xref: /AOO41X/main/drawinglayer/inc/drawinglayer/processor3d/shadow3dextractor.hxx (revision ddde725d65c83fe3ba1186d46f6e3e08f12ba47e)
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21 
22 
23 
24 #ifndef INCLUDED_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX
25 #define INCLUDED_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX
26 
27 #include <drawinglayer/drawinglayerdllapi.h>
28 #include <drawinglayer/processor3d/baseprocessor3d.hxx>
29 #include <drawinglayer/primitive2d/baseprimitive2d.hxx>
30 #include <basegfx/matrix/b3dhommatrix.hxx>
31 #include <basegfx/color/bcolor.hxx>
32 #include <basegfx/polygon/b2dpolygon.hxx>
33 #include <basegfx/polygon/b3dpolygon.hxx>
34 #include <basegfx/polygon/b2dpolypolygon.hxx>
35 #include <basegfx/polygon/b3dpolypolygon.hxx>
36 #include <basegfx/matrix/b2dhommatrix.hxx>
37 
38 //////////////////////////////////////////////////////////////////////////////
39 
40 namespace drawinglayer
41 {
42     namespace processor3d
43     {
44         /** Shadow3DExtractingProcessor class
45 
46             This processor extracts the 2D shadow geometry (projected geometry) of all feeded primitives.
47             It is used to create the shadow of 3D objects which consists of 2D geometry. It needs quite
48             some data to do so since we do not only offer flat projected 2D shadow, but also projections
49             dependent on the light source
50          */
51         class DRAWINGLAYER_DLLPUBLIC Shadow3DExtractingProcessor : public BaseProcessor3D
52         {
53         private:
54             /// result holding vector (2D) and target vector for stacking (inited to &maPrimitive2DSequence)
55             primitive2d::Primitive2DVector                  maPrimitive2DSequence;
56             primitive2d::Primitive2DVector*                 mpPrimitive2DSequence;
57 
58             /// object transformation for scene for 2d definition
59             basegfx::B2DHomMatrix                           maObjectTransformation;
60 
61             /// prepared data (transformations) for 2D/3D shadow calculations
62             basegfx::B3DHomMatrix                           maWorldToEye;
63             basegfx::B3DHomMatrix                           maEyeToView;
64             basegfx::B3DVector                              maLightNormal;
65             basegfx::B3DVector                              maShadowPlaneNormal;
66             basegfx::B3DPoint                               maPlanePoint;
67             double                                          mfLightPlaneScalar;
68 
69             /*  the shadow color used for sub-primitives. Can stay at black since
70                 the encapsulating 2d shadow primitive will contain the color
71              */
72             basegfx::BColor                                 maPrimitiveColor;
73 
74             /// bitfield
75             /// flag if shadow plane projection preparation leaded to valid results
76             unsigned                                        mbShadowProjectionIsValid : 1;
77 
78             /// flag if conversion is switched on
79             unsigned                                        mbConvert : 1;
80 
81             /// flag if conversion shall use projection
82             unsigned                                        mbUseProjection : 1;
83 
84             /// local helpers
85             basegfx::B2DPolygon impDoShadowProjection(const basegfx::B3DPolygon& rSource);
86             basegfx::B2DPolyPolygon impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource);
87 
88             /*  as tooling, the process() implementation takes over API handling and calls this
89                 virtual render method when the primitive implementation is BasePrimitive3D-based.
90              */
91             virtual void processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate);
92 
93         public:
94             Shadow3DExtractingProcessor(
95                 const geometry::ViewInformation3D& rViewInformation,
96                 const basegfx::B2DHomMatrix& rObjectTransformation,
97                 const basegfx::B3DVector& rLightNormal,
98                 double fShadowSlant,
99                 const basegfx::B3DRange& rContained3DRange);
100             virtual ~Shadow3DExtractingProcessor();
101 
102             /// data read access
103             const primitive2d::Primitive2DSequence getPrimitive2DSequence() const;
getObjectTransformation() const104             const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; }
getWorldToEye() const105             const basegfx::B3DHomMatrix& getWorldToEye() const { return maWorldToEye; }
getEyeToView() const106             const basegfx::B3DHomMatrix& getEyeToView() const { return maEyeToView; }
107         };
108     } // end of namespace processor3d
109 } // end of namespace drawinglayer
110 
111 #endif //_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX
112 
113 // eof
114