office-gobmx/drawinglayer/source/primitive3d/sdrsphereprimitive3d.cxx
2008-10-17 08:40:10 +00:00

236 lines
11 KiB
C++

/*************************************************************************
*
* OpenOffice.org - a multi-platform office productivity suite
*
* $RCSfile: sdrsphereprimitive3d.cxx,v $
*
* $Revision: 1.12 $
*
* last change: $Author: aw $ $Date: 2008-06-10 09:29:33 $
*
* The Contents of this file are made available subject to
* the terms of GNU Lesser General Public License Version 2.1.
*
*
* GNU Lesser General Public License Version 2.1
* =============================================
* Copyright 2005 by Sun Microsystems, Inc.
* 901 San Antonio Road, Palo Alto, CA 94303, USA
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License version 2.1, as published by the Free Software Foundation.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston,
* MA 02111-1307 USA
*
************************************************************************/
// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_drawinglayer.hxx"
#include <drawinglayer/primitive3d/sdrsphereprimitive3d.hxx>
#include <basegfx/polygon/b3dpolypolygontools.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
#include <basegfx/polygon/b3dpolygon.hxx>
#include <drawinglayer/primitive3d/sdrdecompositiontools3d.hxx>
#include <basegfx/tools/canvastools.hxx>
#include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
#include <drawinglayer/primitive3d/hittestprimitive3d.hxx>
#include <drawinglayer/attribute/sdrattribute.hxx>
//////////////////////////////////////////////////////////////////////////////
using namespace com::sun::star;
//////////////////////////////////////////////////////////////////////////////
namespace drawinglayer
{
namespace primitive3d
{
Primitive3DSequence SdrSpherePrimitive3D::createLocalDecomposition(const geometry::ViewInformation3D& /*rViewInformation*/) const
{
Primitive3DSequence aRetval;
const basegfx::B3DRange aUnitRange(0.0, 0.0, 0.0, 1.0, 1.0, 1.0);
const bool bCreateNormals(::com::sun::star::drawing::NormalsKind_SPECIFIC == getSdr3DObjectAttribute().getNormalsKind()
|| ::com::sun::star::drawing::NormalsKind_SPHERE == getSdr3DObjectAttribute().getNormalsKind());
// create unit geometry
basegfx::B3DPolyPolygon aFill(basegfx::tools::createSphereFillPolyPolygonFromB3DRange(aUnitRange,
getHorizontalSegments(), getVerticalSegments(), bCreateNormals));
// normal inversion
if(getSdrLFSAttribute().getFill()
&& bCreateNormals
&& getSdr3DObjectAttribute().getNormalsInvert()
&& aFill.areNormalsUsed())
{
// invert normals
aFill = basegfx::tools::invertNormals(aFill);
}
// texture coordinates
if(getSdrLFSAttribute().getFill())
{
// handle texture coordinates X
const bool bParallelX(::com::sun::star::drawing::TextureProjectionMode_PARALLEL == getSdr3DObjectAttribute().getTextureProjectionX());
const bool bObjectSpecificX(::com::sun::star::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionX());
const bool bSphereX(::com::sun::star::drawing::TextureProjectionMode_SPHERE == getSdr3DObjectAttribute().getTextureProjectionX());
// handle texture coordinates Y
const bool bParallelY(::com::sun::star::drawing::TextureProjectionMode_PARALLEL == getSdr3DObjectAttribute().getTextureProjectionY());
const bool bObjectSpecificY(::com::sun::star::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionY());
const bool bSphereY(::com::sun::star::drawing::TextureProjectionMode_SPHERE == getSdr3DObjectAttribute().getTextureProjectionY());
if(bParallelX || bParallelY)
{
// apply parallel texture coordinates in X and/or Y
const basegfx::B3DRange aRange(basegfx::tools::getRange(aFill));
aFill = basegfx::tools::applyDefaultTextureCoordinatesParallel(aFill, aRange, bParallelX, bParallelY);
}
if(bSphereX || bObjectSpecificX || bSphereY || bObjectSpecificY)
{
double fRelativeAngle(0.0);
if(bObjectSpecificX)
{
// Since the texture coordinates are (for historical reasons)
// different from forced to sphere texture coordinates,
// create a old version from it by rotating to old state before applying
// the texture coordinates to emulate old behaviour
fRelativeAngle = F_2PI * ((double)((getHorizontalSegments() >> 1L) - 1L) / (double)getHorizontalSegments());
basegfx::B3DHomMatrix aRot;
aRot.rotate(0.0, fRelativeAngle, 0.0);
aFill.transform(aRot);
}
// apply spherical texture coordinates in X and/or Y
const basegfx::B3DRange aRange(basegfx::tools::getRange(aFill));
const basegfx::B3DPoint aCenter(aRange.getCenter());
aFill = basegfx::tools::applyDefaultTextureCoordinatesSphere(aFill, aCenter,
bSphereX || bObjectSpecificX, bSphereY || bObjectSpecificY);
if(bObjectSpecificX)
{
// rotate back again
basegfx::B3DHomMatrix aRot;
aRot.rotate(0.0, -fRelativeAngle, 0.0);
aFill.transform(aRot);
}
}
// transform texture coordinates to texture size
basegfx::B2DHomMatrix aTexMatrix;
aTexMatrix.scale(getTextureSize().getX(), getTextureSize().getY());
aFill.transformTextureCoordiantes(aTexMatrix);
}
// build vector of PolyPolygons
::std::vector< basegfx::B3DPolyPolygon > a3DPolyPolygonVector;
for(sal_uInt32 a(0L); a < aFill.count(); a++)
{
a3DPolyPolygonVector.push_back(basegfx::B3DPolyPolygon(aFill.getB3DPolygon(a)));
}
if(getSdrLFSAttribute().getFill())
{
// add fill
aRetval = create3DPolyPolygonFillPrimitives(
a3DPolyPolygonVector,
getTransform(),
getTextureSize(),
getSdr3DObjectAttribute(),
*getSdrLFSAttribute().getFill(),
getSdrLFSAttribute().getFillFloatTransGradient());
}
else
{
// create simplified 3d hit test geometry
const attribute::SdrFillAttribute aSimplifiedFillAttribute(0.0, basegfx::BColor(), 0, 0, 0);
aRetval = create3DPolyPolygonFillPrimitives(
a3DPolyPolygonVector,
getTransform(),
getTextureSize(),
getSdr3DObjectAttribute(),
aSimplifiedFillAttribute,
0);
// encapsulate in HitTestPrimitive3D and add
const Primitive3DReference xRef(new HitTestPrimitive3D(aRetval));
aRetval = Primitive3DSequence(&xRef, 1L);
}
// add line
if(getSdrLFSAttribute().getLine())
{
basegfx::B3DPolyPolygon aSphere(basegfx::tools::createSpherePolyPolygonFromB3DRange(aUnitRange, getHorizontalSegments(), getVerticalSegments()));
const Primitive3DSequence aLines(create3DPolyPolygonLinePrimitives(aSphere, getTransform(), *getSdrLFSAttribute().getLine()));
appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aLines);
}
// add shadow
if(getSdrLFSAttribute().getShadow() && aRetval.hasElements())
{
const Primitive3DSequence aShadow(createShadowPrimitive3D(aRetval, *getSdrLFSAttribute().getShadow(), getSdr3DObjectAttribute().getShadow3D()));
appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aShadow);
}
return aRetval;
}
SdrSpherePrimitive3D::SdrSpherePrimitive3D(
const basegfx::B3DHomMatrix& rTransform,
const basegfx::B2DVector& rTextureSize,
const attribute::SdrLineFillShadowAttribute& rSdrLFSAttribute,
const attribute::Sdr3DObjectAttribute& rSdr3DObjectAttribute,
sal_uInt32 nHorizontalSegments,
sal_uInt32 nVerticalSegments)
: SdrPrimitive3D(rTransform, rTextureSize, rSdrLFSAttribute, rSdr3DObjectAttribute),
mnHorizontalSegments(nHorizontalSegments),
mnVerticalSegments(nVerticalSegments)
{
}
bool SdrSpherePrimitive3D::operator==(const BasePrimitive3D& rPrimitive) const
{
if(SdrPrimitive3D::operator==(rPrimitive))
{
const SdrSpherePrimitive3D& rCompare = static_cast< const SdrSpherePrimitive3D& >(rPrimitive);
return (getHorizontalSegments() == rCompare.getHorizontalSegments()
&& getVerticalSegments() == rCompare.getVerticalSegments());
}
return false;
}
basegfx::B3DRange SdrSpherePrimitive3D::getB3DRange(const geometry::ViewInformation3D& /*rViewInformation*/) const
{
// use defaut from sdrPrimitive3D which uses transformation expanded by line width/2
// The parent implementation which uses the ranges of the decomposition would be more
// corrcet, but for historical reasons it is necessary to do the old method: To get
// the range of the non-transformed geometry and transform it then. This leads to different
// ranges where the new method is more correct, but the need to keep the old behaviour
// has priority here.
return getStandard3DRange();
}
// provide unique ID
ImplPrimitrive3DIDBlock(SdrSpherePrimitive3D, PRIMITIVE3D_ID_SDRSPHEREPRIMITIVE3D)
} // end of namespace primitive3d
} // end of namespace drawinglayer
//////////////////////////////////////////////////////////////////////////////
// eof