xref: /AOO41X/main/drawinglayer/source/primitive3d/sdrextrudeprimitive3d.cxx (revision 8809db7a87f97847b57a57f4cd2b0104b2b83182)
1 /**************************************************************
2  *
3  * Licensed to the Apache Software Foundation (ASF) under one
4  * or more contributor license agreements.  See the NOTICE file
5  * distributed with this work for additional information
6  * regarding copyright ownership.  The ASF licenses this file
7  * to you under the Apache License, Version 2.0 (the
8  * "License"); you may not use this file except in compliance
9  * with the License.  You may obtain a copy of the License at
10  *
11  *   http://www.apache.org/licenses/LICENSE-2.0
12  *
13  * Unless required by applicable law or agreed to in writing,
14  * software distributed under the License is distributed on an
15  * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
16  * KIND, either express or implied.  See the License for the
17  * specific language governing permissions and limitations
18  * under the License.
19  *
20  *************************************************************/
21 
22 
23 
24 // MARKER(update_precomp.py): autogen include statement, do not remove
25 #include "precompiled_drawinglayer.hxx"
26 
27 #include <drawinglayer/primitive3d/sdrextrudeprimitive3d.hxx>
28 #include <basegfx/matrix/b2dhommatrix.hxx>
29 #include <basegfx/polygon/b2dpolygontools.hxx>
30 #include <basegfx/polygon/b3dpolypolygontools.hxx>
31 #include <drawinglayer/primitive3d/sdrdecompositiontools3d.hxx>
32 #include <basegfx/tools/canvastools.hxx>
33 #include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
34 #include <drawinglayer/geometry/viewinformation3d.hxx>
35 #include <drawinglayer/attribute/sdrfillattribute.hxx>
36 #include <drawinglayer/attribute/sdrlineattribute.hxx>
37 #include <drawinglayer/attribute/sdrshadowattribute.hxx>
38 
39 //////////////////////////////////////////////////////////////////////////////
40 
41 using namespace com::sun::star;
42 
43 //////////////////////////////////////////////////////////////////////////////
44 
45 namespace drawinglayer
46 {
47     namespace primitive3d
48     {
49         Primitive3DSequence SdrExtrudePrimitive3D::create3DDecomposition(const geometry::ViewInformation3D& rViewInformation) const
50         {
51             Primitive3DSequence aRetval;
52 
53             // get slices
54             const Slice3DVector& rSliceVector = getSlices();
55 
56             if(rSliceVector.size())
57             {
58                 sal_uInt32 a;
59 
60                 // decide what to create
61                 const ::com::sun::star::drawing::NormalsKind eNormalsKind(getSdr3DObjectAttribute().getNormalsKind());
62                 const bool bCreateNormals(::com::sun::star::drawing::NormalsKind_SPECIFIC == eNormalsKind);
63                 const bool bCreateTextureCoordiantesX(::com::sun::star::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionX());
64                 const bool bCreateTextureCoordiantesY(::com::sun::star::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionY());
65                 double fRelativeTextureWidth(1.0);
66                 basegfx::B2DHomMatrix aTexTransform;
67 
68                 if(!getSdrLFSAttribute().getFill().isDefault() && (bCreateTextureCoordiantesX || bCreateTextureCoordiantesY))
69                 {
70                     const basegfx::B2DPolygon aFirstPolygon(maCorrectedPolyPolygon.getB2DPolygon(0L));
71                     const double fFrontLength(basegfx::tools::getLength(aFirstPolygon));
72                     const double fFrontArea(basegfx::tools::getArea(aFirstPolygon));
73                     const double fSqrtFrontArea(sqrt(fFrontArea));
74                     fRelativeTextureWidth = basegfx::fTools::equalZero(fSqrtFrontArea) ? 1.0 : fFrontLength / fSqrtFrontArea;
75                     fRelativeTextureWidth = (double)((sal_uInt32)(fRelativeTextureWidth - 0.5));
76 
77                     if(fRelativeTextureWidth < 1.0)
78                     {
79                         fRelativeTextureWidth = 1.0;
80                     }
81 
82                     aTexTransform.translate(-0.5, -0.5);
83                     aTexTransform.scale(-1.0, -1.0);
84                     aTexTransform.translate(0.5, 0.5);
85                     aTexTransform.scale(fRelativeTextureWidth, 1.0);
86                 }
87 
88                 // create geometry
89                 ::std::vector< basegfx::B3DPolyPolygon > aFill;
90                 extractPlanesFromSlice(aFill, rSliceVector,
91                     bCreateNormals, getSmoothHorizontalNormals(), getSmoothNormals(), getSmoothLids(), false,
92                     0.5, 0.6, bCreateTextureCoordiantesX || bCreateTextureCoordiantesY, aTexTransform);
93 
94                 // get full range
95                 const basegfx::B3DRange aRange(getRangeFrom3DGeometry(aFill));
96 
97                 // normal creation
98                 if(!getSdrLFSAttribute().getFill().isDefault())
99                 {
100                     if(::com::sun::star::drawing::NormalsKind_SPHERE == eNormalsKind)
101                     {
102                         applyNormalsKindSphereTo3DGeometry(aFill, aRange);
103                     }
104                     else if(::com::sun::star::drawing::NormalsKind_FLAT == eNormalsKind)
105                     {
106                         applyNormalsKindFlatTo3DGeometry(aFill);
107                     }
108 
109                     if(getSdr3DObjectAttribute().getNormalsInvert())
110                     {
111                         applyNormalsInvertTo3DGeometry(aFill);
112                     }
113                 }
114 
115                 // texture coordinates
116                 if(!getSdrLFSAttribute().getFill().isDefault())
117                 {
118                     applyTextureTo3DGeometry(
119                         getSdr3DObjectAttribute().getTextureProjectionX(),
120                         getSdr3DObjectAttribute().getTextureProjectionY(),
121                         aFill,
122                         aRange,
123                         getTextureSize());
124                 }
125 
126                 if(!getSdrLFSAttribute().getFill().isDefault())
127                 {
128                     // add fill
129                     aRetval = create3DPolyPolygonFillPrimitives(
130                         aFill,
131                         getTransform(),
132                         getTextureSize(),
133                         getSdr3DObjectAttribute(),
134                         getSdrLFSAttribute().getFill(),
135                         getSdrLFSAttribute().getFillFloatTransGradient());
136                 }
137                 else
138                 {
139                     // create simplified 3d hit test geometry
140                     aRetval = createHiddenGeometryPrimitives3D(
141                         aFill,
142                         getTransform(),
143                         getTextureSize(),
144                         getSdr3DObjectAttribute());
145                 }
146 
147                 // add line
148                 if(!getSdrLFSAttribute().getLine().isDefault())
149                 {
150                     if(getSdr3DObjectAttribute().getReducedLineGeometry())
151                     {
152                         // create geometric outlines with reduced line geometry for chart.
153                         const basegfx::B3DPolyPolygon aVerLine(extractVerticalLinesFromSlice(rSliceVector));
154                         const sal_uInt32 nCount(aVerLine.count());
155                         basegfx::B3DPolyPolygon aReducedLoops;
156                         basegfx::B3DPolyPolygon aNewLineGeometry;
157 
158                         // sort out doubles (front and back planes when no edge rounding is done). Since
159                         // this is a line geometry merged from PolyPolygons, loop over all Polygons
160                         for(a = 0; a < nCount; a++)
161                         {
162                             const sal_uInt32 nReducedCount(aReducedLoops.count());
163                             const basegfx::B3DPolygon aCandidate(aVerLine.getB3DPolygon(a));
164                             bool bAdd(true);
165 
166                             if(nReducedCount)
167                             {
168                                 for(sal_uInt32 b(0); bAdd && b < nReducedCount; b++)
169                                 {
170                                     if(aCandidate == aReducedLoops.getB3DPolygon(b))
171                                     {
172                                         bAdd = false;
173                                     }
174                                 }
175                             }
176 
177                             if(bAdd)
178                             {
179                                 aReducedLoops.append(aCandidate);
180                             }
181                         }
182 
183                         // from here work with reduced loops and reduced count without changing them
184                         const sal_uInt32 nReducedCount(aReducedLoops.count());
185 
186                         if(nReducedCount > 1)
187                         {
188                             for(sal_uInt32 b(1); b < nReducedCount; b++)
189                             {
190                                 // get loop pair
191                                 const basegfx::B3DPolygon aCandA(aReducedLoops.getB3DPolygon(b - 1));
192                                 const basegfx::B3DPolygon aCandB(aReducedLoops.getB3DPolygon(b));
193 
194                                 // for each loop pair create the connection edges
195                                 createReducedOutlines(
196                                     rViewInformation,
197                                     getTransform(),
198                                     aCandA,
199                                     aCandB,
200                                     aNewLineGeometry);
201                             }
202                         }
203 
204                         // add reduced loops themselves
205                         aNewLineGeometry.append(aReducedLoops);
206 
207                         // to create vertical edges at non-C1/C2 steady loops, use maCorrectedPolyPolygon
208                         // directly since the 3D Polygons do not suport this.
209                         //
210                         // Unfortunately there is no bezier polygon provided by the chart module; one reason is
211                         // that the API for extrude wants a 3D polygon geometry (for historical reasons, i guess)
212                         // and those have no beziers. Another reason is that he chart module uses self-created
213                         // stuff to create the 2D geometry (in ShapeFactory::createPieSegment), but this geometry
214                         // does not contain bezier infos, either. The only way which is possible for now is to 'detect'
215                         // candidates for vertical edges of pie segments by looking for the angles in the polygon.
216                         //
217                         // This is all not very well designed ATM. Ideally, the ReducedLineGeometry is responsible
218                         // for creating the outer geometry edges (createReducedOutlines), but for special edges
219                         // like the vertical ones for pie center and both start/end, the incarnation with the
220                         // knowledge about that it needs to create those and IS a pie segment -> in this case,
221                         // the chart itself.
222                         const sal_uInt32 nPolyCount(maCorrectedPolyPolygon.count());
223 
224                         for(sal_uInt32 c(0); c < nPolyCount; c++)
225                         {
226                             const basegfx::B2DPolygon aCandidate(maCorrectedPolyPolygon.getB2DPolygon(c));
227                             const sal_uInt32 nPointCount(aCandidate.count());
228 
229                             if(nPointCount > 2)
230                             {
231                                 sal_uInt32 nIndexA(nPointCount);
232                                 sal_uInt32 nIndexB(nPointCount);
233                                 sal_uInt32 nIndexC(nPointCount);
234 
235                                 for(sal_uInt32 d(0); d < nPointCount; d++)
236                                 {
237                                     const sal_uInt32 nPrevInd((d + nPointCount - 1) % nPointCount);
238                                     const sal_uInt32 nNextInd((d + 1) % nPointCount);
239                                     const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(d));
240                                     const basegfx::B2DVector aPrev(aCandidate.getB2DPoint(nPrevInd) - aPoint);
241                                     const basegfx::B2DVector aNext(aCandidate.getB2DPoint(nNextInd) - aPoint);
242                                     const double fAngle(aPrev.angle(aNext));
243 
244                                     // take each angle which deviates more than 10% from going straight as
245                                     // special edge. This will detect the two outer edges of pie segments,
246                                     // but not always the center one (think about a near 180 degree pie)
247                                     if(F_PI - fabs(fAngle) > F_PI * 0.1)
248                                     {
249                                         if(nPointCount == nIndexA)
250                                         {
251                                             nIndexA = d;
252                                         }
253                                         else if(nPointCount == nIndexB)
254                                         {
255                                             nIndexB = d;
256                                         }
257                                         else if(nPointCount == nIndexC)
258                                         {
259                                             nIndexC = d;
260                                             d = nPointCount;
261                                         }
262                                     }
263                                 }
264 
265                                 const bool bIndexAUsed(nIndexA != nPointCount);
266                                 const bool bIndexBUsed(nIndexB != nPointCount);
267                                 bool bIndexCUsed(nIndexC != nPointCount);
268 
269                                 if(bIndexCUsed)
270                                 {
271                                     // already three special edges found, so the center one was already detected
272                                     // and does not need to be searched
273                                 }
274                                 else if(bIndexAUsed && bIndexBUsed)
275                                 {
276                                     // outer edges detected (they are approx. 90 degrees), but center one not.
277                                     // Look with the knowledge that it's in-between the two found ones
278                                     if(((nIndexA + 2) % nPointCount) == nIndexB)
279                                     {
280                                         nIndexC = (nIndexA + 1) % nPointCount;
281                                     }
282                                     else if(((nIndexA + nPointCount - 2) % nPointCount) == nIndexB)
283                                     {
284                                         nIndexC = (nIndexA + nPointCount - 1) % nPointCount;
285                                     }
286 
287                                     bIndexCUsed = (nIndexC != nPointCount);
288                                 }
289 
290                                 if(bIndexAUsed)
291                                 {
292                                     const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(nIndexA));
293                                     const basegfx::B3DPoint aStart(aPoint.getX(), aPoint.getY(), 0.0);
294                                     const basegfx::B3DPoint aEnd(aPoint.getX(), aPoint.getY(), getDepth());
295                                     basegfx::B3DPolygon aToBeAdded;
296 
297                                     aToBeAdded.append(aStart);
298                                     aToBeAdded.append(aEnd);
299                                     aNewLineGeometry.append(aToBeAdded);
300                                 }
301 
302                                 if(bIndexBUsed)
303                                 {
304                                     const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(nIndexB));
305                                     const basegfx::B3DPoint aStart(aPoint.getX(), aPoint.getY(), 0.0);
306                                     const basegfx::B3DPoint aEnd(aPoint.getX(), aPoint.getY(), getDepth());
307                                     basegfx::B3DPolygon aToBeAdded;
308 
309                                     aToBeAdded.append(aStart);
310                                     aToBeAdded.append(aEnd);
311                                     aNewLineGeometry.append(aToBeAdded);
312                                 }
313 
314                                 if(bIndexCUsed)
315                                 {
316                                     const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(nIndexC));
317                                     const basegfx::B3DPoint aStart(aPoint.getX(), aPoint.getY(), 0.0);
318                                     const basegfx::B3DPoint aEnd(aPoint.getX(), aPoint.getY(), getDepth());
319                                     basegfx::B3DPolygon aToBeAdded;
320 
321                                     aToBeAdded.append(aStart);
322                                     aToBeAdded.append(aEnd);
323                                     aNewLineGeometry.append(aToBeAdded);
324                                 }
325                             }
326                         }
327 
328                         // append loops themselves
329                         aNewLineGeometry.append(aReducedLoops);
330 
331                         if(aNewLineGeometry.count())
332                         {
333                             const Primitive3DSequence aLines(create3DPolyPolygonLinePrimitives(
334                                 aNewLineGeometry, getTransform(), getSdrLFSAttribute().getLine()));
335                             appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aLines);
336                         }
337                     }
338                     else
339                     {
340                         // extract line geometry from slices
341                         const basegfx::B3DPolyPolygon aHorLine(extractHorizontalLinesFromSlice(rSliceVector, false));
342                         const basegfx::B3DPolyPolygon aVerLine(extractVerticalLinesFromSlice(rSliceVector));
343 
344                         // add horizontal lines
345                         const Primitive3DSequence aHorLines(create3DPolyPolygonLinePrimitives(
346                             aHorLine, getTransform(), getSdrLFSAttribute().getLine()));
347                         appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aHorLines);
348 
349                         // add vertical lines
350                         const Primitive3DSequence aVerLines(create3DPolyPolygonLinePrimitives(
351                             aVerLine, getTransform(), getSdrLFSAttribute().getLine()));
352                         appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aVerLines);
353                     }
354                 }
355 
356                 // add shadow
357                 if(!getSdrLFSAttribute().getShadow().isDefault() && aRetval.hasElements())
358                 {
359                     const Primitive3DSequence aShadow(createShadowPrimitive3D(
360                         aRetval, getSdrLFSAttribute().getShadow(), getSdr3DObjectAttribute().getShadow3D()));
361                     appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aShadow);
362                 }
363             }
364 
365             return aRetval;
366         }
367 
368         void SdrExtrudePrimitive3D::impCreateSlices()
369         {
370             // prepare the polygon. No double points, correct orientations and a correct
371             // outmost polygon are needed
372             maCorrectedPolyPolygon = getPolyPolygon();
373             maCorrectedPolyPolygon.removeDoublePoints();
374             maCorrectedPolyPolygon = basegfx::tools::correctOrientations(maCorrectedPolyPolygon);
375             maCorrectedPolyPolygon = basegfx::tools::correctOutmostPolygon(maCorrectedPolyPolygon);
376 
377             // prepare slices as geometry
378             createExtrudeSlices(maSlices, maCorrectedPolyPolygon, getBackScale(), getDiagonal(), getDepth(), getCharacterMode(), getCloseFront(), getCloseBack());
379         }
380 
381         const Slice3DVector& SdrExtrudePrimitive3D::getSlices() const
382         {
383             // This can be made dependent of  getSdrLFSAttribute().getFill() and getSdrLFSAttribute().getLine()
384             // again when no longer geometry is needed for non-visible 3D objects as it is now for chart
385             if(getPolyPolygon().count() && !maSlices.size())
386             {
387                 ::osl::Mutex m_mutex;
388                 const_cast< SdrExtrudePrimitive3D& >(*this).impCreateSlices();
389             }
390 
391             return maSlices;
392         }
393 
394         SdrExtrudePrimitive3D::SdrExtrudePrimitive3D(
395             const basegfx::B3DHomMatrix& rTransform,
396             const basegfx::B2DVector& rTextureSize,
397             const attribute::SdrLineFillShadowAttribute3D& rSdrLFSAttribute,
398             const attribute::Sdr3DObjectAttribute& rSdr3DObjectAttribute,
399             const basegfx::B2DPolyPolygon& rPolyPolygon,
400             double fDepth,
401             double fDiagonal,
402             double fBackScale,
403             bool bSmoothNormals,
404             bool bSmoothHorizontalNormals,
405             bool bSmoothLids,
406             bool bCharacterMode,
407             bool bCloseFront,
408             bool bCloseBack)
409         :   SdrPrimitive3D(rTransform, rTextureSize, rSdrLFSAttribute, rSdr3DObjectAttribute),
410             maCorrectedPolyPolygon(),
411             maSlices(),
412             maPolyPolygon(rPolyPolygon),
413             mfDepth(fDepth),
414             mfDiagonal(fDiagonal),
415             mfBackScale(fBackScale),
416             mpLastRLGViewInformation(0),
417             mbSmoothNormals(bSmoothNormals),
418             mbSmoothHorizontalNormals(bSmoothHorizontalNormals),
419             mbSmoothLids(bSmoothLids),
420             mbCharacterMode(bCharacterMode),
421             mbCloseFront(bCloseFront),
422             mbCloseBack(bCloseBack)
423         {
424             // make sure depth is positive
425             if(basegfx::fTools::lessOrEqual(getDepth(), 0.0))
426             {
427                 mfDepth = 0.0;
428             }
429 
430             // make sure the percentage value getDiagonal() is between 0.0 and 1.0
431             if(basegfx::fTools::lessOrEqual(getDiagonal(), 0.0))
432             {
433                 mfDiagonal = 0.0;
434             }
435             else if(basegfx::fTools::moreOrEqual(getDiagonal(), 1.0))
436             {
437                 mfDiagonal = 1.0;
438             }
439 
440             // no close front/back when polygon is not closed
441             if(getPolyPolygon().count() && !getPolyPolygon().getB2DPolygon(0L).isClosed())
442             {
443                 mbCloseFront = mbCloseBack = false;
444             }
445 
446             // no edge rounding when not closing
447             if(!getCloseFront() && !getCloseBack())
448             {
449                 mfDiagonal = 0.0;
450             }
451         }
452 
453         SdrExtrudePrimitive3D::~SdrExtrudePrimitive3D()
454         {
455             if(mpLastRLGViewInformation)
456             {
457                 delete mpLastRLGViewInformation;
458             }
459         }
460 
461         bool SdrExtrudePrimitive3D::operator==(const BasePrimitive3D& rPrimitive) const
462         {
463             if(SdrPrimitive3D::operator==(rPrimitive))
464             {
465                 const SdrExtrudePrimitive3D& rCompare = static_cast< const SdrExtrudePrimitive3D& >(rPrimitive);
466 
467                 return (getPolyPolygon() == rCompare.getPolyPolygon()
468                     && getDepth() == rCompare.getDepth()
469                     && getDiagonal() == rCompare.getDiagonal()
470                     && getBackScale() == rCompare.getBackScale()
471                     && getSmoothNormals() == rCompare.getSmoothNormals()
472                     && getSmoothHorizontalNormals() == rCompare.getSmoothHorizontalNormals()
473                     && getSmoothLids() == rCompare.getSmoothLids()
474                     && getCharacterMode() == rCompare.getCharacterMode()
475                     && getCloseFront() == rCompare.getCloseFront()
476                     && getCloseBack() == rCompare.getCloseBack());
477             }
478 
479             return false;
480         }
481 
482         basegfx::B3DRange SdrExtrudePrimitive3D::getB3DRange(const geometry::ViewInformation3D& /*rViewInformation*/) const
483         {
484             // use defaut from sdrPrimitive3D which uses transformation expanded by line width/2
485             // The parent implementation which uses the ranges of the decomposition would be more
486             // corrcet, but for historical reasons it is necessary to do the old method: To get
487             // the range of the non-transformed geometry and transform it then. This leads to different
488             // ranges where the new method is more correct, but the need to keep the old behaviour
489             // has priority here.
490             return get3DRangeFromSlices(getSlices());
491         }
492 
493         Primitive3DSequence SdrExtrudePrimitive3D::get3DDecomposition(const geometry::ViewInformation3D& rViewInformation) const
494         {
495             if(getSdr3DObjectAttribute().getReducedLineGeometry())
496             {
497                 if(!mpLastRLGViewInformation ||
498                     (getBuffered3DDecomposition().hasElements()
499                         && *mpLastRLGViewInformation != rViewInformation))
500                 {
501                     // conditions of last local decomposition with reduced lines have changed. Remember
502                     // new one and clear current decompositiopn
503                     ::osl::Mutex m_mutex;
504                     SdrExtrudePrimitive3D* pThat = const_cast< SdrExtrudePrimitive3D* >(this);
505                     pThat->setBuffered3DDecomposition(Primitive3DSequence());
506                     delete pThat->mpLastRLGViewInformation;
507                     pThat->mpLastRLGViewInformation = new geometry::ViewInformation3D(rViewInformation);
508                 }
509             }
510 
511             // no test for buffering needed, call parent
512             return SdrPrimitive3D::get3DDecomposition(rViewInformation);
513         }
514 
515         // provide unique ID
516         ImplPrimitrive3DIDBlock(SdrExtrudePrimitive3D, PRIMITIVE3D_ID_SDREXTRUDEPRIMITIVE3D)
517 
518     } // end of namespace primitive3d
519 } // end of namespace drawinglayer
520 
521 //////////////////////////////////////////////////////////////////////////////
522 // eof
523