office-gobmx/drawinglayer/source/primitive2d/embedded3dprimitive2d.cxx
Noel Grandin 3b83c6ac80 make BufferedDecompositionPrimitive2D store a Primitive2DReference..
.. instead of a Primitive2DContainer.

The container very frequently contains only a single item, since
the decomposition method often sticks only a single top-level node
in there, so it turns out to be a net loss overall, memory
consumption-wise.

Also, if we return a single Primitive2DReference from
a BufferedDecomposition, that maximises the sharing of
data between the BufferedDecomposition objects at the
bottom of the decomposed tree, and objects higher up.

Change-Id: Iaf272e60e2997299cc35a1bd209c51b6b79e9a8b
Reviewed-on: https://gerrit.libreoffice.org/c/core/+/162976
Tested-by: Jenkins
Reviewed-by: Noel Grandin <noel.grandin@collabora.co.uk>
2024-02-12 11:36:05 +01:00

147 lines
6.2 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*
* This file incorporates work covered by the following license notice:
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* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed
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#include <drawinglayer/primitive2d/embedded3dprimitive2d.hxx>
#include <basegfx/polygon/b2dpolygon.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <basegfx/color/bcolor.hxx>
#include <drawinglayer/primitive2d/PolygonHairlinePrimitive2D.hxx>
#include <drawinglayer/geometry/viewinformation2d.hxx>
#include <drawinglayer/primitive2d/drawinglayer_primitivetypes2d.hxx>
#include <drawinglayer/geometry/viewinformation3d.hxx>
#include <processor3d/shadow3dextractor.hxx>
#include <utility>
using namespace com::sun::star;
namespace drawinglayer::primitive2d
{
bool Embedded3DPrimitive2D::impGetShadow3D() const
{
// create on demand
if(!mbShadow3DChecked && !getChildren3D().empty())
{
// create shadow extraction processor
processor3d::Shadow3DExtractingProcessor aShadowProcessor(
getViewInformation3D(),
getObjectTransformation(),
getLightNormal(),
getShadowSlant(),
getScene3DRange());
// process local primitives
aShadowProcessor.process(getChildren3D());
// fetch result and set checked flag
const_cast< Embedded3DPrimitive2D* >(this)->maShadowPrimitives = aShadowProcessor.getPrimitive2DSequence();
const_cast< Embedded3DPrimitive2D* >(this)->mbShadow3DChecked = true;
}
// return if there are shadow primitives
return !maShadowPrimitives.empty();
}
Primitive2DReference Embedded3DPrimitive2D::create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const
{
// use info to create a yellow 2d rectangle, similar to empty 3d scenes and/or groups
const basegfx::B2DRange aLocal2DRange(getB2DRange(rViewInformation));
basegfx::B2DPolygon aOutline(basegfx::utils::createPolygonFromRect(aLocal2DRange));
const basegfx::BColor aYellow(1.0, 1.0, 0.0);
return new PolygonHairlinePrimitive2D(std::move(aOutline), aYellow);
}
Embedded3DPrimitive2D::Embedded3DPrimitive2D(
primitive3d::Primitive3DContainer aChildren3D,
basegfx::B2DHomMatrix aObjectTransformation,
geometry::ViewInformation3D aViewInformation3D,
const basegfx::B3DVector& rLightNormal,
double fShadowSlant,
const basegfx::B3DRange& rScene3DRange)
: mxChildren3D(std::move(aChildren3D)),
maObjectTransformation(std::move(aObjectTransformation)),
maViewInformation3D(std::move(aViewInformation3D)),
maLightNormal(rLightNormal),
mfShadowSlant(fShadowSlant),
maScene3DRange(rScene3DRange),
mbShadow3DChecked(false)
{
maLightNormal.normalize();
}
bool Embedded3DPrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const
{
if(BufferedDecompositionPrimitive2D::operator==(rPrimitive))
{
const Embedded3DPrimitive2D& rCompare = static_cast< const Embedded3DPrimitive2D& >(rPrimitive);
return (getChildren3D() == rCompare.getChildren3D()
&& getObjectTransformation() == rCompare.getObjectTransformation()
&& getViewInformation3D() == rCompare.getViewInformation3D()
&& getLightNormal() == rCompare.getLightNormal()
&& getShadowSlant() == rCompare.getShadowSlant()
&& getScene3DRange() == rCompare.getScene3DRange());
}
return false;
}
basegfx::B2DRange Embedded3DPrimitive2D::getB2DRange(const geometry::ViewInformation2D& rViewInformation) const
{
if(maB2DRange.isEmpty())
{
// use the 3d transformation stack to create a projection of the 3D range
basegfx::B3DRange a3DRange(getChildren3D().getB3DRange(getViewInformation3D()));
a3DRange.transform(getViewInformation3D().getObjectToView());
// create 2d range from projected 3d and transform with scene's object transformation
basegfx::B2DRange aNewRange;
aNewRange.expand(basegfx::B2DPoint(a3DRange.getMinX(), a3DRange.getMinY()));
aNewRange.expand(basegfx::B2DPoint(a3DRange.getMaxX(), a3DRange.getMaxY()));
aNewRange.transform(getObjectTransformation());
// check for 3D shadows and their 2D projections. If those exist, they need to be
// taken into account
if(impGetShadow3D())
{
const basegfx::B2DRange aShadow2DRange(maShadowPrimitives.getB2DRange(rViewInformation));
if(!aShadow2DRange.isEmpty())
{
aNewRange.expand(aShadow2DRange);
}
}
// assign to buffered value
const_cast< Embedded3DPrimitive2D* >(this)->maB2DRange = aNewRange;
}
return maB2DRange;
}
// provide unique ID
sal_uInt32 Embedded3DPrimitive2D::getPrimitive2DID() const
{
return PRIMITIVE2D_ID_EMBEDDED3DPRIMITIVE2D;
}
} // end of namespace
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */