xref: /AOO41X/main/drawinglayer/source/processor3d/shadow3dextractor.cxx (revision cdf0e10c4e3984b49a9502b011690b615761d4a3)
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27*cdf0e10cSrcweir 
28*cdf0e10cSrcweir // MARKER(update_precomp.py): autogen include statement, do not remove
29*cdf0e10cSrcweir #include "precompiled_drawinglayer.hxx"
30*cdf0e10cSrcweir 
31*cdf0e10cSrcweir #include <drawinglayer/processor3d/shadow3dextractor.hxx>
32*cdf0e10cSrcweir #include <drawinglayer/primitive3d/shadowprimitive3d.hxx>
33*cdf0e10cSrcweir #include <drawinglayer/primitive2d/shadowprimitive2d.hxx>
34*cdf0e10cSrcweir #include <drawinglayer/primitive2d/unifiedtransparenceprimitive2d.hxx>
35*cdf0e10cSrcweir #include <drawinglayer/primitive3d/transformprimitive3d.hxx>
36*cdf0e10cSrcweir #include <drawinglayer/primitive3d/polygonprimitive3d.hxx>
37*cdf0e10cSrcweir #include <basegfx/polygon/b2dpolygontools.hxx>
38*cdf0e10cSrcweir #include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
39*cdf0e10cSrcweir #include <drawinglayer/primitive3d/polypolygonprimitive3d.hxx>
40*cdf0e10cSrcweir #include <basegfx/polygon/b2dpolypolygontools.hxx>
41*cdf0e10cSrcweir #include <drawinglayer/primitive2d/polypolygonprimitive2d.hxx>
42*cdf0e10cSrcweir #include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
43*cdf0e10cSrcweir 
44*cdf0e10cSrcweir //////////////////////////////////////////////////////////////////////////////
45*cdf0e10cSrcweir 
46*cdf0e10cSrcweir using namespace com::sun::star;
47*cdf0e10cSrcweir 
48*cdf0e10cSrcweir //////////////////////////////////////////////////////////////////////////////
49*cdf0e10cSrcweir 
50*cdf0e10cSrcweir namespace drawinglayer
51*cdf0e10cSrcweir {
52*cdf0e10cSrcweir 	namespace processor3d
53*cdf0e10cSrcweir 	{
54*cdf0e10cSrcweir         /// helper to convert from BasePrimitive2DVector to primitive2d::Primitive2DSequence
55*cdf0e10cSrcweir         const primitive2d::Primitive2DSequence Shadow3DExtractingProcessor::getPrimitive2DSequenceFromBasePrimitive2DVector(
56*cdf0e10cSrcweir             const BasePrimitive2DVector& rVector) const
57*cdf0e10cSrcweir         {
58*cdf0e10cSrcweir             const sal_uInt32 nCount(rVector.size());
59*cdf0e10cSrcweir             primitive2d::Primitive2DSequence aRetval(nCount);
60*cdf0e10cSrcweir 
61*cdf0e10cSrcweir             for(sal_uInt32 a(0); a < nCount; a++)
62*cdf0e10cSrcweir             {
63*cdf0e10cSrcweir                 aRetval[a] = rVector[a];
64*cdf0e10cSrcweir             }
65*cdf0e10cSrcweir 
66*cdf0e10cSrcweir             // all entries taken over; no need to delete entries, just reset to
67*cdf0e10cSrcweir             // mark as empty
68*cdf0e10cSrcweir             const_cast< BasePrimitive2DVector& >(rVector).clear();
69*cdf0e10cSrcweir 
70*cdf0e10cSrcweir             return aRetval;
71*cdf0e10cSrcweir         }
72*cdf0e10cSrcweir 
73*cdf0e10cSrcweir         // as tooling, the process() implementation takes over API handling and calls this
74*cdf0e10cSrcweir 		// virtual render method when the primitive implementation is BasePrimitive3D-based.
75*cdf0e10cSrcweir 		void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate)
76*cdf0e10cSrcweir 		{
77*cdf0e10cSrcweir 			// it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
78*cdf0e10cSrcweir 			switch(rCandidate.getPrimitive3DID())
79*cdf0e10cSrcweir 			{
80*cdf0e10cSrcweir 				case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D :
81*cdf0e10cSrcweir 				{
82*cdf0e10cSrcweir 					// shadow3d object. Call recursive with content and start conversion
83*cdf0e10cSrcweir 					const primitive3d::ShadowPrimitive3D& rPrimitive = static_cast< const primitive3d::ShadowPrimitive3D& >(rCandidate);
84*cdf0e10cSrcweir 
85*cdf0e10cSrcweir 					// set new target
86*cdf0e10cSrcweir 					BasePrimitive2DVector aNewSubList;
87*cdf0e10cSrcweir 					BasePrimitive2DVector* pLastTargetSequence = mpPrimitive2DSequence;
88*cdf0e10cSrcweir 					mpPrimitive2DSequence = &aNewSubList;
89*cdf0e10cSrcweir 
90*cdf0e10cSrcweir 					// activate convert
91*cdf0e10cSrcweir 					const bool bLastConvert(mbConvert);
92*cdf0e10cSrcweir 					mbConvert = true;
93*cdf0e10cSrcweir 
94*cdf0e10cSrcweir 					// set projection flag
95*cdf0e10cSrcweir 					const bool bLastUseProjection(mbUseProjection);
96*cdf0e10cSrcweir 					mbUseProjection = rPrimitive.getShadow3D();
97*cdf0e10cSrcweir 
98*cdf0e10cSrcweir 					// process content
99*cdf0e10cSrcweir 					process(rPrimitive.getChildren());
100*cdf0e10cSrcweir 
101*cdf0e10cSrcweir 					// restore values
102*cdf0e10cSrcweir 					mbUseProjection = bLastUseProjection;
103*cdf0e10cSrcweir 					mbConvert = bLastConvert;
104*cdf0e10cSrcweir 					mpPrimitive2DSequence = pLastTargetSequence;
105*cdf0e10cSrcweir 
106*cdf0e10cSrcweir 					// create 2d shadow primitive with result. This also fetches all entries
107*cdf0e10cSrcweir                     // from aNewSubList, so there is no need to delete them
108*cdf0e10cSrcweir 					primitive2d::BasePrimitive2D* pNew = new primitive2d::ShadowPrimitive2D(
109*cdf0e10cSrcweir                         rPrimitive.getShadowTransform(),
110*cdf0e10cSrcweir                         rPrimitive.getShadowColor(),
111*cdf0e10cSrcweir                         getPrimitive2DSequenceFromBasePrimitive2DVector(aNewSubList));
112*cdf0e10cSrcweir 
113*cdf0e10cSrcweir 					if(basegfx::fTools::more(rPrimitive.getShadowTransparence(), 0.0))
114*cdf0e10cSrcweir 					{
115*cdf0e10cSrcweir 						// create simpleTransparencePrimitive, add created primitives
116*cdf0e10cSrcweir     					const primitive2d::Primitive2DReference xRef(pNew);
117*cdf0e10cSrcweir 						const primitive2d::Primitive2DSequence aNewTransPrimitiveVector(&xRef, 1);
118*cdf0e10cSrcweir 
119*cdf0e10cSrcweir                         pNew = new primitive2d::UnifiedTransparencePrimitive2D(
120*cdf0e10cSrcweir                             aNewTransPrimitiveVector,
121*cdf0e10cSrcweir                             rPrimitive.getShadowTransparence());
122*cdf0e10cSrcweir                     }
123*cdf0e10cSrcweir 
124*cdf0e10cSrcweir                     mpPrimitive2DSequence->push_back(pNew);
125*cdf0e10cSrcweir 
126*cdf0e10cSrcweir 					break;
127*cdf0e10cSrcweir 				}
128*cdf0e10cSrcweir 				case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D :
129*cdf0e10cSrcweir 				{
130*cdf0e10cSrcweir 					// transform group. Remember current transformations
131*cdf0e10cSrcweir 					const primitive3d::TransformPrimitive3D& rPrimitive = static_cast< const primitive3d::TransformPrimitive3D& >(rCandidate);
132*cdf0e10cSrcweir 					const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D());
133*cdf0e10cSrcweir 
134*cdf0e10cSrcweir 					// create new transformation; add new object transform from right side
135*cdf0e10cSrcweir 					const geometry::ViewInformation3D aNewViewInformation3D(
136*cdf0e10cSrcweir 						aLastViewInformation3D.getObjectTransformation() * rPrimitive.getTransformation(),
137*cdf0e10cSrcweir 						aLastViewInformation3D.getOrientation(),
138*cdf0e10cSrcweir 						aLastViewInformation3D.getProjection(),
139*cdf0e10cSrcweir 						aLastViewInformation3D.getDeviceToView(),
140*cdf0e10cSrcweir 						aLastViewInformation3D.getViewTime(),
141*cdf0e10cSrcweir 						aLastViewInformation3D.getExtendedInformationSequence());
142*cdf0e10cSrcweir 					updateViewInformation(aNewViewInformation3D);
143*cdf0e10cSrcweir 
144*cdf0e10cSrcweir 					if(mbShadowProjectionIsValid)
145*cdf0e10cSrcweir 					{
146*cdf0e10cSrcweir 						// update buffered WorldToEye and EyeToView
147*cdf0e10cSrcweir 						maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
148*cdf0e10cSrcweir 						maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
149*cdf0e10cSrcweir 					}
150*cdf0e10cSrcweir 
151*cdf0e10cSrcweir 					// let break down
152*cdf0e10cSrcweir 					process(rPrimitive.getChildren());
153*cdf0e10cSrcweir 
154*cdf0e10cSrcweir 					// restore transformations
155*cdf0e10cSrcweir 					updateViewInformation(aLastViewInformation3D);
156*cdf0e10cSrcweir 
157*cdf0e10cSrcweir 					if(mbShadowProjectionIsValid)
158*cdf0e10cSrcweir 					{
159*cdf0e10cSrcweir 						// update buffered WorldToEye and EyeToView
160*cdf0e10cSrcweir 						maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
161*cdf0e10cSrcweir 						maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
162*cdf0e10cSrcweir 					}
163*cdf0e10cSrcweir 					break;
164*cdf0e10cSrcweir 				}
165*cdf0e10cSrcweir 				case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D :
166*cdf0e10cSrcweir 				{
167*cdf0e10cSrcweir 					// PolygonHairlinePrimitive3D
168*cdf0e10cSrcweir 					if(mbConvert)
169*cdf0e10cSrcweir 					{
170*cdf0e10cSrcweir 						const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rCandidate);
171*cdf0e10cSrcweir 						basegfx::B2DPolygon a2DHairline;
172*cdf0e10cSrcweir 
173*cdf0e10cSrcweir 						if(mbUseProjection)
174*cdf0e10cSrcweir 						{
175*cdf0e10cSrcweir 							if(mbShadowProjectionIsValid)
176*cdf0e10cSrcweir 							{
177*cdf0e10cSrcweir 								a2DHairline = impDoShadowProjection(rPrimitive.getB3DPolygon());
178*cdf0e10cSrcweir 							}
179*cdf0e10cSrcweir 						}
180*cdf0e10cSrcweir 						else
181*cdf0e10cSrcweir 						{
182*cdf0e10cSrcweir 							a2DHairline = basegfx::tools::createB2DPolygonFromB3DPolygon(rPrimitive.getB3DPolygon(), getViewInformation3D().getObjectToView());
183*cdf0e10cSrcweir 						}
184*cdf0e10cSrcweir 
185*cdf0e10cSrcweir 						if(a2DHairline.count())
186*cdf0e10cSrcweir 						{
187*cdf0e10cSrcweir 							a2DHairline.transform(getObjectTransformation());
188*cdf0e10cSrcweir                             mpPrimitive2DSequence->push_back(
189*cdf0e10cSrcweir                                 new primitive2d::PolygonHairlinePrimitive2D(
190*cdf0e10cSrcweir                                     a2DHairline,
191*cdf0e10cSrcweir                                     maPrimitiveColor));
192*cdf0e10cSrcweir 						}
193*cdf0e10cSrcweir 					}
194*cdf0e10cSrcweir 					break;
195*cdf0e10cSrcweir 				}
196*cdf0e10cSrcweir 				case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D :
197*cdf0e10cSrcweir 				{
198*cdf0e10cSrcweir 					// PolyPolygonMaterialPrimitive3D
199*cdf0e10cSrcweir 					if(mbConvert)
200*cdf0e10cSrcweir 					{
201*cdf0e10cSrcweir 						const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rCandidate);
202*cdf0e10cSrcweir 						basegfx::B2DPolyPolygon a2DFill;
203*cdf0e10cSrcweir 
204*cdf0e10cSrcweir 						if(mbUseProjection)
205*cdf0e10cSrcweir 						{
206*cdf0e10cSrcweir 							if(mbShadowProjectionIsValid)
207*cdf0e10cSrcweir 							{
208*cdf0e10cSrcweir 								a2DFill = impDoShadowProjection(rPrimitive.getB3DPolyPolygon());
209*cdf0e10cSrcweir 							}
210*cdf0e10cSrcweir 						}
211*cdf0e10cSrcweir 						else
212*cdf0e10cSrcweir 						{
213*cdf0e10cSrcweir 							a2DFill = basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive.getB3DPolyPolygon(), getViewInformation3D().getObjectToView());
214*cdf0e10cSrcweir 						}
215*cdf0e10cSrcweir 
216*cdf0e10cSrcweir 						if(a2DFill.count())
217*cdf0e10cSrcweir 						{
218*cdf0e10cSrcweir 							a2DFill.transform(getObjectTransformation());
219*cdf0e10cSrcweir                             mpPrimitive2DSequence->push_back(
220*cdf0e10cSrcweir                                 new primitive2d::PolyPolygonColorPrimitive2D(
221*cdf0e10cSrcweir                                     a2DFill,
222*cdf0e10cSrcweir                                     maPrimitiveColor));
223*cdf0e10cSrcweir 						}
224*cdf0e10cSrcweir 					}
225*cdf0e10cSrcweir 					break;
226*cdf0e10cSrcweir 				}
227*cdf0e10cSrcweir 				default :
228*cdf0e10cSrcweir 				{
229*cdf0e10cSrcweir 					// process recursively
230*cdf0e10cSrcweir 					process(rCandidate.get3DDecomposition(getViewInformation3D()));
231*cdf0e10cSrcweir 					break;
232*cdf0e10cSrcweir 				}
233*cdf0e10cSrcweir 			}
234*cdf0e10cSrcweir 		}
235*cdf0e10cSrcweir 
236*cdf0e10cSrcweir 		Shadow3DExtractingProcessor::Shadow3DExtractingProcessor(
237*cdf0e10cSrcweir 			const geometry::ViewInformation3D& rViewInformation,
238*cdf0e10cSrcweir 			const basegfx::B2DHomMatrix& rObjectTransformation,
239*cdf0e10cSrcweir 			const basegfx::B3DVector& rLightNormal,
240*cdf0e10cSrcweir 			double fShadowSlant,
241*cdf0e10cSrcweir             const basegfx::B3DRange& rContained3DRange)
242*cdf0e10cSrcweir 		:	BaseProcessor3D(rViewInformation),
243*cdf0e10cSrcweir 			maPrimitive2DSequence(),
244*cdf0e10cSrcweir 			mpPrimitive2DSequence(&maPrimitive2DSequence),
245*cdf0e10cSrcweir 			maObjectTransformation(rObjectTransformation),
246*cdf0e10cSrcweir 			maWorldToEye(),
247*cdf0e10cSrcweir 			maEyeToView(),
248*cdf0e10cSrcweir 			maLightNormal(rLightNormal),
249*cdf0e10cSrcweir 			maShadowPlaneNormal(),
250*cdf0e10cSrcweir 			maPlanePoint(),
251*cdf0e10cSrcweir 			mfLightPlaneScalar(0.0),
252*cdf0e10cSrcweir 			maPrimitiveColor(),
253*cdf0e10cSrcweir 			mbShadowProjectionIsValid(false),
254*cdf0e10cSrcweir 			mbConvert(false),
255*cdf0e10cSrcweir 			mbUseProjection(false)
256*cdf0e10cSrcweir 		{
257*cdf0e10cSrcweir 			// normalize light normal, get and normalize shadow plane normal and calculate scalar from it
258*cdf0e10cSrcweir 			maLightNormal.normalize();
259*cdf0e10cSrcweir 			maShadowPlaneNormal = basegfx::B3DVector(0.0, sin(fShadowSlant), cos(fShadowSlant));
260*cdf0e10cSrcweir 			maShadowPlaneNormal.normalize();
261*cdf0e10cSrcweir 			mfLightPlaneScalar = maLightNormal.scalar(maShadowPlaneNormal);
262*cdf0e10cSrcweir 
263*cdf0e10cSrcweir 			// use only when scalar is > 0.0, so the light is in front of the object
264*cdf0e10cSrcweir 			if(basegfx::fTools::more(mfLightPlaneScalar, 0.0))
265*cdf0e10cSrcweir 			{
266*cdf0e10cSrcweir 				// prepare buffered WorldToEye and EyeToView
267*cdf0e10cSrcweir 				maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
268*cdf0e10cSrcweir 				maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
269*cdf0e10cSrcweir 
270*cdf0e10cSrcweir 				// calculate range to get front edge around which to rotate the shadow's projection
271*cdf0e10cSrcweir 				basegfx::B3DRange aContained3DRange(rContained3DRange);
272*cdf0e10cSrcweir 				aContained3DRange.transform(getWorldToEye());
273*cdf0e10cSrcweir 				maPlanePoint.setX(maShadowPlaneNormal.getX() < 0.0 ? aContained3DRange.getMinX() : aContained3DRange.getMaxX());
274*cdf0e10cSrcweir 				maPlanePoint.setY(maShadowPlaneNormal.getY() > 0.0 ? aContained3DRange.getMinY() : aContained3DRange.getMaxY());
275*cdf0e10cSrcweir 				maPlanePoint.setZ(aContained3DRange.getMinZ() - (aContained3DRange.getDepth() / 8.0));
276*cdf0e10cSrcweir 
277*cdf0e10cSrcweir 				// set flag that shadow projection is prepared and allowed
278*cdf0e10cSrcweir 				mbShadowProjectionIsValid = true;
279*cdf0e10cSrcweir 			}
280*cdf0e10cSrcweir 		}
281*cdf0e10cSrcweir 
282*cdf0e10cSrcweir     	Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor()
283*cdf0e10cSrcweir         {
284*cdf0e10cSrcweir             OSL_ENSURE(0 == maPrimitive2DSequence.size(),
285*cdf0e10cSrcweir                 "OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)");
286*cdf0e10cSrcweir             for(sal_uInt32 a(0); a < maPrimitive2DSequence.size(); a++)
287*cdf0e10cSrcweir             {
288*cdf0e10cSrcweir                 delete maPrimitive2DSequence[a];
289*cdf0e10cSrcweir             }
290*cdf0e10cSrcweir         }
291*cdf0e10cSrcweir 
292*cdf0e10cSrcweir 		basegfx::B2DPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon& rSource)
293*cdf0e10cSrcweir 		{
294*cdf0e10cSrcweir 			basegfx::B2DPolygon aRetval;
295*cdf0e10cSrcweir 
296*cdf0e10cSrcweir 			for(sal_uInt32 a(0L); a < rSource.count(); a++)
297*cdf0e10cSrcweir 			{
298*cdf0e10cSrcweir 				// get point, transform to eye coordinate system
299*cdf0e10cSrcweir 				basegfx::B3DPoint aCandidate(rSource.getB3DPoint(a));
300*cdf0e10cSrcweir 				aCandidate *= getWorldToEye();
301*cdf0e10cSrcweir 
302*cdf0e10cSrcweir 				// we are in eye coordinates
303*cdf0e10cSrcweir 				// ray is (aCandidate + fCut * maLightNormal)
304*cdf0e10cSrcweir 				// plane is (maPlanePoint, maShadowPlaneNormal)
305*cdf0e10cSrcweir 				// maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0
306*cdf0e10cSrcweir 				// get cut point of ray with shadow plane
307*cdf0e10cSrcweir 				const double fCut(basegfx::B3DVector(maPlanePoint - aCandidate).scalar(maShadowPlaneNormal) / mfLightPlaneScalar);
308*cdf0e10cSrcweir 				aCandidate += maLightNormal * fCut;
309*cdf0e10cSrcweir 
310*cdf0e10cSrcweir 				// transform to view, use 2d coordinates
311*cdf0e10cSrcweir 				aCandidate *= getEyeToView();
312*cdf0e10cSrcweir 				aRetval.append(basegfx::B2DPoint(aCandidate.getX(), aCandidate.getY()));
313*cdf0e10cSrcweir 			}
314*cdf0e10cSrcweir 
315*cdf0e10cSrcweir 			// copy closed flag
316*cdf0e10cSrcweir 			aRetval.setClosed(rSource.isClosed());
317*cdf0e10cSrcweir 
318*cdf0e10cSrcweir 			return aRetval;
319*cdf0e10cSrcweir 		}
320*cdf0e10cSrcweir 
321*cdf0e10cSrcweir 		basegfx::B2DPolyPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource)
322*cdf0e10cSrcweir 		{
323*cdf0e10cSrcweir 			basegfx::B2DPolyPolygon aRetval;
324*cdf0e10cSrcweir 
325*cdf0e10cSrcweir 			for(sal_uInt32 a(0L); a < rSource.count(); a++)
326*cdf0e10cSrcweir 			{
327*cdf0e10cSrcweir 				aRetval.append(impDoShadowProjection(rSource.getB3DPolygon(a)));
328*cdf0e10cSrcweir 			}
329*cdf0e10cSrcweir 
330*cdf0e10cSrcweir 			return aRetval;
331*cdf0e10cSrcweir 		}
332*cdf0e10cSrcweir 
333*cdf0e10cSrcweir         const primitive2d::Primitive2DSequence Shadow3DExtractingProcessor::getPrimitive2DSequence() const
334*cdf0e10cSrcweir         {
335*cdf0e10cSrcweir             return getPrimitive2DSequenceFromBasePrimitive2DVector(maPrimitive2DSequence);
336*cdf0e10cSrcweir         }
337*cdf0e10cSrcweir 
338*cdf0e10cSrcweir     } // end of namespace processor3d
339*cdf0e10cSrcweir } // end of namespace drawinglayer
340*cdf0e10cSrcweir 
341*cdf0e10cSrcweir //////////////////////////////////////////////////////////////////////////////
342*cdf0e10cSrcweir // eof
343