xref: /AOO41X/main/drawinglayer/source/primitive2d/sceneprimitive2d.cxx (revision 78d93489f4e07472f855ba1036067e842ae02f88)
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21 
22 
23 
24 // MARKER(update_precomp.py): autogen include statement, do not remove
25 #include "precompiled_drawinglayer.hxx"
26 
27 #include <drawinglayer/primitive2d/sceneprimitive2d.hxx>
28 #include <basegfx/tools/canvastools.hxx>
29 #include <basegfx/polygon/b2dpolygontools.hxx>
30 #include <basegfx/polygon/b2dpolygon.hxx>
31 #include <basegfx/polygon/b2dpolygonclipper.hxx>
32 #include <basegfx/polygon/b2dpolypolygontools.hxx>
33 #include <basegfx/matrix/b2dhommatrix.hxx>
34 #include <drawinglayer/primitive2d/bitmapprimitive2d.hxx>
35 #include <drawinglayer/processor3d/zbufferprocessor3d.hxx>
36 #include <drawinglayer/processor3d/shadow3dextractor.hxx>
37 #include <drawinglayer/geometry/viewinformation2d.hxx>
38 #include <drawinglayer/primitive2d/drawinglayer_primitivetypes2d.hxx>
39 #include <svtools/optionsdrawinglayer.hxx>
40 #include <drawinglayer/processor3d/geometry2dextractor.hxx>
41 #include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
42 
43 //////////////////////////////////////////////////////////////////////////////
44 
45 using namespace com::sun::star;
46 
47 //////////////////////////////////////////////////////////////////////////////
48 
49 namespace drawinglayer
50 {
51     namespace primitive2d
52     {
impGetShadow3D(const geometry::ViewInformation2D &) const53         bool ScenePrimitive2D::impGetShadow3D(const geometry::ViewInformation2D& /*rViewInformation*/) const
54         {
55             ::osl::MutexGuard aGuard( m_aMutex );
56 
57             // create on demand
58             if(!mbShadow3DChecked && getChildren3D().hasElements())
59             {
60                 basegfx::B3DVector aLightNormal;
61                 const double fShadowSlant(getSdrSceneAttribute().getShadowSlant());
62                 const basegfx::B3DRange aScene3DRange(primitive3d::getB3DRangeFromPrimitive3DSequence(getChildren3D(), getViewInformation3D()));
63 
64                 if(maSdrLightingAttribute.getLightVector().size())
65                 {
66                     // get light normal from first light and normalize
67                     aLightNormal = maSdrLightingAttribute.getLightVector()[0].getDirection();
68                     aLightNormal.normalize();
69                 }
70 
71                 // create shadow extraction processor
72                 processor3d::Shadow3DExtractingProcessor aShadowProcessor(
73                     getViewInformation3D(),
74                     getObjectTransformation(),
75                     aLightNormal,
76                     fShadowSlant,
77                     aScene3DRange);
78 
79                 // process local primitives
80                 aShadowProcessor.process(getChildren3D());
81 
82                 // fetch result and set checked flag
83                 const_cast< ScenePrimitive2D* >(this)->maShadowPrimitives = aShadowProcessor.getPrimitive2DSequence();
84                 const_cast< ScenePrimitive2D* >(this)->mbShadow3DChecked = true;
85             }
86 
87             // return if there are shadow primitives
88             return maShadowPrimitives.hasElements();
89         }
90 
calculateDiscreteSizes(const geometry::ViewInformation2D & rViewInformation,basegfx::B2DRange & rDiscreteRange,basegfx::B2DRange & rVisibleDiscreteRange,basegfx::B2DRange & rUnitVisibleRange) const91         void ScenePrimitive2D::calculateDiscreteSizes(
92             const geometry::ViewInformation2D& rViewInformation,
93             basegfx::B2DRange& rDiscreteRange,
94             basegfx::B2DRange& rVisibleDiscreteRange,
95             basegfx::B2DRange& rUnitVisibleRange) const
96         {
97             // use unit range and transform to discrete coordinates
98             rDiscreteRange = basegfx::B2DRange(0.0, 0.0, 1.0, 1.0);
99             rDiscreteRange.transform(rViewInformation.getObjectToViewTransformation() * getObjectTransformation());
100 
101             // clip it against discrete Viewport (if set)
102             rVisibleDiscreteRange = rDiscreteRange;
103 
104             if(!rViewInformation.getViewport().isEmpty())
105             {
106                 rVisibleDiscreteRange.intersect(rViewInformation.getDiscreteViewport());
107             }
108 
109             if(rVisibleDiscreteRange.isEmpty())
110             {
111                 rUnitVisibleRange = rVisibleDiscreteRange;
112             }
113             else
114             {
115                 // create UnitVisibleRange containing unit range values [0.0 .. 1.0] describing
116                 // the relative position of rVisibleDiscreteRange inside rDiscreteRange
117                 const double fDiscreteScaleFactorX(basegfx::fTools::equalZero(rDiscreteRange.getWidth()) ? 1.0 : 1.0 / rDiscreteRange.getWidth());
118                 const double fDiscreteScaleFactorY(basegfx::fTools::equalZero(rDiscreteRange.getHeight()) ? 1.0 : 1.0 / rDiscreteRange.getHeight());
119 
120                 const double fMinX(basegfx::fTools::equal(rVisibleDiscreteRange.getMinX(), rDiscreteRange.getMinX())
121                     ? 0.0
122                     : (rVisibleDiscreteRange.getMinX() - rDiscreteRange.getMinX()) * fDiscreteScaleFactorX);
123                 const double fMinY(basegfx::fTools::equal(rVisibleDiscreteRange.getMinY(), rDiscreteRange.getMinY())
124                     ? 0.0
125                     : (rVisibleDiscreteRange.getMinY() - rDiscreteRange.getMinY()) * fDiscreteScaleFactorY);
126 
127                 const double fMaxX(basegfx::fTools::equal(rVisibleDiscreteRange.getMaxX(), rDiscreteRange.getMaxX())
128                     ? 1.0
129                     : (rVisibleDiscreteRange.getMaxX() - rDiscreteRange.getMinX()) * fDiscreteScaleFactorX);
130                 const double fMaxY(basegfx::fTools::equal(rVisibleDiscreteRange.getMaxY(), rDiscreteRange.getMaxY())
131                     ? 1.0
132                     : (rVisibleDiscreteRange.getMaxY() - rDiscreteRange.getMinY()) * fDiscreteScaleFactorY);
133 
134                 rUnitVisibleRange = basegfx::B2DRange(fMinX, fMinY, fMaxX, fMaxY);
135             }
136         }
137 
create2DDecomposition(const geometry::ViewInformation2D & rViewInformation) const138         Primitive2DSequence ScenePrimitive2D::create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const
139         {
140             Primitive2DSequence aRetval;
141 
142             // create 2D shadows from contained 3D primitives. This creates the shadow primitives on demand and tells if
143             // there are some or not. Do this at start, the shadow might still be visible even when the scene is not
144             if(impGetShadow3D(rViewInformation))
145             {
146                 // test visibility
147                 const basegfx::B2DRange aShadow2DRange(
148                     getB2DRangeFromPrimitive2DSequence(maShadowPrimitives, rViewInformation));
149                 const basegfx::B2DRange aViewRange(
150                     rViewInformation.getViewport());
151 
152                 if(aViewRange.isEmpty() || aShadow2DRange.overlaps(aViewRange))
153                 {
154                     // add extracted 2d shadows (before 3d scene creations itself)
155                     aRetval = maShadowPrimitives;
156                 }
157             }
158 
159             // get the involved ranges (see helper method calculateDiscreteSizes for details)
160             basegfx::B2DRange aDiscreteRange;
161             basegfx::B2DRange aVisibleDiscreteRange;
162             basegfx::B2DRange aUnitVisibleRange;
163 
164             calculateDiscreteSizes(rViewInformation, aDiscreteRange, aVisibleDiscreteRange, aUnitVisibleRange);
165 
166             if(!aVisibleDiscreteRange.isEmpty())
167             {
168                 // test if discrete view size (pixel) maybe too big and limit it
169                 double fViewSizeX(aVisibleDiscreteRange.getWidth());
170                 double fViewSizeY(aVisibleDiscreteRange.getHeight());
171                 const double fViewVisibleArea(fViewSizeX * fViewSizeY);
172                 const SvtOptionsDrawinglayer aDrawinglayerOpt;
173                 const double fMaximumVisibleArea(aDrawinglayerOpt.GetQuadratic3DRenderLimit());
174                 double fReduceFactor(1.0);
175 
176                 if(fViewVisibleArea > fMaximumVisibleArea)
177                 {
178                     fReduceFactor = sqrt(fMaximumVisibleArea / fViewVisibleArea);
179                     fViewSizeX *= fReduceFactor;
180                     fViewSizeY *= fReduceFactor;
181                 }
182 
183                 if(rViewInformation.getReducedDisplayQuality())
184                 {
185                     // when reducing the visualisation is allowed (e.g. an OverlayObject
186                     // only needed for dragging), reduce resolution extra
187                     // to speed up dragging interactions
188                     const double fArea(fViewSizeX * fViewSizeY);
189                     double fReducedVisualisationFactor(1.0 / (sqrt(fArea) * (1.0 / 170.0)));
190 
191                     if(fReducedVisualisationFactor > 1.0)
192                     {
193                         fReducedVisualisationFactor = 1.0;
194                     }
195                     else if(fReducedVisualisationFactor < 0.20)
196                     {
197                         fReducedVisualisationFactor = 0.20;
198                     }
199 
200                     if(fReducedVisualisationFactor != 1.0)
201                     {
202                         fReduceFactor *= fReducedVisualisationFactor;
203                         fViewSizeX *= fReducedVisualisationFactor;
204                         fViewSizeY *= fReducedVisualisationFactor;
205                     }
206                 }
207 
208                 // determine the oversample value
209                 static sal_uInt16 nDefaultOversampleValue(3);
210                 const sal_uInt16 nOversampleValue(aDrawinglayerOpt.IsAntiAliasing() ? nDefaultOversampleValue : 0);
211 
212                 geometry::ViewInformation3D aViewInformation3D(getViewInformation3D());
213                 {
214                     // calculate a transformation from DiscreteRange to evtl. rotated/sheared content.
215                     // Start with full transformation from object to discrete units
216                     basegfx::B2DHomMatrix aObjToUnit(rViewInformation.getObjectToViewTransformation() * getObjectTransformation());
217 
218                     // bring to unit coordinates by applying inverse DiscreteRange
219                     aObjToUnit.translate(-aDiscreteRange.getMinX(), -aDiscreteRange.getMinY());
220                     aObjToUnit.scale(1.0 / aDiscreteRange.getWidth(), 1.0 / aDiscreteRange.getHeight());
221 
222                     // calculate transformed user coordinate system
223                     const basegfx::B2DPoint aStandardNull(0.0, 0.0);
224                     const basegfx::B2DPoint aUnitRangeTopLeft(aObjToUnit * aStandardNull);
225                     const basegfx::B2DVector aStandardXAxis(1.0, 0.0);
226                     const basegfx::B2DVector aUnitRangeXAxis(aObjToUnit * aStandardXAxis);
227                     const basegfx::B2DVector aStandardYAxis(0.0, 1.0);
228                     const basegfx::B2DVector aUnitRangeYAxis(aObjToUnit * aStandardYAxis);
229 
230                     if(!aUnitRangeTopLeft.equal(aStandardNull) || !aUnitRangeXAxis.equal(aStandardXAxis) || !aUnitRangeYAxis.equal(aStandardYAxis))
231                     {
232                         // build transformation from unit range to user coordinate system; the unit range
233                         // X and Y axes are the column vectors, the null point is the offset
234                         basegfx::B2DHomMatrix aUnitRangeToUser;
235 
236                         aUnitRangeToUser.set3x2(
237                             aUnitRangeXAxis.getX(), aUnitRangeYAxis.getX(), aUnitRangeTopLeft.getX(),
238                             aUnitRangeXAxis.getY(), aUnitRangeYAxis.getY(), aUnitRangeTopLeft.getY());
239 
240                         // decompose to allow to apply this to the 3D transformation
241                         basegfx::B2DVector aScale, aTranslate;
242                         double fRotate, fShearX;
243                         aUnitRangeToUser.decompose(aScale, aTranslate, fRotate, fShearX);
244 
245                         // apply before DeviceToView and after Projection, 3D is in range [-1.0 .. 1.0] in X,Y and Z
246                         // and not yet flipped in Y
247                         basegfx::B3DHomMatrix aExtendedProjection(aViewInformation3D.getProjection());
248 
249                         // bring to unit coordiantes, flip Y, leave Z unchanged
250                         aExtendedProjection.scale(0.5, -0.5, 1.0);
251                         aExtendedProjection.translate(0.5, 0.5, 0.0);
252 
253                         // apply extra; Y is flipped now, go with positive shear and rotate values
254                         aExtendedProjection.scale(aScale.getX(), aScale.getY(), 1.0);
255                         aExtendedProjection.shearXZ(fShearX, 0.0);
256                         aExtendedProjection.rotate(0.0, 0.0, fRotate);
257                         aExtendedProjection.translate(aTranslate.getX(), aTranslate.getY(), 0.0);
258 
259                         // back to state after projection
260                         aExtendedProjection.translate(-0.5, -0.5, 0.0);
261                         aExtendedProjection.scale(2.0, -2.0, 1.0);
262 
263                         aViewInformation3D = geometry::ViewInformation3D(
264                             aViewInformation3D.getObjectTransformation(),
265                             aViewInformation3D.getOrientation(),
266                             aExtendedProjection,
267                             aViewInformation3D.getDeviceToView(),
268                             aViewInformation3D.getViewTime(),
269                             aViewInformation3D.getExtendedInformationSequence());
270                     }
271                 }
272 
273                 // calculate logic render size in world coordinates for usage in renderer
274                 const basegfx::B2DHomMatrix aInverseOToV(rViewInformation.getInverseObjectToViewTransformation());
275                 const double fLogicX((aInverseOToV * basegfx::B2DVector(aDiscreteRange.getWidth() * fReduceFactor, 0.0)).getLength());
276                 const double fLogicY((aInverseOToV * basegfx::B2DVector(0.0, aDiscreteRange.getHeight() * fReduceFactor)).getLength());
277 
278                 // use default 3D primitive processor to create BitmapEx for aUnitVisiblePart and process
279                 processor3d::ZBufferProcessor3D aZBufferProcessor3D(
280                     aViewInformation3D,
281                     rViewInformation,
282                     getSdrSceneAttribute(),
283                     getSdrLightingAttribute(),
284                     fLogicX,
285                     fLogicY,
286                     aUnitVisibleRange,
287                     nOversampleValue);
288 
289                 aZBufferProcessor3D.process(getChildren3D());
290                 aZBufferProcessor3D.finish();
291 
292                 const_cast< ScenePrimitive2D* >(this)->maOldRenderedBitmap = aZBufferProcessor3D.getBitmapEx();
293                 const Size aBitmapSizePixel(maOldRenderedBitmap.GetSizePixel());
294 
295                 if(aBitmapSizePixel.getWidth() && aBitmapSizePixel.getHeight())
296                 {
297                     // create transform for the created bitmap in discrete coordinates first.
298                     basegfx::B2DHomMatrix aNew2DTransform;
299 
300                     aNew2DTransform.set(0, 0, aVisibleDiscreteRange.getWidth());
301                     aNew2DTransform.set(1, 1, aVisibleDiscreteRange.getHeight());
302                     aNew2DTransform.set(0, 2, aVisibleDiscreteRange.getMinX());
303                     aNew2DTransform.set(1, 2, aVisibleDiscreteRange.getMinY());
304 
305                     // transform back to world coordinates for usage in primitive creation
306                     aNew2DTransform *= aInverseOToV;
307 
308                     // create bitmap primitive and add
309                     const Primitive2DReference xRef(new BitmapPrimitive2D(maOldRenderedBitmap, aNew2DTransform));
310                     appendPrimitive2DReferenceToPrimitive2DSequence(aRetval, xRef);
311 
312                     // test: Allow to add an outline in the debugger when tests are needed
313                     static bool bAddOutlineToCreated3DSceneRepresentation(false);
314 
315                     if(bAddOutlineToCreated3DSceneRepresentation)
316                     {
317                         basegfx::B2DPolygon aOutline(basegfx::tools::createUnitPolygon());
318                         aOutline.transform(aNew2DTransform);
319                         const Primitive2DReference xRef2(new PolygonHairlinePrimitive2D(aOutline, basegfx::BColor(1.0, 0.0, 0.0)));
320                         appendPrimitive2DReferenceToPrimitive2DSequence(aRetval, xRef2);
321                     }
322                 }
323             }
324 
325             return aRetval;
326         }
327 
getGeometry2D() const328         Primitive2DSequence ScenePrimitive2D::getGeometry2D() const
329         {
330             Primitive2DSequence aRetval;
331 
332             // create 2D projected geometry from 3D geometry
333             if(getChildren3D().hasElements())
334             {
335                 // create 2D geometry extraction processor
336                 processor3d::Geometry2DExtractingProcessor aGeometryProcessor(
337                     getViewInformation3D(),
338                     getObjectTransformation());
339 
340                 // process local primitives
341                 aGeometryProcessor.process(getChildren3D());
342 
343                 // fetch result
344                 aRetval = aGeometryProcessor.getPrimitive2DSequence();
345             }
346 
347             return aRetval;
348         }
349 
getShadow2D(const geometry::ViewInformation2D & rViewInformation) const350         Primitive2DSequence ScenePrimitive2D::getShadow2D(const geometry::ViewInformation2D& rViewInformation) const
351         {
352             Primitive2DSequence aRetval;
353 
354             // create 2D shadows from contained 3D primitives
355             if(impGetShadow3D(rViewInformation))
356             {
357                 // add extracted 2d shadows (before 3d scene creations itself)
358                 aRetval = maShadowPrimitives;
359             }
360 
361             return aRetval;
362         }
363 
tryToCheckLastVisualisationDirectHit(const basegfx::B2DPoint & rLogicHitPoint,bool & o_rResult) const364         bool ScenePrimitive2D::tryToCheckLastVisualisationDirectHit(const basegfx::B2DPoint& rLogicHitPoint, bool& o_rResult) const
365         {
366             if(!maOldRenderedBitmap.IsEmpty() && !maOldUnitVisiblePart.isEmpty())
367             {
368                 basegfx::B2DHomMatrix aInverseSceneTransform(getObjectTransformation());
369                 aInverseSceneTransform.invert();
370                 const basegfx::B2DPoint aRelativePoint(aInverseSceneTransform * rLogicHitPoint);
371 
372                 if(maOldUnitVisiblePart.isInside(aRelativePoint))
373                 {
374                     // calculate coordinates relative to visualized part
375                     double fDivisorX(maOldUnitVisiblePart.getWidth());
376                     double fDivisorY(maOldUnitVisiblePart.getHeight());
377 
378                     if(basegfx::fTools::equalZero(fDivisorX))
379                     {
380                         fDivisorX = 1.0;
381                     }
382 
383                     if(basegfx::fTools::equalZero(fDivisorY))
384                     {
385                         fDivisorY = 1.0;
386                     }
387 
388                     const double fRelativeX((aRelativePoint.getX() - maOldUnitVisiblePart.getMinX()) / fDivisorX);
389                     const double fRelativeY((aRelativePoint.getY() - maOldUnitVisiblePart.getMinY()) / fDivisorY);
390 
391                     // combine with real BitmapSizePixel to get bitmap coordinates
392                     const Size aBitmapSizePixel(maOldRenderedBitmap.GetSizePixel());
393                     const sal_Int32 nX(basegfx::fround(fRelativeX * aBitmapSizePixel.Width()));
394                     const sal_Int32 nY(basegfx::fround(fRelativeY * aBitmapSizePixel.Height()));
395 
396                     // try to get a statement about transparency in that pixel
397                     o_rResult = (0xff != maOldRenderedBitmap.GetTransparency(nX, nY));
398                     return true;
399                 }
400             }
401 
402             return false;
403         }
404 
ScenePrimitive2D(const primitive3d::Primitive3DSequence & rxChildren3D,const attribute::SdrSceneAttribute & rSdrSceneAttribute,const attribute::SdrLightingAttribute & rSdrLightingAttribute,const basegfx::B2DHomMatrix & rObjectTransformation,const geometry::ViewInformation3D & rViewInformation3D)405         ScenePrimitive2D::ScenePrimitive2D(
406             const primitive3d::Primitive3DSequence& rxChildren3D,
407             const attribute::SdrSceneAttribute& rSdrSceneAttribute,
408             const attribute::SdrLightingAttribute& rSdrLightingAttribute,
409             const basegfx::B2DHomMatrix& rObjectTransformation,
410             const geometry::ViewInformation3D& rViewInformation3D)
411         :   BufferedDecompositionPrimitive2D(),
412             mxChildren3D(rxChildren3D),
413             maSdrSceneAttribute(rSdrSceneAttribute),
414             maSdrLightingAttribute(rSdrLightingAttribute),
415             maObjectTransformation(rObjectTransformation),
416             maViewInformation3D(rViewInformation3D),
417             maShadowPrimitives(),
418             mbShadow3DChecked(false),
419             mfOldDiscreteSizeX(0.0),
420             mfOldDiscreteSizeY(0.0),
421             maOldUnitVisiblePart(),
422             maOldRenderedBitmap()
423         {
424         }
425 
operator ==(const BasePrimitive2D & rPrimitive) const426         bool ScenePrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const
427         {
428             if(BufferedDecompositionPrimitive2D::operator==(rPrimitive))
429             {
430                 const ScenePrimitive2D& rCompare = (ScenePrimitive2D&)rPrimitive;
431 
432                 return (primitive3d::arePrimitive3DSequencesEqual(getChildren3D(), rCompare.getChildren3D())
433                     && getSdrSceneAttribute() == rCompare.getSdrSceneAttribute()
434                     && getSdrLightingAttribute() == rCompare.getSdrLightingAttribute()
435                     && getObjectTransformation() == rCompare.getObjectTransformation()
436                     && getViewInformation3D() == rCompare.getViewInformation3D());
437             }
438 
439             return false;
440         }
441 
getB2DRange(const geometry::ViewInformation2D & rViewInformation) const442         basegfx::B2DRange ScenePrimitive2D::getB2DRange(const geometry::ViewInformation2D& rViewInformation) const
443         {
444             // transform unit range to discrete coordinate range
445             basegfx::B2DRange aRetval(0.0, 0.0, 1.0, 1.0);
446             aRetval.transform(rViewInformation.getObjectToViewTransformation() * getObjectTransformation());
447 
448             // force to discrete expanded bounds (it grows, so expanding works perfectly well)
449             aRetval.expand(basegfx::B2DTuple(floor(aRetval.getMinX()), floor(aRetval.getMinY())));
450             aRetval.expand(basegfx::B2DTuple(ceil(aRetval.getMaxX()), ceil(aRetval.getMaxY())));
451 
452             // transform back from discrete (view) to world coordinates
453             aRetval.transform(rViewInformation.getInverseObjectToViewTransformation());
454 
455             // expand by evtl. existing shadow primitives
456             if(impGetShadow3D(rViewInformation))
457             {
458                 const basegfx::B2DRange aShadow2DRange(getB2DRangeFromPrimitive2DSequence(maShadowPrimitives, rViewInformation));
459 
460                 if(!aShadow2DRange.isEmpty())
461                 {
462                     aRetval.expand(aShadow2DRange);
463                 }
464             }
465 
466             return aRetval;
467         }
468 
get2DDecomposition(const geometry::ViewInformation2D & rViewInformation) const469         Primitive2DSequence ScenePrimitive2D::get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const
470         {
471             ::osl::MutexGuard aGuard( m_aMutex );
472 
473             // get the involved ranges (see helper method calculateDiscreteSizes for details)
474             basegfx::B2DRange aDiscreteRange;
475             basegfx::B2DRange aUnitVisibleRange;
476             bool bNeedNewDecomposition(false);
477             bool bDiscreteSizesAreCalculated(false);
478 
479             if(getBuffered2DDecomposition().hasElements())
480             {
481                 basegfx::B2DRange aVisibleDiscreteRange;
482                 calculateDiscreteSizes(rViewInformation, aDiscreteRange, aVisibleDiscreteRange, aUnitVisibleRange);
483                 bDiscreteSizesAreCalculated = true;
484 
485                 // needs to be painted when the new part is not part of the last
486                 // decomposition
487                 if(!maOldUnitVisiblePart.isInside(aUnitVisibleRange))
488                 {
489                     bNeedNewDecomposition = true;
490                 }
491 
492                 // display has changed and cannot be reused when resolution got bigger. It
493                 // can be reused when resolution got smaller, though.
494                 if(!bNeedNewDecomposition)
495                 {
496                     if(basegfx::fTools::more(aDiscreteRange.getWidth(), mfOldDiscreteSizeX) ||
497                         basegfx::fTools::more(aDiscreteRange.getHeight(), mfOldDiscreteSizeY))
498                     {
499                         bNeedNewDecomposition = true;
500                     }
501                 }
502             }
503 
504             if(bNeedNewDecomposition)
505             {
506                 // conditions of last local decomposition have changed, delete
507                 const_cast< ScenePrimitive2D* >(this)->setBuffered2DDecomposition(Primitive2DSequence());
508             }
509 
510             if(!getBuffered2DDecomposition().hasElements())
511             {
512                 if(!bDiscreteSizesAreCalculated)
513                 {
514                     basegfx::B2DRange aVisibleDiscreteRange;
515                     calculateDiscreteSizes(rViewInformation, aDiscreteRange, aVisibleDiscreteRange, aUnitVisibleRange);
516                 }
517 
518                 // remember last used NewDiscreteSize and NewUnitVisiblePart
519                 ScenePrimitive2D* pThat = const_cast< ScenePrimitive2D* >(this);
520                 pThat->mfOldDiscreteSizeX = aDiscreteRange.getWidth();
521                 pThat->mfOldDiscreteSizeY = aDiscreteRange.getHeight();
522                 pThat->maOldUnitVisiblePart = aUnitVisibleRange;
523             }
524 
525             // use parent implementation
526             return BufferedDecompositionPrimitive2D::get2DDecomposition(rViewInformation);
527         }
528 
529         // provide unique ID
530         ImplPrimitrive2DIDBlock(ScenePrimitive2D, PRIMITIVE2D_ID_SCENEPRIMITIVE2D)
531 
532     } // end of namespace primitive2d
533 } // end of namespace drawinglayer
534 
535 //////////////////////////////////////////////////////////////////////////////
536 // eof
537