xref: /AOO41X/main/drawinglayer/inc/drawinglayer/primitive2d/sceneprimitive2d.hxx (revision 4f506f19cd544df9572ed8c88b6bdbc6c8f33210)
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21 
22 
23 
24 #ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SCENEPRIMITIVE2D_HXX
25 #define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SCENEPRIMITIVE2D_HXX
26 
27 #include <drawinglayer/drawinglayerdllapi.h>
28 #include <drawinglayer/primitive2d/baseprimitive2d.hxx>
29 #include <drawinglayer/primitive3d/baseprimitive3d.hxx>
30 #include <drawinglayer/geometry/viewinformation3d.hxx>
31 #include <basegfx/matrix/b2dhommatrix.hxx>
32 #include <vcl/bitmapex.hxx>
33 #include <drawinglayer/attribute/sdrsceneattribute3d.hxx>
34 #include <drawinglayer/attribute/sdrlightingattribute3d.hxx>
35 #include <drawinglayer/attribute/sdrlightattribute3d.hxx>
36 
37 //////////////////////////////////////////////////////////////////////////////
38 
39 namespace drawinglayer
40 {
41     namespace primitive2d
42     {
43         /** ScenePrimitive2D class
44 
45             This primitive defines a 3D scene as a 2D primitive and is the anchor point
46             for a 3D visualisation. The decomposition is view-dependent and will try to
47             re-use already rendered 3D content.
48 
49             The rendering is done using the default-3D renderer from basegfx which supports
50             AntiAliasing.
51 
52             The 2D primitive's geometric range is defined completely by the
53             ObjectTransformation combined with evtl. 2D shadows from the 3D objects. The
54             shadows of 3D objects are 2D polygons, projected with the 3D transformation.
55 
56             This is the class a renderer may process directly when he wants to implement
57             an own (e.g. system-specific) 3D renderer.
58          */
59         class DRAWINGLAYER_DLLPUBLIC ScenePrimitive2D : public BufferedDecompositionPrimitive2D
60         {
61         private:
62             /// the 3D geometry definition
63             primitive3d::Primitive3DSequence                    mxChildren3D;
64 
65             /// 3D scene attribute set
66             attribute::SdrSceneAttribute                        maSdrSceneAttribute;
67 
68             /// lighting attribute set
69             attribute::SdrLightingAttribute                     maSdrLightingAttribute;
70 
71             /// object transformation for scene for 2D definition
72             basegfx::B2DHomMatrix                               maObjectTransformation;
73 
74             /// scene transformation set and object transformation
75             geometry::ViewInformation3D                         maViewInformation3D;
76 
77             /// the primitiveSequence for on-demand created shadow primitives (see mbShadow3DChecked)
78             Primitive2DSequence                                 maShadowPrimitives;
79 
80             /// bitfield
81             /** flag if given 3D geometry is already cheched for shadow definitions and 2d shadows
82                 are created in maShadowPrimitives
83              */
84             unsigned                                            mbShadow3DChecked : 1;
85 
86             /// the last used NewDiscreteSize and NewUnitVisiblePart definitions for decomposition
87             double                                              mfOldDiscreteSizeX;
88             double                                              mfOldDiscreteSizeY;
89             basegfx::B2DRange                                   maOldUnitVisiblePart;
90 
91             /** the last created BitmapEx, e.g. for fast HitTest. This does not really need
92                 memory since BitmapEx is internally RefCounted
93              */
94             BitmapEx                                            maOldRenderedBitmap;
95 
96             /// private helpers
97             bool impGetShadow3D(const geometry::ViewInformation2D& rViewInformation) const;
98             void calculateDiscreteSizes(
99                 const geometry::ViewInformation2D& rViewInformation,
100                 basegfx::B2DRange& rDiscreteRange,
101                 basegfx::B2DRange& rVisibleDiscreteRange,
102                 basegfx::B2DRange& rUnitVisibleRange) const;
103 
104         protected:
105             /// local decomposition.
106             virtual Primitive2DSequence create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const;
107 
108         public:
109             /// public helpers
110             /** Geometry extractor. Shadow will be added as in create2DDecomposition, but
111                 the 3D content is not converted to a bitmap visualisation but to projected 2D gemetry. This
112                 helper is useful e.g. for Contour extraction or HitTests.
113               */
114             Primitive2DSequence getGeometry2D() const;
115             Primitive2DSequence getShadow2D(const geometry::ViewInformation2D& rViewInformation) const;
116 
117             /** Fast HitTest which uses the last buffered BitmapEx from the last
118                 rendered area if available. The return value describes if the check
119                 could be done with the current information, so do NOT use o_rResult
120                 when it returns false. o_rResult will be changed on return true and
121                 then contains a definitive answer if content of this scene is hit or
122                 not. On return false, it is normally necessary to use the geometric
123                 HitTest (see CutFindProcessor usages). The given HitPoint
124                 has to be in logic coordinates in scene's ObjectCoordinateSystem.
125              */
126             bool tryToCheckLastVisualisationDirectHit(const basegfx::B2DPoint& rLogicHitPoint, bool& o_rResult) const;
127 
128             /// constructor
129             ScenePrimitive2D(
130                 const primitive3d::Primitive3DSequence& rxChildren3D,
131                 const attribute::SdrSceneAttribute& rSdrSceneAttribute,
132                 const attribute::SdrLightingAttribute& rSdrLightingAttribute,
133                 const basegfx::B2DHomMatrix& rObjectTransformation,
134                 const geometry::ViewInformation3D& rViewInformation3D);
135 
136             /// data read access
getChildren3D() const137             const primitive3d::Primitive3DSequence& getChildren3D() const { return mxChildren3D; }
getSdrSceneAttribute() const138             const attribute::SdrSceneAttribute& getSdrSceneAttribute() const { return maSdrSceneAttribute; }
getSdrLightingAttribute() const139             const attribute::SdrLightingAttribute& getSdrLightingAttribute() const { return maSdrLightingAttribute; }
getObjectTransformation() const140             const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; }
getViewInformation3D() const141             const geometry::ViewInformation3D& getViewInformation3D() const { return maViewInformation3D; }
142 
143             /// compare operator
144             virtual bool operator==(const BasePrimitive2D& rPrimitive) const;
145 
146             /// get range
147             virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const;
148 
149             /// provide unique ID
150             DeclPrimitrive2DIDBlock()
151 
152             /// get local decomposition. Overloaded since this decomposition is view-dependent
153             virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const;
154         };
155     } // end of namespace primitive2d
156 } // end of namespace drawinglayer
157 
158 //////////////////////////////////////////////////////////////////////////////
159 
160 #endif //INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SCENEPRIMITIVE2D_HXX
161 
162 //////////////////////////////////////////////////////////////////////////////
163 // eof
164