office-gobmx/svx/source/engine3d/helperhittest3d.cxx
2012-01-21 19:58:46 +01:00

296 lines
12 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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#include <svx/helperhittest3d.hxx>
#include <basegfx/point/b2dpoint.hxx>
#include <svx/svdpage.hxx>
#include <svx/scene3d.hxx>
#include <svx/svditer.hxx>
#include <drawinglayer/processor3d/cutfindprocessor3d.hxx>
#include <svx/sdr/contact/viewcontactofe3d.hxx>
#include <svx/sdr/contact/viewcontactofe3dscene.hxx>
#include <com/sun/star/uno/Sequence.h>
//////////////////////////////////////////////////////////////////////////////
using namespace com::sun::star;
//////////////////////////////////////////////////////////////////////////////
class ImplPairDephAndObject
{
private:
const E3dCompoundObject* mpObject;
double mfDepth;
public:
ImplPairDephAndObject(const E3dCompoundObject* pObject, double fDepth)
: mpObject(pObject),
mfDepth(fDepth)
{}
// for ::std::sort
bool operator<(const ImplPairDephAndObject& rComp) const
{
return (mfDepth < rComp.mfDepth);
}
// data read access
const E3dCompoundObject* getObject() const { return mpObject; }
double getDepth() const { return mfDepth; }
};
//////////////////////////////////////////////////////////////////////////////
void getAllHit3DObjectWithRelativePoint(
const basegfx::B3DPoint& rFront,
const basegfx::B3DPoint& rBack,
const E3dCompoundObject& rObject,
const drawinglayer::geometry::ViewInformation3D& rObjectViewInformation3D,
::std::vector< basegfx::B3DPoint >& o_rResult,
bool bAnyHit)
{
o_rResult.clear();
if(!rFront.equal(rBack))
{
// rObject is a E3dCompoundObject, so it cannot be a scene (which is a E3dObject)
const sdr::contact::ViewContactOfE3d& rVCObject = static_cast< sdr::contact::ViewContactOfE3d& >(rObject.GetViewContact());
const drawinglayer::primitive3d::Primitive3DSequence aPrimitives(rVCObject.getViewIndependentPrimitive3DSequence());
if(aPrimitives.hasElements())
{
// make BoundVolume empty and overlapping test for speedup
const basegfx::B3DRange aObjectRange(drawinglayer::primitive3d::getB3DRangeFromPrimitive3DSequence(aPrimitives, rObjectViewInformation3D));
if(!aObjectRange.isEmpty())
{
const basegfx::B3DRange aFrontBackRange(rFront, rBack);
if(aObjectRange.overlaps(aFrontBackRange))
{
// bound volumes hit, geometric cut tests needed
drawinglayer::processor3d::CutFindProcessor aCutFindProcessor(rObjectViewInformation3D, rFront, rBack, bAnyHit);
aCutFindProcessor.process(aPrimitives);
o_rResult = aCutFindProcessor.getCutPoints();
}
}
}
}
}
//////////////////////////////////////////////////////////////////////////////
E3dScene* fillViewInformation3DForCompoundObject(drawinglayer::geometry::ViewInformation3D& o_rViewInformation3D, const E3dCompoundObject& rCandidate)
{
// Search for root scene (outmost scene) of the 3d object since e.g. in chart, multiple scenes may
// be placed between object and outmost scene. On that search, remember the in-between scene's
// transformation for the correct complete ObjectTransformation. For historical reasons, the
// root scene's own object transformation is part of the scene's ViewTransformation, o do not
// add it. For more details, see ViewContactOfE3dScene::createViewInformation3D.
E3dScene* pParentScene = dynamic_cast< E3dScene* >(rCandidate.GetParentObj());
E3dScene* pRootScene = 0;
basegfx::B3DHomMatrix aInBetweenSceneMatrix;
while(pParentScene)
{
E3dScene* pParentParentScene = dynamic_cast< E3dScene* >(pParentScene->GetParentObj());
if(pParentParentScene)
{
// pParentScene is a in-between scene
aInBetweenSceneMatrix = pParentScene->GetTransform() * aInBetweenSceneMatrix;
}
else
{
// pParentScene is the root scene
pRootScene = pParentScene;
}
pParentScene = pParentParentScene;
}
if(pRootScene)
{
const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(pRootScene->GetViewContact());
if(aInBetweenSceneMatrix.isIdentity())
{
o_rViewInformation3D = rVCScene.getViewInformation3D();
}
else
{
// build new ViewInformation containing all transforms for the candidate
const drawinglayer::geometry::ViewInformation3D aViewInfo3D(rVCScene.getViewInformation3D());
o_rViewInformation3D = drawinglayer::geometry::ViewInformation3D(
aViewInfo3D.getObjectTransformation() * aInBetweenSceneMatrix,
aViewInfo3D.getOrientation(),
aViewInfo3D.getProjection(),
aViewInfo3D.getDeviceToView(),
aViewInfo3D.getViewTime(),
aViewInfo3D.getExtendedInformationSequence());
}
}
else
{
const uno::Sequence< beans::PropertyValue > aEmptyParameters;
o_rViewInformation3D = drawinglayer::geometry::ViewInformation3D(aEmptyParameters);
}
return pRootScene;
}
//////////////////////////////////////////////////////////////////////////////
SVX_DLLPUBLIC void getAllHit3DObjectsSortedFrontToBack(
const basegfx::B2DPoint& rPoint,
const E3dScene& rScene,
::std::vector< const E3dCompoundObject* >& o_rResult)
{
o_rResult.clear();
SdrObjList* pList = rScene.GetSubList();
if(pList && pList->GetObjCount())
{
// prepare relative HitPoint. To do so, get the VC of the 3DScene and from there
// the Scene's 2D transformation. Multiplying with the inverse transformation
// will create a point relative to the 3D scene as unit-2d-object
const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(rScene.GetViewContact());
basegfx::B2DHomMatrix aInverseSceneTransform(rVCScene.getObjectTransformation());
aInverseSceneTransform.invert();
const basegfx::B2DPoint aRelativePoint(aInverseSceneTransform * rPoint);
// check if test point is inside scene's area at all
if(aRelativePoint.getX() >= 0.0 && aRelativePoint.getX() <= 1.0 && aRelativePoint.getY() >= 0.0 && aRelativePoint.getY() <= 1.0)
{
SdrObjListIter aIterator(*pList, IM_DEEPNOGROUPS);
::std::vector< ImplPairDephAndObject > aDepthAndObjectResults;
const uno::Sequence< beans::PropertyValue > aEmptyParameters;
drawinglayer::geometry::ViewInformation3D aViewInfo3D(aEmptyParameters);
while(aIterator.IsMore())
{
const E3dCompoundObject* pCandidate = dynamic_cast< const E3dCompoundObject* >(aIterator.Next());
if(pCandidate)
{
fillViewInformation3DForCompoundObject(aViewInfo3D, *pCandidate);
// create HitPoint Front and Back, transform to object coordinates
basegfx::B3DHomMatrix aViewToObject(aViewInfo3D.getObjectToView());
aViewToObject.invert();
const basegfx::B3DPoint aFront(aViewToObject * basegfx::B3DPoint(aRelativePoint.getX(), aRelativePoint.getY(), 0.0));
const basegfx::B3DPoint aBack(aViewToObject * basegfx::B3DPoint(aRelativePoint.getX(), aRelativePoint.getY(), 1.0));
if(!aFront.equal(aBack))
{
// get all hit points with object
::std::vector< basegfx::B3DPoint > aHitsWithObject;
getAllHit3DObjectWithRelativePoint(aFront, aBack, *pCandidate, aViewInfo3D, aHitsWithObject, false);
for(sal_uInt32 a(0); a < aHitsWithObject.size(); a++)
{
const basegfx::B3DPoint aPointInViewCoordinates(aViewInfo3D.getObjectToView() * aHitsWithObject[a]);
aDepthAndObjectResults.push_back(ImplPairDephAndObject(pCandidate, aPointInViewCoordinates.getZ()));
}
}
}
}
// fill nRetval
const sal_uInt32 nCount(aDepthAndObjectResults.size());
if(nCount)
{
// sort aDepthAndObjectResults by depth
::std::sort(aDepthAndObjectResults.begin(), aDepthAndObjectResults.end());
// copy SdrObject pointers to return result set
::std::vector< ImplPairDephAndObject >::iterator aIterator2(aDepthAndObjectResults.begin());
for(;aIterator2 != aDepthAndObjectResults.end(); ++aIterator2)
{
o_rResult.push_back(aIterator2->getObject());
}
}
}
}
}
//////////////////////////////////////////////////////////////////////////////
bool checkHitSingle3DObject(
const basegfx::B2DPoint& rPoint,
const E3dCompoundObject& rCandidate)
{
const uno::Sequence< beans::PropertyValue > aEmptyParameters;
drawinglayer::geometry::ViewInformation3D aViewInfo3D(aEmptyParameters);
E3dScene* pRootScene = fillViewInformation3DForCompoundObject(aViewInfo3D, rCandidate);
if(pRootScene)
{
// prepare relative HitPoint. To do so, get the VC of the 3DScene and from there
// the Scene's 2D transformation. Multiplying with the inverse transformation
// will create a point relative to the 3D scene as unit-2d-object
const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(pRootScene->GetViewContact());
basegfx::B2DHomMatrix aInverseSceneTransform(rVCScene.getObjectTransformation());
aInverseSceneTransform.invert();
const basegfx::B2DPoint aRelativePoint(aInverseSceneTransform * rPoint);
// check if test point is inside scene's area at all
if(aRelativePoint.getX() >= 0.0 && aRelativePoint.getX() <= 1.0 && aRelativePoint.getY() >= 0.0 && aRelativePoint.getY() <= 1.0)
{
// create HitPoint Front and Back, transform to object coordinates
basegfx::B3DHomMatrix aViewToObject(aViewInfo3D.getObjectToView());
aViewToObject.invert();
const basegfx::B3DPoint aFront(aViewToObject * basegfx::B3DPoint(aRelativePoint.getX(), aRelativePoint.getY(), 0.0));
const basegfx::B3DPoint aBack(aViewToObject * basegfx::B3DPoint(aRelativePoint.getX(), aRelativePoint.getY(), 1.0));
if(!aFront.equal(aBack))
{
// get all hit points with object
::std::vector< basegfx::B3DPoint > aHitsWithObject;
getAllHit3DObjectWithRelativePoint(aFront, aBack, rCandidate, aViewInfo3D, aHitsWithObject, true);
if(!aHitsWithObject.empty())
{
return true;
}
}
}
}
return false;
}
//////////////////////////////////////////////////////////////////////////////
// eof
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */