34569eb28f
Change-Id: Idda2852c3e96ce15fde75d5a95369ec50a012410
339 lines
16 KiB
C++
339 lines
16 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*************************************************************************
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*
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
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* Copyright 2000, 2010 Oracle and/or its affiliates.
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*
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* OpenOffice.org - a multi-platform office productivity suite
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*
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* This file is part of OpenOffice.org.
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*
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* OpenOffice.org is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License version 3
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* only, as published by the Free Software Foundation.
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*
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* OpenOffice.org is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License version 3 for more details
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* (a copy is included in the LICENSE file that accompanied this code).
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*
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* You should have received a copy of the GNU Lesser General Public License
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* version 3 along with OpenOffice.org. If not, see
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* <http://www.openoffice.org/license.html>
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* for a copy of the LGPLv3 License.
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*
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************************************************************************/
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#include <drawinglayer/processor3d/shadow3dextractor.hxx>
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#include <drawinglayer/primitive3d/shadowprimitive3d.hxx>
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#include <drawinglayer/primitive2d/shadowprimitive2d.hxx>
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#include <drawinglayer/primitive2d/unifiedtransparenceprimitive2d.hxx>
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#include <drawinglayer/primitive3d/transformprimitive3d.hxx>
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#include <drawinglayer/primitive3d/polygonprimitive3d.hxx>
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#include <basegfx/polygon/b2dpolygontools.hxx>
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#include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
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#include <drawinglayer/primitive3d/polypolygonprimitive3d.hxx>
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#include <basegfx/polygon/b2dpolypolygontools.hxx>
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#include <drawinglayer/primitive2d/polypolygonprimitive2d.hxx>
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#include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.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 processor3d
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{
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/// helper to convert from BasePrimitive2DVector to primitive2d::Primitive2DSequence
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const primitive2d::Primitive2DSequence Shadow3DExtractingProcessor::getPrimitive2DSequenceFromBasePrimitive2DVector(
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const BasePrimitive2DVector& rVector) const
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{
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const sal_uInt32 nCount(rVector.size());
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primitive2d::Primitive2DSequence aRetval(nCount);
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for(sal_uInt32 a(0); a < nCount; a++)
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{
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aRetval[a] = rVector[a];
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}
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// all entries taken over; no need to delete entries, just reset to
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// mark as empty
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const_cast< BasePrimitive2DVector& >(rVector).clear();
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return aRetval;
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}
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// as tooling, the process() implementation takes over API handling and calls this
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// virtual render method when the primitive implementation is BasePrimitive3D-based.
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void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate)
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{
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// it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
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switch(rCandidate.getPrimitive3DID())
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{
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case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D :
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{
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// shadow3d object. Call recursive with content and start conversion
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const primitive3d::ShadowPrimitive3D& rPrimitive = static_cast< const primitive3d::ShadowPrimitive3D& >(rCandidate);
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// set new target
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BasePrimitive2DVector aNewSubList;
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BasePrimitive2DVector* pLastTargetSequence = mpPrimitive2DSequence;
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mpPrimitive2DSequence = &aNewSubList;
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// activate convert
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const bool bLastConvert(mbConvert);
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mbConvert = true;
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// set projection flag
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const bool bLastUseProjection(mbUseProjection);
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mbUseProjection = rPrimitive.getShadow3D();
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// process content
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process(rPrimitive.getChildren());
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// restore values
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mbUseProjection = bLastUseProjection;
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mbConvert = bLastConvert;
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mpPrimitive2DSequence = pLastTargetSequence;
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// create 2d shadow primitive with result. This also fetches all entries
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// from aNewSubList, so there is no need to delete them
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primitive2d::BasePrimitive2D* pNew = new primitive2d::ShadowPrimitive2D(
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rPrimitive.getShadowTransform(),
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rPrimitive.getShadowColor(),
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getPrimitive2DSequenceFromBasePrimitive2DVector(aNewSubList));
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if(basegfx::fTools::more(rPrimitive.getShadowTransparence(), 0.0))
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{
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// create simpleTransparencePrimitive, add created primitives
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const primitive2d::Primitive2DReference xRef(pNew);
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const primitive2d::Primitive2DSequence aNewTransPrimitiveVector(&xRef, 1);
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pNew = new primitive2d::UnifiedTransparencePrimitive2D(
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aNewTransPrimitiveVector,
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rPrimitive.getShadowTransparence());
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}
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mpPrimitive2DSequence->push_back(pNew);
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break;
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}
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case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D :
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{
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// transform group. Remember current transformations
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const primitive3d::TransformPrimitive3D& rPrimitive = static_cast< const primitive3d::TransformPrimitive3D& >(rCandidate);
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const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D());
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// create new transformation; add new object transform from right side
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const geometry::ViewInformation3D aNewViewInformation3D(
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aLastViewInformation3D.getObjectTransformation() * rPrimitive.getTransformation(),
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aLastViewInformation3D.getOrientation(),
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aLastViewInformation3D.getProjection(),
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aLastViewInformation3D.getDeviceToView(),
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aLastViewInformation3D.getViewTime(),
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aLastViewInformation3D.getExtendedInformationSequence());
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updateViewInformation(aNewViewInformation3D);
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if(mbShadowProjectionIsValid)
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{
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// update buffered WorldToEye and EyeToView
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maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
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maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
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}
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// let break down
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process(rPrimitive.getChildren());
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// restore transformations
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updateViewInformation(aLastViewInformation3D);
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if(mbShadowProjectionIsValid)
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{
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// update buffered WorldToEye and EyeToView
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maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
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maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
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}
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break;
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}
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case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D :
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{
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// PolygonHairlinePrimitive3D
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if(mbConvert)
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{
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const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rCandidate);
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basegfx::B2DPolygon a2DHairline;
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if(mbUseProjection)
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{
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if(mbShadowProjectionIsValid)
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{
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a2DHairline = impDoShadowProjection(rPrimitive.getB3DPolygon());
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}
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}
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else
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{
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a2DHairline = basegfx::tools::createB2DPolygonFromB3DPolygon(rPrimitive.getB3DPolygon(), getViewInformation3D().getObjectToView());
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}
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if(a2DHairline.count())
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{
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a2DHairline.transform(getObjectTransformation());
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mpPrimitive2DSequence->push_back(
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new primitive2d::PolygonHairlinePrimitive2D(
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a2DHairline,
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maPrimitiveColor));
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}
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}
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break;
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}
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case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D :
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{
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// PolyPolygonMaterialPrimitive3D
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if(mbConvert)
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{
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const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rCandidate);
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basegfx::B2DPolyPolygon a2DFill;
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if(mbUseProjection)
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{
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if(mbShadowProjectionIsValid)
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{
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a2DFill = impDoShadowProjection(rPrimitive.getB3DPolyPolygon());
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}
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}
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else
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{
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a2DFill = basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive.getB3DPolyPolygon(), getViewInformation3D().getObjectToView());
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}
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if(a2DFill.count())
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{
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a2DFill.transform(getObjectTransformation());
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mpPrimitive2DSequence->push_back(
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new primitive2d::PolyPolygonColorPrimitive2D(
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a2DFill,
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maPrimitiveColor));
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}
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}
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break;
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}
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default :
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{
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// process recursively
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process(rCandidate.get3DDecomposition(getViewInformation3D()));
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break;
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}
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}
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}
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Shadow3DExtractingProcessor::Shadow3DExtractingProcessor(
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const geometry::ViewInformation3D& rViewInformation,
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const basegfx::B2DHomMatrix& rObjectTransformation,
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const basegfx::B3DVector& rLightNormal,
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double fShadowSlant,
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const basegfx::B3DRange& rContained3DRange)
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: BaseProcessor3D(rViewInformation),
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maPrimitive2DSequence(),
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mpPrimitive2DSequence(&maPrimitive2DSequence),
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maObjectTransformation(rObjectTransformation),
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maWorldToEye(),
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maEyeToView(),
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maLightNormal(rLightNormal),
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maShadowPlaneNormal(),
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maPlanePoint(),
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mfLightPlaneScalar(0.0),
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maPrimitiveColor(),
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mbShadowProjectionIsValid(false),
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mbConvert(false),
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mbUseProjection(false)
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{
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// normalize light normal, get and normalize shadow plane normal and calculate scalar from it
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maLightNormal.normalize();
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maShadowPlaneNormal = basegfx::B3DVector(0.0, sin(fShadowSlant), cos(fShadowSlant));
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maShadowPlaneNormal.normalize();
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mfLightPlaneScalar = maLightNormal.scalar(maShadowPlaneNormal);
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// use only when scalar is > 0.0, so the light is in front of the object
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if(basegfx::fTools::more(mfLightPlaneScalar, 0.0))
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{
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// prepare buffered WorldToEye and EyeToView
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maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
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maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
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// calculate range to get front edge around which to rotate the shadow's projection
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basegfx::B3DRange aContained3DRange(rContained3DRange);
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aContained3DRange.transform(getWorldToEye());
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maPlanePoint.setX(maShadowPlaneNormal.getX() < 0.0 ? aContained3DRange.getMinX() : aContained3DRange.getMaxX());
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maPlanePoint.setY(maShadowPlaneNormal.getY() > 0.0 ? aContained3DRange.getMinY() : aContained3DRange.getMaxY());
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maPlanePoint.setZ(aContained3DRange.getMinZ() - (aContained3DRange.getDepth() / 8.0));
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// set flag that shadow projection is prepared and allowed
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mbShadowProjectionIsValid = true;
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}
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}
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Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor()
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{
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OSL_ENSURE(0 == maPrimitive2DSequence.size(),
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"OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)");
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for(sal_uInt32 a(0); a < maPrimitive2DSequence.size(); a++)
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{
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delete maPrimitive2DSequence[a];
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}
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}
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basegfx::B2DPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon& rSource)
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{
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basegfx::B2DPolygon aRetval;
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for(sal_uInt32 a(0L); a < rSource.count(); a++)
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{
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// get point, transform to eye coordinate system
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basegfx::B3DPoint aCandidate(rSource.getB3DPoint(a));
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aCandidate *= getWorldToEye();
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// we are in eye coordinates
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// ray is (aCandidate + fCut * maLightNormal)
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// plane is (maPlanePoint, maShadowPlaneNormal)
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// maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0
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// get cut point of ray with shadow plane
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const double fCut(basegfx::B3DVector(maPlanePoint - aCandidate).scalar(maShadowPlaneNormal) / mfLightPlaneScalar);
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aCandidate += maLightNormal * fCut;
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// transform to view, use 2d coordinates
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aCandidate *= getEyeToView();
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aRetval.append(basegfx::B2DPoint(aCandidate.getX(), aCandidate.getY()));
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}
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// copy closed flag
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aRetval.setClosed(rSource.isClosed());
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return aRetval;
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}
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basegfx::B2DPolyPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource)
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{
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basegfx::B2DPolyPolygon aRetval;
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for(sal_uInt32 a(0L); a < rSource.count(); a++)
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{
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aRetval.append(impDoShadowProjection(rSource.getB3DPolygon(a)));
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}
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return aRetval;
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}
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const primitive2d::Primitive2DSequence Shadow3DExtractingProcessor::getPrimitive2DSequence() const
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{
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return getPrimitive2DSequenceFromBasePrimitive2DVector(maPrimitive2DSequence);
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}
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} // end of namespace processor3d
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} // end of namespace drawinglayer
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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