236 lines
11 KiB
C++
236 lines
11 KiB
C++
/*************************************************************************
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*
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* OpenOffice.org - a multi-platform office productivity suite
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*
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* $RCSfile: sdrsphereprimitive3d.cxx,v $
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*
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* $Revision: 1.12 $
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*
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* last change: $Author: aw $ $Date: 2008-06-10 09:29:33 $
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*
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* The Contents of this file are made available subject to
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* the terms of GNU Lesser General Public License Version 2.1.
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*
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*
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* GNU Lesser General Public License Version 2.1
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* =============================================
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* Copyright 2005 by Sun Microsystems, Inc.
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* 901 San Antonio Road, Palo Alto, CA 94303, USA
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License version 2.1, as published by the Free Software Foundation.
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*
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* This library 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 GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston,
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* MA 02111-1307 USA
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*
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************************************************************************/
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// MARKER(update_precomp.py): autogen include statement, do not remove
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#include "precompiled_drawinglayer.hxx"
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#include <drawinglayer/primitive3d/sdrsphereprimitive3d.hxx>
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#include <basegfx/polygon/b3dpolypolygontools.hxx>
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#include <basegfx/matrix/b2dhommatrix.hxx>
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#include <basegfx/polygon/b3dpolygon.hxx>
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#include <drawinglayer/primitive3d/sdrdecompositiontools3d.hxx>
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#include <basegfx/tools/canvastools.hxx>
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#include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
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#include <drawinglayer/primitive3d/hittestprimitive3d.hxx>
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#include <drawinglayer/attribute/sdrattribute.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 primitive3d
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{
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Primitive3DSequence SdrSpherePrimitive3D::createLocalDecomposition(const geometry::ViewInformation3D& /*rViewInformation*/) const
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{
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Primitive3DSequence aRetval;
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const basegfx::B3DRange aUnitRange(0.0, 0.0, 0.0, 1.0, 1.0, 1.0);
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const bool bCreateNormals(::com::sun::star::drawing::NormalsKind_SPECIFIC == getSdr3DObjectAttribute().getNormalsKind()
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|| ::com::sun::star::drawing::NormalsKind_SPHERE == getSdr3DObjectAttribute().getNormalsKind());
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// create unit geometry
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basegfx::B3DPolyPolygon aFill(basegfx::tools::createSphereFillPolyPolygonFromB3DRange(aUnitRange,
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getHorizontalSegments(), getVerticalSegments(), bCreateNormals));
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// normal inversion
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if(getSdrLFSAttribute().getFill()
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&& bCreateNormals
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&& getSdr3DObjectAttribute().getNormalsInvert()
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&& aFill.areNormalsUsed())
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{
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// invert normals
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aFill = basegfx::tools::invertNormals(aFill);
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}
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// texture coordinates
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if(getSdrLFSAttribute().getFill())
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{
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// handle texture coordinates X
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const bool bParallelX(::com::sun::star::drawing::TextureProjectionMode_PARALLEL == getSdr3DObjectAttribute().getTextureProjectionX());
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const bool bObjectSpecificX(::com::sun::star::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionX());
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const bool bSphereX(::com::sun::star::drawing::TextureProjectionMode_SPHERE == getSdr3DObjectAttribute().getTextureProjectionX());
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// handle texture coordinates Y
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const bool bParallelY(::com::sun::star::drawing::TextureProjectionMode_PARALLEL == getSdr3DObjectAttribute().getTextureProjectionY());
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const bool bObjectSpecificY(::com::sun::star::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionY());
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const bool bSphereY(::com::sun::star::drawing::TextureProjectionMode_SPHERE == getSdr3DObjectAttribute().getTextureProjectionY());
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if(bParallelX || bParallelY)
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{
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// apply parallel texture coordinates in X and/or Y
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const basegfx::B3DRange aRange(basegfx::tools::getRange(aFill));
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aFill = basegfx::tools::applyDefaultTextureCoordinatesParallel(aFill, aRange, bParallelX, bParallelY);
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}
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if(bSphereX || bObjectSpecificX || bSphereY || bObjectSpecificY)
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{
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double fRelativeAngle(0.0);
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if(bObjectSpecificX)
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{
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// Since the texture coordinates are (for historical reasons)
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// different from forced to sphere texture coordinates,
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// create a old version from it by rotating to old state before applying
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// the texture coordinates to emulate old behaviour
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fRelativeAngle = F_2PI * ((double)((getHorizontalSegments() >> 1L) - 1L) / (double)getHorizontalSegments());
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basegfx::B3DHomMatrix aRot;
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aRot.rotate(0.0, fRelativeAngle, 0.0);
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aFill.transform(aRot);
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}
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// apply spherical texture coordinates in X and/or Y
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const basegfx::B3DRange aRange(basegfx::tools::getRange(aFill));
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const basegfx::B3DPoint aCenter(aRange.getCenter());
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aFill = basegfx::tools::applyDefaultTextureCoordinatesSphere(aFill, aCenter,
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bSphereX || bObjectSpecificX, bSphereY || bObjectSpecificY);
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if(bObjectSpecificX)
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{
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// rotate back again
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basegfx::B3DHomMatrix aRot;
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aRot.rotate(0.0, -fRelativeAngle, 0.0);
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aFill.transform(aRot);
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}
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}
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// transform texture coordinates to texture size
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basegfx::B2DHomMatrix aTexMatrix;
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aTexMatrix.scale(getTextureSize().getX(), getTextureSize().getY());
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aFill.transformTextureCoordiantes(aTexMatrix);
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}
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// build vector of PolyPolygons
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::std::vector< basegfx::B3DPolyPolygon > a3DPolyPolygonVector;
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for(sal_uInt32 a(0L); a < aFill.count(); a++)
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{
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a3DPolyPolygonVector.push_back(basegfx::B3DPolyPolygon(aFill.getB3DPolygon(a)));
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}
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if(getSdrLFSAttribute().getFill())
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{
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// add fill
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aRetval = create3DPolyPolygonFillPrimitives(
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a3DPolyPolygonVector,
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getTransform(),
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getTextureSize(),
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getSdr3DObjectAttribute(),
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*getSdrLFSAttribute().getFill(),
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getSdrLFSAttribute().getFillFloatTransGradient());
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}
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else
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{
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// create simplified 3d hit test geometry
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const attribute::SdrFillAttribute aSimplifiedFillAttribute(0.0, basegfx::BColor(), 0, 0, 0);
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aRetval = create3DPolyPolygonFillPrimitives(
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a3DPolyPolygonVector,
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getTransform(),
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getTextureSize(),
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getSdr3DObjectAttribute(),
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aSimplifiedFillAttribute,
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0);
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// encapsulate in HitTestPrimitive3D and add
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const Primitive3DReference xRef(new HitTestPrimitive3D(aRetval));
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aRetval = Primitive3DSequence(&xRef, 1L);
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}
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// add line
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if(getSdrLFSAttribute().getLine())
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{
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basegfx::B3DPolyPolygon aSphere(basegfx::tools::createSpherePolyPolygonFromB3DRange(aUnitRange, getHorizontalSegments(), getVerticalSegments()));
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const Primitive3DSequence aLines(create3DPolyPolygonLinePrimitives(aSphere, getTransform(), *getSdrLFSAttribute().getLine()));
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appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aLines);
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}
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// add shadow
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if(getSdrLFSAttribute().getShadow() && aRetval.hasElements())
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{
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const Primitive3DSequence aShadow(createShadowPrimitive3D(aRetval, *getSdrLFSAttribute().getShadow(), getSdr3DObjectAttribute().getShadow3D()));
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appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aShadow);
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}
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return aRetval;
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}
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SdrSpherePrimitive3D::SdrSpherePrimitive3D(
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const basegfx::B3DHomMatrix& rTransform,
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const basegfx::B2DVector& rTextureSize,
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const attribute::SdrLineFillShadowAttribute& rSdrLFSAttribute,
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const attribute::Sdr3DObjectAttribute& rSdr3DObjectAttribute,
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sal_uInt32 nHorizontalSegments,
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sal_uInt32 nVerticalSegments)
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: SdrPrimitive3D(rTransform, rTextureSize, rSdrLFSAttribute, rSdr3DObjectAttribute),
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mnHorizontalSegments(nHorizontalSegments),
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mnVerticalSegments(nVerticalSegments)
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{
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}
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bool SdrSpherePrimitive3D::operator==(const BasePrimitive3D& rPrimitive) const
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{
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if(SdrPrimitive3D::operator==(rPrimitive))
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{
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const SdrSpherePrimitive3D& rCompare = static_cast< const SdrSpherePrimitive3D& >(rPrimitive);
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return (getHorizontalSegments() == rCompare.getHorizontalSegments()
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&& getVerticalSegments() == rCompare.getVerticalSegments());
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}
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return false;
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}
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basegfx::B3DRange SdrSpherePrimitive3D::getB3DRange(const geometry::ViewInformation3D& /*rViewInformation*/) const
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{
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// use defaut from sdrPrimitive3D which uses transformation expanded by line width/2
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// The parent implementation which uses the ranges of the decomposition would be more
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// corrcet, but for historical reasons it is necessary to do the old method: To get
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// the range of the non-transformed geometry and transform it then. This leads to different
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// ranges where the new method is more correct, but the need to keep the old behaviour
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// has priority here.
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return getStandard3DRange();
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}
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// provide unique ID
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ImplPrimitrive3DIDBlock(SdrSpherePrimitive3D, PRIMITIVE3D_ID_SDRSPHEREPRIMITIVE3D)
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} // end of namespace primitive3d
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} // end of namespace drawinglayer
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//////////////////////////////////////////////////////////////////////////////
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// eof
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