }
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const Rectangle& GetViewportRectangle() { return maViewportRectangle; }
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void CalcViewport();
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// Direct accessors for miscellaneous transformations
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const basegfx::B3DPoint WorldToEyeCoor(const basegfx::B3DPoint& rVec);
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const basegfx::B3DPoint EyeToWorldCoor(const basegfx::B3DPoint& rVec);
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static void Frustum(
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basegfx::B3DHomMatrix& rTarget,
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double fLeft = -1.0, double fRight = 1.0,
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double fBottom = -1.0, double fTop = 1.0,
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double fNear = 0.001, double fFar = 1.0);
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static void Ortho(
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basegfx::B3DHomMatrix& rTarget,
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double fLeft = -1.0, double fRight = 1.0,
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double fBottom = -1.0, double fTop = 1.0,
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double fNear = 0.0, double fFar = 1.0);
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static void Orientation(
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basegfx::B3DHomMatrix& rTarget,
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basegfx::B3DPoint aVRP = basegfx::B3DPoint(0.0,0.0,1.0),
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basegfx::B3DVector aVPN = basegfx::B3DVector(0.0,0.0,1.0),
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basegfx::B3DVector aVUP = basegfx::B3DVector(0.0,1.0,0.0));
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protected:
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void PostSetObjectTrans();
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void PostSetOrientation();
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void PostSetProjection();
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void PostSetViewport();
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virtual void DeviceRectangleChange();
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};
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/** Viewport for B3D
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Uses a simplified model, in which a point is described using a View
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Reference Point (VRP).
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*/
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class TOOLS_DLLPUBLIC B3dViewport : public B3dTransformationSet
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{
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private:
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basegfx::B3DPoint aVRP; // View Reference Point
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basegfx::B3DVector aVPN; // View Plane Normal
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basegfx::B3DVector aVUV; // View Up Vector
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public:
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B3dViewport();
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virtual ~B3dViewport();
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void SetVUV(const basegfx::B3DVector& rNewVUV);
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void SetViewportValues(
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const basegfx::B3DPoint& rNewVRP,
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const basegfx::B3DVector& rNewVPN,
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const basegfx::B3DVector& rNewVUV);
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const basegfx::B3DPoint& GetVRP() const { return aVRP; }
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const basegfx::B3DVector& GetVPN() const { return aVPN; }
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const basegfx::B3DVector& GetVUV() const { return aVUV; }
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protected:
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void CalcOrientation();
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};
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// B3D camera
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class TOOLS_DLLPUBLIC B3dCamera : public B3dViewport
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{
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private:
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basegfx::B3DPoint aPosition;
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basegfx::B3DPoint aCorrectedPosition;
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basegfx::B3DVector aLookAt;
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double fFocalLength;
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double fBankAngle;
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unsigned bUseFocalLength : 1;
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public:
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B3dCamera(
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const basegfx::B3DPoint& rPos = basegfx::B3DPoint(0.0, 0.0, 1.0),
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const basegfx::B3DVector& rLkAt = basegfx::B3DVector(0.0, 0.0, 0.0),
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double fFocLen = 35.0, double fBnkAng = 0.0,
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bool bUseFocLen = false);
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virtual ~B3dCamera();
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const basegfx::B3DPoint& GetPosition() const { return aPosition; }
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const basegfx::B3DVector& GetLookAt() const { return aLookAt; }
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// Focal length in mm
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double GetFocalLength() const { return fFocalLength; }
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double GetBankAngle() const { return fBankAngle; }
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bool GetUseFocalLength() const { return (bool)bUseFocalLength; }
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protected:
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void CalcNewViewportValues();
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bool CalcFocalLength();
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virtual void DeviceRectangleChange();
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};
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#endif
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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