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See the 18*cdf0e10cSrcweir * GNU Lesser General Public License version 3 for more details 19*cdf0e10cSrcweir * (a copy is included in the LICENSE file that accompanied this code). 20*cdf0e10cSrcweir * 21*cdf0e10cSrcweir * You should have received a copy of the GNU Lesser General Public License 22*cdf0e10cSrcweir * version 3 along with OpenOffice.org. If not, see 23*cdf0e10cSrcweir * <http://www.openoffice.org/license.html> 24*cdf0e10cSrcweir * for a copy of the LGPLv3 License. 25*cdf0e10cSrcweir * 26*cdf0e10cSrcweir ************************************************************************/ 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