e54d93ac34
Change-Id: I06957bb1a736331995be810672e9d47b47cc6c0e
526 lines
25 KiB
C++
526 lines
25 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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#include <drawinglayer/primitive2d/sceneprimitive2d.hxx>
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#include <basegfx/tools/canvastools.hxx>
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#include <basegfx/polygon/b2dpolygontools.hxx>
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#include <basegfx/polygon/b2dpolygon.hxx>
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#include <basegfx/polygon/b2dpolygonclipper.hxx>
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#include <basegfx/polygon/b2dpolypolygontools.hxx>
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#include <basegfx/matrix/b2dhommatrix.hxx>
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#include <drawinglayer/primitive2d/bitmapprimitive2d.hxx>
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#include <drawinglayer/processor3d/zbufferprocessor3d.hxx>
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#include <drawinglayer/processor3d/shadow3dextractor.hxx>
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#include <drawinglayer/geometry/viewinformation2d.hxx>
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#include <drawinglayer/primitive2d/drawinglayer_primitivetypes2d.hxx>
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#include <svtools/optionsdrawinglayer.hxx>
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#include <drawinglayer/processor3d/geometry2dextractor.hxx>
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#include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
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using namespace com::sun::star;
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namespace drawinglayer
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{
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namespace primitive2d
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{
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bool ScenePrimitive2D::impGetShadow3D(const geometry::ViewInformation2D& /*rViewInformation*/) const
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{
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::osl::MutexGuard aGuard( m_aMutex );
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// create on demand
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if(!mbShadow3DChecked && getChildren3D().hasElements())
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{
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basegfx::B3DVector aLightNormal;
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const double fShadowSlant(getSdrSceneAttribute().getShadowSlant());
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const basegfx::B3DRange aScene3DRange(primitive3d::getB3DRangeFromPrimitive3DSequence(getChildren3D(), getViewInformation3D()));
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if(maSdrLightingAttribute.getLightVector().size())
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{
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// get light normal from first light and normalize
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aLightNormal = maSdrLightingAttribute.getLightVector()[0].getDirection();
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aLightNormal.normalize();
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}
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// create shadow extraction processor
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processor3d::Shadow3DExtractingProcessor aShadowProcessor(
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getViewInformation3D(),
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getObjectTransformation(),
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aLightNormal,
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fShadowSlant,
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aScene3DRange);
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// process local primitives
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aShadowProcessor.process(getChildren3D());
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// fetch result and set checked flag
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const_cast< ScenePrimitive2D* >(this)->maShadowPrimitives = aShadowProcessor.getPrimitive2DSequence();
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const_cast< ScenePrimitive2D* >(this)->mbShadow3DChecked = true;
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}
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// return if there are shadow primitives
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return maShadowPrimitives.hasElements();
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}
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void ScenePrimitive2D::calculateDiscreteSizes(
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const geometry::ViewInformation2D& rViewInformation,
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basegfx::B2DRange& rDiscreteRange,
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basegfx::B2DRange& rVisibleDiscreteRange,
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basegfx::B2DRange& rUnitVisibleRange) const
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{
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// use unit range and transform to discrete coordinates
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rDiscreteRange = basegfx::B2DRange(0.0, 0.0, 1.0, 1.0);
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rDiscreteRange.transform(rViewInformation.getObjectToViewTransformation() * getObjectTransformation());
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// clip it against discrete Viewport (if set)
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rVisibleDiscreteRange = rDiscreteRange;
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if(!rViewInformation.getViewport().isEmpty())
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{
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rVisibleDiscreteRange.intersect(rViewInformation.getDiscreteViewport());
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}
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if(rVisibleDiscreteRange.isEmpty())
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{
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rUnitVisibleRange = rVisibleDiscreteRange;
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}
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else
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{
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// create UnitVisibleRange containing unit range values [0.0 .. 1.0] describing
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// the relative position of rVisibleDiscreteRange inside rDiscreteRange
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const double fDiscreteScaleFactorX(basegfx::fTools::equalZero(rDiscreteRange.getWidth()) ? 1.0 : 1.0 / rDiscreteRange.getWidth());
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const double fDiscreteScaleFactorY(basegfx::fTools::equalZero(rDiscreteRange.getHeight()) ? 1.0 : 1.0 / rDiscreteRange.getHeight());
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const double fMinX(basegfx::fTools::equal(rVisibleDiscreteRange.getMinX(), rDiscreteRange.getMinX())
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? 0.0
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: (rVisibleDiscreteRange.getMinX() - rDiscreteRange.getMinX()) * fDiscreteScaleFactorX);
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const double fMinY(basegfx::fTools::equal(rVisibleDiscreteRange.getMinY(), rDiscreteRange.getMinY())
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? 0.0
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: (rVisibleDiscreteRange.getMinY() - rDiscreteRange.getMinY()) * fDiscreteScaleFactorY);
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const double fMaxX(basegfx::fTools::equal(rVisibleDiscreteRange.getMaxX(), rDiscreteRange.getMaxX())
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? 1.0
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: (rVisibleDiscreteRange.getMaxX() - rDiscreteRange.getMinX()) * fDiscreteScaleFactorX);
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const double fMaxY(basegfx::fTools::equal(rVisibleDiscreteRange.getMaxY(), rDiscreteRange.getMaxY())
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? 1.0
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: (rVisibleDiscreteRange.getMaxY() - rDiscreteRange.getMinY()) * fDiscreteScaleFactorY);
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rUnitVisibleRange = basegfx::B2DRange(fMinX, fMinY, fMaxX, fMaxY);
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}
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}
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Primitive2DSequence ScenePrimitive2D::create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const
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{
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Primitive2DSequence aRetval;
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// create 2D shadows from contained 3D primitives. This creates the shadow primitives on demand and tells if
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// there are some or not. Do this at start, the shadow might still be visible even when the scene is not
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if(impGetShadow3D(rViewInformation))
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{
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// test visibility
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const basegfx::B2DRange aShadow2DRange(
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getB2DRangeFromPrimitive2DSequence(maShadowPrimitives, rViewInformation));
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const basegfx::B2DRange aViewRange(
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rViewInformation.getViewport());
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if(aViewRange.isEmpty() || aShadow2DRange.overlaps(aViewRange))
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{
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// add extracted 2d shadows (before 3d scene creations itself)
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aRetval = maShadowPrimitives;
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}
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}
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// get the involved ranges (see helper method calculateDiscreteSizes for details)
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basegfx::B2DRange aDiscreteRange;
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basegfx::B2DRange aVisibleDiscreteRange;
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basegfx::B2DRange aUnitVisibleRange;
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calculateDiscreteSizes(rViewInformation, aDiscreteRange, aVisibleDiscreteRange, aUnitVisibleRange);
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if(!aVisibleDiscreteRange.isEmpty())
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{
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// test if discrete view size (pixel) maybe too big and limit it
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double fViewSizeX(aVisibleDiscreteRange.getWidth());
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double fViewSizeY(aVisibleDiscreteRange.getHeight());
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const double fViewVisibleArea(fViewSizeX * fViewSizeY);
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const SvtOptionsDrawinglayer aDrawinglayerOpt;
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const double fMaximumVisibleArea(aDrawinglayerOpt.GetQuadratic3DRenderLimit());
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double fReduceFactor(1.0);
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if(fViewVisibleArea > fMaximumVisibleArea)
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{
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fReduceFactor = sqrt(fMaximumVisibleArea / fViewVisibleArea);
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fViewSizeX *= fReduceFactor;
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fViewSizeY *= fReduceFactor;
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}
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if(rViewInformation.getReducedDisplayQuality())
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{
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// when reducing the visualisation is allowed (e.g. an OverlayObject
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// only needed for dragging), reduce resolution extra
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// to speed up dragging interactions
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const double fArea(fViewSizeX * fViewSizeY);
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double fReducedVisualisationFactor(1.0 / (sqrt(fArea) * (1.0 / 170.0)));
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if(fReducedVisualisationFactor > 1.0)
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{
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fReducedVisualisationFactor = 1.0;
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}
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else if(fReducedVisualisationFactor < 0.20)
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{
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fReducedVisualisationFactor = 0.20;
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}
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if(fReducedVisualisationFactor != 1.0)
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{
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fReduceFactor *= fReducedVisualisationFactor;
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}
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}
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// determine the oversample value
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static sal_uInt16 nDefaultOversampleValue(3);
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const sal_uInt16 nOversampleValue(aDrawinglayerOpt.IsAntiAliasing() ? nDefaultOversampleValue : 0);
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geometry::ViewInformation3D aViewInformation3D(getViewInformation3D());
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{
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// calculate a transformation from DiscreteRange to evtl. rotated/sheared content.
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// Start with full transformation from object to discrete units
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basegfx::B2DHomMatrix aObjToUnit(rViewInformation.getObjectToViewTransformation() * getObjectTransformation());
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// bring to unit coordinates by applying inverse DiscreteRange
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aObjToUnit.translate(-aDiscreteRange.getMinX(), -aDiscreteRange.getMinY());
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aObjToUnit.scale(1.0 / aDiscreteRange.getWidth(), 1.0 / aDiscreteRange.getHeight());
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// calculate transformed user coordinate system
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const basegfx::B2DPoint aStandardNull(0.0, 0.0);
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const basegfx::B2DPoint aUnitRangeTopLeft(aObjToUnit * aStandardNull);
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const basegfx::B2DVector aStandardXAxis(1.0, 0.0);
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const basegfx::B2DVector aUnitRangeXAxis(aObjToUnit * aStandardXAxis);
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const basegfx::B2DVector aStandardYAxis(0.0, 1.0);
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const basegfx::B2DVector aUnitRangeYAxis(aObjToUnit * aStandardYAxis);
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if(!aUnitRangeTopLeft.equal(aStandardNull) || !aUnitRangeXAxis.equal(aStandardXAxis) || !aUnitRangeYAxis.equal(aStandardYAxis))
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{
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// build transformation from unit range to user coordinate system; the unit range
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// X and Y axes are the column vectors, the null point is the offset
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basegfx::B2DHomMatrix aUnitRangeToUser;
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aUnitRangeToUser.set3x2(
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aUnitRangeXAxis.getX(), aUnitRangeYAxis.getX(), aUnitRangeTopLeft.getX(),
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aUnitRangeXAxis.getY(), aUnitRangeYAxis.getY(), aUnitRangeTopLeft.getY());
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// decompose to allow to apply this to the 3D transformation
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basegfx::B2DVector aScale, aTranslate;
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double fRotate, fShearX;
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aUnitRangeToUser.decompose(aScale, aTranslate, fRotate, fShearX);
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// apply before DeviceToView and after Projection, 3D is in range [-1.0 .. 1.0] in X,Y and Z
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// and not yet flipped in Y
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basegfx::B3DHomMatrix aExtendedProjection(aViewInformation3D.getProjection());
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// bring to unit coordiantes, flip Y, leave Z unchanged
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aExtendedProjection.scale(0.5, -0.5, 1.0);
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aExtendedProjection.translate(0.5, 0.5, 0.0);
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// apply extra; Y is flipped now, go with positive shear and rotate values
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aExtendedProjection.scale(aScale.getX(), aScale.getY(), 1.0);
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aExtendedProjection.shearXZ(fShearX, 0.0);
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aExtendedProjection.rotate(0.0, 0.0, fRotate);
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aExtendedProjection.translate(aTranslate.getX(), aTranslate.getY(), 0.0);
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// back to state after projection
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aExtendedProjection.translate(-0.5, -0.5, 0.0);
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aExtendedProjection.scale(2.0, -2.0, 1.0);
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aViewInformation3D = geometry::ViewInformation3D(
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aViewInformation3D.getObjectTransformation(),
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aViewInformation3D.getOrientation(),
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aExtendedProjection,
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aViewInformation3D.getDeviceToView(),
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aViewInformation3D.getViewTime(),
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aViewInformation3D.getExtendedInformationSequence());
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}
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}
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// calculate logic render size in world coordinates for usage in renderer
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const basegfx::B2DHomMatrix aInverseOToV(rViewInformation.getInverseObjectToViewTransformation());
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const double fLogicX((aInverseOToV * basegfx::B2DVector(aDiscreteRange.getWidth() * fReduceFactor, 0.0)).getLength());
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const double fLogicY((aInverseOToV * basegfx::B2DVector(0.0, aDiscreteRange.getHeight() * fReduceFactor)).getLength());
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// use default 3D primitive processor to create BitmapEx for aUnitVisiblePart and process
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processor3d::ZBufferProcessor3D aZBufferProcessor3D(
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aViewInformation3D,
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rViewInformation,
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getSdrSceneAttribute(),
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getSdrLightingAttribute(),
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fLogicX,
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fLogicY,
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aUnitVisibleRange,
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nOversampleValue);
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aZBufferProcessor3D.process(getChildren3D());
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aZBufferProcessor3D.finish();
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const_cast< ScenePrimitive2D* >(this)->maOldRenderedBitmap = aZBufferProcessor3D.getBitmapEx();
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const Size aBitmapSizePixel(maOldRenderedBitmap.GetSizePixel());
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if(aBitmapSizePixel.getWidth() && aBitmapSizePixel.getHeight())
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{
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// create transform for the created bitmap in discrete coordinates first.
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basegfx::B2DHomMatrix aNew2DTransform;
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aNew2DTransform.set(0, 0, aVisibleDiscreteRange.getWidth());
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aNew2DTransform.set(1, 1, aVisibleDiscreteRange.getHeight());
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aNew2DTransform.set(0, 2, aVisibleDiscreteRange.getMinX());
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aNew2DTransform.set(1, 2, aVisibleDiscreteRange.getMinY());
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// transform back to world coordinates for usage in primitive creation
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aNew2DTransform *= aInverseOToV;
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// create bitmap primitive and add
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const Primitive2DReference xRef(new BitmapPrimitive2D(maOldRenderedBitmap, aNew2DTransform));
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appendPrimitive2DReferenceToPrimitive2DSequence(aRetval, xRef);
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// test: Allow to add an outline in the debugger when tests are needed
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static bool bAddOutlineToCreated3DSceneRepresentation(false);
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if(bAddOutlineToCreated3DSceneRepresentation)
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{
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basegfx::B2DPolygon aOutline(basegfx::tools::createUnitPolygon());
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aOutline.transform(aNew2DTransform);
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const Primitive2DReference xRef2(new PolygonHairlinePrimitive2D(aOutline, basegfx::BColor(1.0, 0.0, 0.0)));
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appendPrimitive2DReferenceToPrimitive2DSequence(aRetval, xRef2);
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}
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}
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}
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return aRetval;
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}
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Primitive2DSequence ScenePrimitive2D::getGeometry2D() const
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{
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Primitive2DSequence aRetval;
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// create 2D projected geometry from 3D geometry
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if(getChildren3D().hasElements())
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{
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// create 2D geometry extraction processor
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processor3d::Geometry2DExtractingProcessor aGeometryProcessor(
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getViewInformation3D(),
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getObjectTransformation());
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// process local primitives
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aGeometryProcessor.process(getChildren3D());
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// fetch result
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aRetval = aGeometryProcessor.getPrimitive2DSequence();
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}
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return aRetval;
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}
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Primitive2DSequence ScenePrimitive2D::getShadow2D(const geometry::ViewInformation2D& rViewInformation) const
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{
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Primitive2DSequence aRetval;
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// create 2D shadows from contained 3D primitives
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if(impGetShadow3D(rViewInformation))
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{
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// add extracted 2d shadows (before 3d scene creations itself)
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aRetval = maShadowPrimitives;
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}
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return aRetval;
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}
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bool ScenePrimitive2D::tryToCheckLastVisualisationDirectHit(const basegfx::B2DPoint& rLogicHitPoint, bool& o_rResult) const
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{
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if(!maOldRenderedBitmap.IsEmpty() && !maOldUnitVisiblePart.isEmpty())
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{
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basegfx::B2DHomMatrix aInverseSceneTransform(getObjectTransformation());
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aInverseSceneTransform.invert();
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const basegfx::B2DPoint aRelativePoint(aInverseSceneTransform * rLogicHitPoint);
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if(maOldUnitVisiblePart.isInside(aRelativePoint))
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{
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// calculate coordinates relative to visualized part
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double fDivisorX(maOldUnitVisiblePart.getWidth());
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double fDivisorY(maOldUnitVisiblePart.getHeight());
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if(basegfx::fTools::equalZero(fDivisorX))
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{
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fDivisorX = 1.0;
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}
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if(basegfx::fTools::equalZero(fDivisorY))
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{
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fDivisorY = 1.0;
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}
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const double fRelativeX((aRelativePoint.getX() - maOldUnitVisiblePart.getMinX()) / fDivisorX);
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const double fRelativeY((aRelativePoint.getY() - maOldUnitVisiblePart.getMinY()) / fDivisorY);
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// combine with real BitmapSizePixel to get bitmap coordinates
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const Size aBitmapSizePixel(maOldRenderedBitmap.GetSizePixel());
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const sal_Int32 nX(basegfx::fround(fRelativeX * aBitmapSizePixel.Width()));
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const sal_Int32 nY(basegfx::fround(fRelativeY * aBitmapSizePixel.Height()));
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// try to get a statement about transparency in that pixel
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o_rResult = (0xff != maOldRenderedBitmap.GetTransparency(nX, nY));
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return true;
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}
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}
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return false;
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}
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ScenePrimitive2D::ScenePrimitive2D(
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const primitive3d::Primitive3DSequence& rxChildren3D,
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const attribute::SdrSceneAttribute& rSdrSceneAttribute,
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const attribute::SdrLightingAttribute& rSdrLightingAttribute,
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const basegfx::B2DHomMatrix& rObjectTransformation,
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const geometry::ViewInformation3D& rViewInformation3D)
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: BufferedDecompositionPrimitive2D(),
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mxChildren3D(rxChildren3D),
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maSdrSceneAttribute(rSdrSceneAttribute),
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maSdrLightingAttribute(rSdrLightingAttribute),
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maObjectTransformation(rObjectTransformation),
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maViewInformation3D(rViewInformation3D),
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maShadowPrimitives(),
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mbShadow3DChecked(false),
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mfOldDiscreteSizeX(0.0),
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mfOldDiscreteSizeY(0.0),
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maOldUnitVisiblePart(),
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maOldRenderedBitmap()
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{
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}
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bool ScenePrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const
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{
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if(BufferedDecompositionPrimitive2D::operator==(rPrimitive))
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{
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const ScenePrimitive2D& rCompare = static_cast<const ScenePrimitive2D&>(rPrimitive);
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return (primitive3d::arePrimitive3DSequencesEqual(getChildren3D(), rCompare.getChildren3D())
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&& getSdrSceneAttribute() == rCompare.getSdrSceneAttribute()
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&& getSdrLightingAttribute() == rCompare.getSdrLightingAttribute()
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&& getObjectTransformation() == rCompare.getObjectTransformation()
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&& getViewInformation3D() == rCompare.getViewInformation3D());
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}
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return false;
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}
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basegfx::B2DRange ScenePrimitive2D::getB2DRange(const geometry::ViewInformation2D& rViewInformation) const
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{
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// transform unit range to discrete coordinate range
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basegfx::B2DRange aRetval(0.0, 0.0, 1.0, 1.0);
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aRetval.transform(rViewInformation.getObjectToViewTransformation() * getObjectTransformation());
|
|
|
|
// force to discrete expanded bounds (it grows, so expanding works perfectly well)
|
|
aRetval.expand(basegfx::B2DTuple(floor(aRetval.getMinX()), floor(aRetval.getMinY())));
|
|
aRetval.expand(basegfx::B2DTuple(ceil(aRetval.getMaxX()), ceil(aRetval.getMaxY())));
|
|
|
|
// transform back from discrete (view) to world coordinates
|
|
aRetval.transform(rViewInformation.getInverseObjectToViewTransformation());
|
|
|
|
// expand by evtl. existing shadow primitives
|
|
if(impGetShadow3D(rViewInformation))
|
|
{
|
|
const basegfx::B2DRange aShadow2DRange(getB2DRangeFromPrimitive2DSequence(maShadowPrimitives, rViewInformation));
|
|
|
|
if(!aShadow2DRange.isEmpty())
|
|
{
|
|
aRetval.expand(aShadow2DRange);
|
|
}
|
|
}
|
|
|
|
return aRetval;
|
|
}
|
|
|
|
Primitive2DSequence ScenePrimitive2D::get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const
|
|
{
|
|
::osl::MutexGuard aGuard( m_aMutex );
|
|
|
|
// get the involved ranges (see helper method calculateDiscreteSizes for details)
|
|
basegfx::B2DRange aDiscreteRange;
|
|
basegfx::B2DRange aUnitVisibleRange;
|
|
bool bNeedNewDecomposition(false);
|
|
bool bDiscreteSizesAreCalculated(false);
|
|
|
|
if(getBuffered2DDecomposition().hasElements())
|
|
{
|
|
basegfx::B2DRange aVisibleDiscreteRange;
|
|
calculateDiscreteSizes(rViewInformation, aDiscreteRange, aVisibleDiscreteRange, aUnitVisibleRange);
|
|
bDiscreteSizesAreCalculated = true;
|
|
|
|
// needs to be painted when the new part is not part of the last
|
|
// decomposition
|
|
if(!maOldUnitVisiblePart.isInside(aUnitVisibleRange))
|
|
{
|
|
bNeedNewDecomposition = true;
|
|
}
|
|
|
|
// display has changed and cannot be reused when resolution got bigger. It
|
|
// can be reused when resolution got smaller, though.
|
|
if(!bNeedNewDecomposition)
|
|
{
|
|
if(basegfx::fTools::more(aDiscreteRange.getWidth(), mfOldDiscreteSizeX) ||
|
|
basegfx::fTools::more(aDiscreteRange.getHeight(), mfOldDiscreteSizeY))
|
|
{
|
|
bNeedNewDecomposition = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(bNeedNewDecomposition)
|
|
{
|
|
// conditions of last local decomposition have changed, delete
|
|
const_cast< ScenePrimitive2D* >(this)->setBuffered2DDecomposition(Primitive2DSequence());
|
|
}
|
|
|
|
if(!getBuffered2DDecomposition().hasElements())
|
|
{
|
|
if(!bDiscreteSizesAreCalculated)
|
|
{
|
|
basegfx::B2DRange aVisibleDiscreteRange;
|
|
calculateDiscreteSizes(rViewInformation, aDiscreteRange, aVisibleDiscreteRange, aUnitVisibleRange);
|
|
}
|
|
|
|
// remember last used NewDiscreteSize and NewUnitVisiblePart
|
|
ScenePrimitive2D* pThat = const_cast< ScenePrimitive2D* >(this);
|
|
pThat->mfOldDiscreteSizeX = aDiscreteRange.getWidth();
|
|
pThat->mfOldDiscreteSizeY = aDiscreteRange.getHeight();
|
|
pThat->maOldUnitVisiblePart = aUnitVisibleRange;
|
|
}
|
|
|
|
// use parent implementation
|
|
return BufferedDecompositionPrimitive2D::get2DDecomposition(rViewInformation);
|
|
}
|
|
|
|
// provide unique ID
|
|
ImplPrimitive2DIDBlock(ScenePrimitive2D, PRIMITIVE2D_ID_SCENEPRIMITIVE2D)
|
|
|
|
} // end of namespace primitive2d
|
|
} // end of namespace drawinglayer
|
|
|
|
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
|