xref: /AOO41X/main/drawinglayer/source/primitive2d/embedded3dprimitive2d.cxx (revision 464702f4578bd67db020a330afd07883930c5e07)
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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/embedded3dprimitive2d.hxx>
28 #include <basegfx/polygon/b2dpolygon.hxx>
29 #include <basegfx/polygon/b2dpolygontools.hxx>
30 #include <basegfx/color/bcolor.hxx>
31 #include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
32 #include <basegfx/tools/canvastools.hxx>
33 #include <drawinglayer/geometry/viewinformation2d.hxx>
34 #include <drawinglayer/primitive2d/drawinglayer_primitivetypes2d.hxx>
35 #include <drawinglayer/geometry/viewinformation3d.hxx>
36 #include <drawinglayer/processor3d/shadow3dextractor.hxx>
37 
38 //////////////////////////////////////////////////////////////////////////////
39 
40 using namespace com::sun::star;
41 
42 //////////////////////////////////////////////////////////////////////////////
43 
44 namespace drawinglayer
45 {
46     namespace primitive2d
47     {
impGetShadow3D(const geometry::ViewInformation2D &) const48         bool Embedded3DPrimitive2D::impGetShadow3D(const geometry::ViewInformation2D& /*rViewInformation*/) const
49         {
50             osl::MutexGuard aGuard( m_aMutex );
51 
52             // create on demand
53             if(!mbShadow3DChecked && getChildren3D().hasElements())
54             {
55                 // create shadow extraction processor
56                 processor3d::Shadow3DExtractingProcessor aShadowProcessor(
57                     getViewInformation3D(),
58                     getObjectTransformation(),
59                     getLightNormal(),
60                     getShadowSlant(),
61                     getScene3DRange());
62 
63                 // process local primitives
64                 aShadowProcessor.process(getChildren3D());
65 
66                 // fetch result and set checked flag
67                 const_cast< Embedded3DPrimitive2D* >(this)->maShadowPrimitives = aShadowProcessor.getPrimitive2DSequence();
68                 const_cast< Embedded3DPrimitive2D* >(this)->mbShadow3DChecked = true;
69             }
70 
71             // return if there are shadow primitives
72             return maShadowPrimitives.hasElements();
73         }
74 
create2DDecomposition(const geometry::ViewInformation2D & rViewInformation) const75         Primitive2DSequence Embedded3DPrimitive2D::create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const
76         {
77             // use info to create a yellow 2d rectangle, similar to empty 3d scenes and/or groups
78             const basegfx::B2DRange aLocal2DRange(getB2DRange(rViewInformation));
79             const basegfx::B2DPolygon aOutline(basegfx::tools::createPolygonFromRect(aLocal2DRange));
80             const basegfx::BColor aYellow(1.0, 1.0, 0.0);
81             const Primitive2DReference xRef(new PolygonHairlinePrimitive2D(aOutline, aYellow));
82 
83             return Primitive2DSequence(&xRef, 1L);
84         }
85 
Embedded3DPrimitive2D(const primitive3d::Primitive3DSequence & rxChildren3D,const basegfx::B2DHomMatrix & rObjectTransformation,const geometry::ViewInformation3D & rViewInformation3D,const basegfx::B3DVector & rLightNormal,double fShadowSlant,const basegfx::B3DRange & rScene3DRange)86         Embedded3DPrimitive2D::Embedded3DPrimitive2D(
87             const primitive3d::Primitive3DSequence& rxChildren3D,
88             const basegfx::B2DHomMatrix& rObjectTransformation,
89             const geometry::ViewInformation3D& rViewInformation3D,
90             const basegfx::B3DVector& rLightNormal,
91             double fShadowSlant,
92             const basegfx::B3DRange& rScene3DRange)
93         :   BufferedDecompositionPrimitive2D(),
94             mxChildren3D(rxChildren3D),
95             maObjectTransformation(rObjectTransformation),
96             maViewInformation3D(rViewInformation3D),
97             maLightNormal(rLightNormal),
98             mfShadowSlant(fShadowSlant),
99             maScene3DRange(rScene3DRange),
100             maShadowPrimitives(),
101             maB2DRange(),
102             mbShadow3DChecked(false)
103         {
104             maLightNormal.normalize();
105         }
106 
operator ==(const BasePrimitive2D & rPrimitive) const107         bool Embedded3DPrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const
108         {
109             if(BufferedDecompositionPrimitive2D::operator==(rPrimitive))
110             {
111                 const Embedded3DPrimitive2D& rCompare = static_cast< const Embedded3DPrimitive2D& >(rPrimitive);
112 
113                 return (primitive3d::arePrimitive3DSequencesEqual(getChildren3D(), rCompare.getChildren3D())
114                     && getObjectTransformation() == rCompare.getObjectTransformation()
115                     && getViewInformation3D() == rCompare.getViewInformation3D()
116                     && getLightNormal() == rCompare.getLightNormal()
117                     && getShadowSlant() == rCompare.getShadowSlant()
118                     && getScene3DRange() == rCompare.getScene3DRange());
119             }
120 
121             return false;
122         }
123 
getB2DRange(const geometry::ViewInformation2D & rViewInformation) const124         basegfx::B2DRange Embedded3DPrimitive2D::getB2DRange(const geometry::ViewInformation2D& rViewInformation) const
125         {
126             if(maB2DRange.isEmpty())
127             {
128                 // use the 3d transformation stack to create a projection of the 3D range
129                 basegfx::B3DRange a3DRange(primitive3d::getB3DRangeFromPrimitive3DSequence(getChildren3D(), getViewInformation3D()));
130                 a3DRange.transform(getViewInformation3D().getObjectToView());
131 
132                 // create 2d range from projected 3d and transform with scene's object transformation
133                 basegfx::B2DRange aNewRange;
134                 aNewRange.expand(basegfx::B2DPoint(a3DRange.getMinX(), a3DRange.getMinY()));
135                 aNewRange.expand(basegfx::B2DPoint(a3DRange.getMaxX(), a3DRange.getMaxY()));
136                 aNewRange.transform(getObjectTransformation());
137 
138                 // cehck for 3D shadows and their 2D projections. If those exist, they need to be
139                 // taken into account
140                 if(impGetShadow3D(rViewInformation))
141                 {
142                     const basegfx::B2DRange aShadow2DRange(getB2DRangeFromPrimitive2DSequence(maShadowPrimitives, rViewInformation));
143 
144                     if(!aShadow2DRange.isEmpty())
145                     {
146                         aNewRange.expand(aShadow2DRange);
147                     }
148                 }
149 
150                 // assign to buffered value
151                 const_cast< Embedded3DPrimitive2D* >(this)->maB2DRange = aNewRange;
152             }
153 
154             return maB2DRange;
155         }
156 
157         // provide unique ID
158         ImplPrimitrive2DIDBlock(Embedded3DPrimitive2D, PRIMITIVE2D_ID_EMBEDDED3DPRIMITIVE2D)
159 
160     } // end of namespace primitive2d
161 } // end of namespace drawinglayer
162 
163 //////////////////////////////////////////////////////////////////////////////
164 // eof
165