/**************************************************************
 * 
 * Licensed to the Apache Software Foundation (ASF) under one
 * or more contributor license agreements.  See the NOTICE file
 * distributed with this work for additional information
 * regarding copyright ownership.  The ASF licenses this file
 * to you under the Apache License, Version 2.0 (the
 * "License"); you may not use this file except in compliance
 * with the License.  You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing,
 * software distributed under the License is distributed on an
 * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
 * KIND, either express or implied.  See the License for the
 * specific language governing permissions and limitations
 * under the License.
 * 
 *************************************************************/



// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_svx.hxx"
#include <svx/viewpt3d.hxx>
#include <svx/volume3d.hxx>

/*************************************************************************
|*
|* Konstruktor
|*
\************************************************************************/

Viewport3D::Viewport3D() :
	aVRP(0, 0, 5),
	aVPN(0, 0, 1),
	aVUV(0, 1, 1),
	aPRP(0, 0, 2),
	fVPD(-3),
	fNearClipDist (0.0),
	fFarClipDist (0.0),
	eProjection(PR_PERSPECTIVE),
	eAspectMapping(AS_NO_MAPPING),
	aDeviceRect(Point(0,0), Size(-1,-1)),
	aViewPoint (0, 0, 5000),
	bTfValid(0),
	fWRatio (1.0),
	fHRatio (1.0)
{
	aViewWin.X = -1; aViewWin.Y = -1;
	aViewWin.W =  2; aViewWin.H = 2;
}

/*************************************************************************
|*
|* ViewWindow (in View-Koordinaten) setzen
|*
\************************************************************************/

void Viewport3D::SetViewWindow(double fX, double fY, double fW, double fH)
{
	aViewWin.X = fX;
	aViewWin.Y = fY;
	if ( fW > 0 )	aViewWin.W = fW;
	else			aViewWin.W = 1.0;
	if ( fH > 0 )	aViewWin.H = fH;
	else			aViewWin.H = 1.0;

	fWRatio = aDeviceRect.GetWidth() / aViewWin.W;
	fHRatio = aDeviceRect.GetHeight() / aViewWin.H;
}

/*************************************************************************
|*
|* ViewWindow zurueckgeben
|*
\************************************************************************/

void Viewport3D::GetViewWindow(double& rX, double& rY,
							   double& rW, double& rH) const
{
	rX = aViewWin.X;
	rY = aViewWin.Y;
	rW = aViewWin.W;
	rH = aViewWin.H;
}

/*************************************************************************
|*
|* Beobachterposition (PRP) in Weltkoordinaten zurueckgeben
|*
\************************************************************************/

const basegfx::B3DPoint& Viewport3D::GetViewPoint()
{
	MakeTransform();

	return aViewPoint;
}

/*************************************************************************
|*
|* Transformationsmatrix zurueckgeben
|*
\************************************************************************/

const basegfx::B3DHomMatrix& Viewport3D::GetViewTransform()
{
	MakeTransform();

	return aViewTf;
}







/*************************************************************************
|*
|* View-Transformationsmatrix berechnen
|*
\************************************************************************/

void Viewport3D::MakeTransform(void)
{
	if ( !bTfValid )
	{
		double fV, fXupVp, fYupVp;
		aViewPoint = aVRP + aVPN * aPRP.getZ();

		// auf Einheitsmatrix zuruecksetzen
		aViewTf.identity();

		// in den Ursprung verschieben
		aViewTf.translate(-aVRP.getX(), -aVRP.getY(), -aVRP.getZ());

		// fV = Laenge der Projektion von aVPN auf die yz-Ebene:
		fV = aVPN.getYZLength();

		if ( fV != 0 )
		{
			basegfx::B3DHomMatrix aTemp;
			const double fSin(aVPN.getY() / fV);
			const double fCos(aVPN.getZ() / fV);
			aTemp.set(2, 2, fCos);
			aTemp.set(1, 1, fCos);
			aTemp.set(2, 1, fSin);
			aTemp.set(1, 2, -fSin);
			aViewTf *= aTemp;
		}

		{
			basegfx::B3DHomMatrix aTemp;
			const double fSin(-aVPN.getX());
			const double fCos(fV);
			aTemp.set(2, 2, fCos);
			aTemp.set(0, 0, fCos);
			aTemp.set(0, 2, fSin);
			aTemp.set(2, 0, -fSin);
			aViewTf *= aTemp;
		}

		// X- und Y-Koordinaten des View Up Vektors in das (vorlaeufige)
		// View-Koordinatensytem umrechnen
		fXupVp = aViewTf.get(0, 0) * aVUV.getX() + aViewTf.get(0, 1) * aVUV.getY() + aViewTf.get(0, 2) * aVUV.getZ();
		fYupVp = aViewTf.get(1, 0) * aVUV.getX() + aViewTf.get(1, 1) * aVUV.getY() + aViewTf.get(1, 2) * aVUV.getZ();
		fV = sqrt(fXupVp * fXupVp + fYupVp * fYupVp);
		
		if ( fV != 0 )
		{
			basegfx::B3DHomMatrix aTemp;
			const double fSin(fXupVp / fV);
			const double fCos(fYupVp / fV);
			aTemp.set(1, 1, fCos);
			aTemp.set(0, 0, fCos);
			aTemp.set(1, 0, fSin);
			aTemp.set(0, 1, -fSin);
			aViewTf *= aTemp;
		}

		bTfValid = sal_True;
	}
}

/*************************************************************************
|*
|* DeviceWindow des Ausgabegeraetes setzen
|*
\************************************************************************/

void Viewport3D::SetDeviceWindow(const Rectangle& rRect)
{
	long nNewW = rRect.GetWidth();
	long nNewH = rRect.GetHeight();
	long nOldW = aDeviceRect.GetWidth();
	long nOldH = aDeviceRect.GetHeight();

	switch ( eAspectMapping )
	{
		double	fRatio, fTmp;

		// Mapping, ohne die reale Groesse der Objekte im Device-Window
		// zu aendern
		case AS_HOLD_SIZE:
			// Wenn Device ungueltig (w, h = -1), zunaechst
			// View mit AsHoldX anpassen
			if ( nOldW > 0 && nOldH > 0 )
			{
				fRatio = (double) nNewW / nOldW;
				aViewWin.X *= fRatio;
				aViewWin.W *= fRatio;
				fRatio = (double) nNewH / nOldH;
				aViewWin.Y *= fRatio;
				aViewWin.H *= fRatio;
				break;
			}
		case AS_HOLD_X:
			// View-Hoehe an -Breite anpassen
			fRatio = (double) nNewH / nNewW;
			fTmp = aViewWin.H;
			aViewWin.H = aViewWin.W * fRatio;
			aViewWin.Y = aViewWin.Y * aViewWin.H / fTmp;
			break;

		case AS_HOLD_Y:
			// View-Breite an -Hoehe anpassen
			fRatio = (double) nNewW / nNewH;
			fTmp = aViewWin.W;
			aViewWin.W = aViewWin.H * fRatio;
			aViewWin.X = aViewWin.X * aViewWin.W / fTmp;
			break;
		default: break;
	}
	fWRatio = nNewW / aViewWin.W;
	fHRatio = nNewH / aViewWin.H;

	aDeviceRect = rRect;
}










/*************************************************************************
|*
|* 3D-Punkt auf Viewplane projizieren
|*
\************************************************************************/

basegfx::B3DPoint Viewport3D::DoProjection(const basegfx::B3DPoint& rVec) const
{
	basegfx::B3DPoint aVec(rVec);

	if ( eProjection == PR_PERSPECTIVE )
	{
		double fPrDist = fVPD - aPRP.getZ();

		if ( aPRP.getZ() == rVec.getZ() )
		{
			aVec.setX(0.0);
			aVec.setY(0.0);
		}
		else
		{
			// Das ist die Version fuer beliebigen PRP, wird aber
			// aus Performancegruenden nicht verwendet
			fPrDist /= aVec.getZ() - aPRP.getZ();
			aVec.setX(aVec.getX() * fPrDist);
			aVec.setY(aVec.getY() * fPrDist);
		}
	}

	return aVec;
}

/*************************************************************************
|*
|* 3D-Punkt auf Geraetekoordinaten mappen
|*
\************************************************************************/

basegfx::B3DPoint Viewport3D::MapToDevice(const basegfx::B3DPoint& rVec) const
{
	basegfx::B3DPoint aRetval;

	// Y-Koordinate subtrahieren, da die Device-Y-Achse von oben
	// nach unten verlaeuft
	aRetval.setX((double)aDeviceRect.Left() + ((rVec.getX() - aViewWin.X) * fWRatio));
	aRetval.setY((double)aDeviceRect.Bottom() - ((rVec.getY() - aViewWin.Y) * fHRatio));
	aRetval.setZ(rVec.getZ());

	return aRetval;
}

/*************************************************************************
|*
|* View Reference Point setzen
|*
\************************************************************************/

void Viewport3D::SetVRP(const basegfx::B3DPoint& rNewVRP)
{
	aVRP = rNewVRP;
	bTfValid = sal_False;
}

/*************************************************************************
|*
|* View Plane Normal setzen
|*
\************************************************************************/

void Viewport3D::SetVPN(const basegfx::B3DVector& rNewVPN)
{
	aVPN = rNewVPN;
	aVPN.normalize();
	bTfValid = sal_False;
}

/*************************************************************************
|*
|* View Up Vector setzen
|*
\************************************************************************/

void Viewport3D::SetVUV(const basegfx::B3DVector& rNewVUV)
{
	aVUV = rNewVUV;
	bTfValid = sal_False;
}

/*************************************************************************
|*
|* Center Of Projection setzen
|*
\************************************************************************/

void Viewport3D::SetPRP(const basegfx::B3DPoint& rNewPRP)
{
	aPRP = rNewPRP;
	aPRP.setX(0.0);
	aPRP.setY(0.0);
	bTfValid = sal_False;
}

/*************************************************************************
|*
|* View Plane Distance setzen
|*
\************************************************************************/

void Viewport3D::SetVPD(double fNewVPD)
{
	fVPD = fNewVPD;
	bTfValid = sal_False;
}

/*************************************************************************
|*
|* Abstand der vorderen Clippingebene setzen
|*
\************************************************************************/

void Viewport3D::SetNearClipDist(double fNewNCD)
{
	fNearClipDist = fNewNCD;
	bTfValid = sal_False;
}

/*************************************************************************
|*
|* Abstand der hinteren Clippingebene setzen
|*
\************************************************************************/

void Viewport3D::SetFarClipDist(double fNewFCD)
{
	fFarClipDist = fNewFCD;
	bTfValid = sal_False;
}

// eof
