a307e03946
Change-Id: I947e47934677a4f9ced0bfc0db3932bcbbb25f36
239 lines
10 KiB
C++
239 lines
10 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 _E3D_SCENE3D_HXX
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#define _E3D_SCENE3D_HXX
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#include <svx/camera3d.hxx>
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#include <tools/b3dtrans.hxx>
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#include <svx/svxdllapi.h>
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#include <svx/obj3d.hxx>
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namespace sdr { namespace properties {
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class BaseProperties;
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class E3dSceneProperties;
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}}
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namespace drawinglayer { namespace geometry {
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class ViewInformation3D;
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}}
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/*************************************************************************
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|*
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|* GeoData relevant for undo actions
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|*
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\************************************************************************/
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class E3DSceneGeoData : public E3DObjGeoData
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{
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public:
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Camera3D aCamera;
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E3DSceneGeoData() {}
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};
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class Imp3DDepthRemapper;
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/*************************************************************************
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|*
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|* base class for 3D scenes
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|*
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\************************************************************************/
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class SVX_DLLPUBLIC E3dScene : public E3dObject
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{
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private:
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// to allow sdr::properties::E3dSceneProperties access to StructureChanged()
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friend class sdr::properties::E3dSceneProperties;
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protected:
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virtual sdr::properties::BaseProperties* CreateObjectSpecificProperties();
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virtual sdr::contact::ViewContact* CreateObjectSpecificViewContact();
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// transformations
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B3dCamera aCameraSet;
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Camera3D aCamera;
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Imp3DDepthRemapper* mp3DDepthRemapper;
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// Flag to determine if only selected objects should be drawn
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unsigned bDrawOnlySelected : 1;
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virtual void NewObjectInserted(const E3dObject* p3DObj);
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virtual void StructureChanged();
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void RebuildLists();
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virtual void Notify(SfxBroadcaster &rBC, const SfxHint &rHint);
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protected:
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void SetDefaultAttributes(E3dDefaultAttributes& rDefault);
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void ImpCleanup3DDepthMapper();
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public:
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TYPEINFO();
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E3dScene();
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E3dScene(E3dDefaultAttributes& rDefault);
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virtual ~E3dScene();
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virtual void SetBoundRectDirty();
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// access to cleanup of depth mapper
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void Cleanup3DDepthMapper() { ImpCleanup3DDepthMapper(); }
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virtual basegfx::B2DPolyPolygon TakeXorPoly() const;
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sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const;
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// Perspective: enum ProjectionType { PR_PARALLEL, PR_PERSPECTIVE }
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ProjectionType GetPerspective() const
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{ return (ProjectionType)((const Svx3DPerspectiveItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_PERSPECTIVE)).GetValue(); }
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// Distance:
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double GetDistance() const
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{ return (double)((const Svx3DDistanceItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_DISTANCE)).GetValue(); }
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// Focal length: before cm, now 1/10th mm (*100)
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double GetFocalLength() const
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{ return ((const Svx3DFocalLengthItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_FOCAL_LENGTH)).GetValue(); }
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// Two sided lighting:
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sal_Bool GetTwoSidedLighting() const
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{ return ((const Svx3DTwoSidedLightingItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_TWO_SIDED_LIGHTING)).GetValue(); }
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// Lightcolor:
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Color GetLightColor1() const
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{ return ((const Svx3DLightcolor1Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_1)).GetValue(); }
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Color GetLightColor2() const
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{ return ((const Svx3DLightcolor2Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_2)).GetValue(); }
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Color GetLightColor3() const
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{ return ((const Svx3DLightcolor3Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_3)).GetValue(); }
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Color GetLightColor4() const
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{ return ((const Svx3DLightcolor4Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_4)).GetValue(); }
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Color GetLightColor5() const
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{ return ((const Svx3DLightcolor5Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_5)).GetValue(); }
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Color GetLightColor6() const
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{ return ((const Svx3DLightcolor6Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_6)).GetValue(); }
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Color GetLightColor7() const
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{ return ((const Svx3DLightcolor7Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_7)).GetValue(); }
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Color GetLightColor8() const
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{ return ((const Svx3DLightcolor8Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_8)).GetValue(); }
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// Ambient color:
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Color GetGlobalAmbientColor() const
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{ return ((const Svx3DAmbientcolorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_AMBIENTCOLOR)).GetValue(); }
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// Light on/off:
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sal_Bool GetLightOnOff1() const
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{ return ((const Svx3DLightOnOff1Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_1)).GetValue(); }
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sal_Bool GetLightOnOff2() const
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{ return ((const Svx3DLightOnOff2Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_2)).GetValue(); }
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sal_Bool GetLightOnOff3() const
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{ return ((const Svx3DLightOnOff3Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_3)).GetValue(); }
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sal_Bool GetLightOnOff4() const
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{ return ((const Svx3DLightOnOff4Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_4)).GetValue(); }
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sal_Bool GetLightOnOff5() const
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{ return ((const Svx3DLightOnOff5Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_5)).GetValue(); }
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sal_Bool GetLightOnOff6() const
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{ return ((const Svx3DLightOnOff6Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_6)).GetValue(); }
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sal_Bool GetLightOnOff7() const
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{ return ((const Svx3DLightOnOff7Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_7)).GetValue(); }
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sal_Bool GetLightOnOff8() const
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{ return ((const Svx3DLightOnOff8Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_8)).GetValue(); }
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// Light direction:
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basegfx::B3DVector GetLightDirection1() const
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{ return ((const Svx3DLightDirection1Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_1)).GetValue(); }
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basegfx::B3DVector GetLightDirection2() const
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{ return ((const Svx3DLightDirection2Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_2)).GetValue(); }
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basegfx::B3DVector GetLightDirection3() const
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{ return ((const Svx3DLightDirection3Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_3)).GetValue(); }
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basegfx::B3DVector GetLightDirection4() const
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{ return ((const Svx3DLightDirection4Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_4)).GetValue(); }
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basegfx::B3DVector GetLightDirection5() const
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{ return ((const Svx3DLightDirection5Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_5)).GetValue(); }
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basegfx::B3DVector GetLightDirection6() const
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{ return ((const Svx3DLightDirection6Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_6)).GetValue(); }
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basegfx::B3DVector GetLightDirection7() const
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{ return ((const Svx3DLightDirection7Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_7)).GetValue(); }
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basegfx::B3DVector GetLightDirection8() const
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{ return ((const Svx3DLightDirection8Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_8)).GetValue(); }
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// ShadowSlant:
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sal_uInt16 GetShadowSlant() const
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{ return ((const Svx3DShadowSlantItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_SHADOW_SLANT)).GetValue(); }
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// ShadeMode: 0 == FLAT, 1 == PHONG, 2 == SMOOTH, 3 == ForceDraft
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sal_uInt16 GetShadeMode() const
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{ return ((const Svx3DShadeModeItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_SHADE_MODE)).GetValue(); }
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// set flag to draw only selected
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void SetDrawOnlySelected(sal_Bool bNew) { bDrawOnlySelected = bNew; }
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bool GetDrawOnlySelected() const { return bDrawOnlySelected; }
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virtual sal_uInt16 GetObjIdentifier() const;
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virtual void NbcSetSnapRect(const Rectangle& rRect);
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virtual void NbcMove(const Size& rSize);
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virtual void NbcResize(const Point& rRef, const Fraction& rXFact,
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const Fraction& rYFact);
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virtual void RecalcSnapRect();
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virtual E3dScene* GetScene() const;
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void SetCamera(const Camera3D& rNewCamera);
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const Camera3D& GetCamera() const { return aCamera; }
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void removeAllNonSelectedObjects();
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virtual E3dScene* Clone() const;
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E3dScene& operator=(const E3dScene&);
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virtual SdrObjGeoData *NewGeoData() const;
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virtual void SaveGeoData(SdrObjGeoData& rGeo) const;
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virtual void RestGeoData(const SdrObjGeoData& rGeo);
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virtual void NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix);
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virtual void SetTransform(const basegfx::B3DHomMatrix& rMatrix);
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virtual void NbcRotate(const Point& rRef, long nWink, double sn, double cs);
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void RotateScene(const Point& rRef, long nWink, double sn, double cs);
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// TakeObjName...() is for the display in the UI, for example "3 frames selected".
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virtual OUString TakeObjNameSingul() const;
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virtual OUString TakeObjNamePlural() const;
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// get transformations
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B3dCamera& GetCameraSet() { return aCameraSet; }
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// break up
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virtual bool IsBreakObjPossible();
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// polygon which is built during creation
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virtual basegfx::B2DPolyPolygon TakeCreatePoly(const SdrDragStat& rDrag) const;
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// create moves
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virtual bool BegCreate(SdrDragStat& rStat);
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virtual bool MovCreate(SdrDragStat& rStat); // true=Xor muss repainted werden
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virtual bool EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd);
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virtual bool BckCreate(SdrDragStat& rStat);
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virtual void BrkCreate(SdrDragStat& rStat);
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};
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#endif // _E3D_SCENE3D_HXX
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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