xref: /AOO41X/main/drawinglayer/source/processor3d/shadow3dextractor.cxx (revision ddde725d65c83fe3ba1186d46f6e3e08f12ba47e)
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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/processor3d/shadow3dextractor.hxx>
28 #include <drawinglayer/primitive3d/shadowprimitive3d.hxx>
29 #include <drawinglayer/primitive2d/shadowprimitive2d.hxx>
30 #include <drawinglayer/primitive2d/unifiedtransparenceprimitive2d.hxx>
31 #include <drawinglayer/primitive3d/transformprimitive3d.hxx>
32 #include <drawinglayer/primitive3d/polygonprimitive3d.hxx>
33 #include <basegfx/polygon/b2dpolygontools.hxx>
34 #include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
35 #include <drawinglayer/primitive3d/polypolygonprimitive3d.hxx>
36 #include <basegfx/polygon/b2dpolypolygontools.hxx>
37 #include <drawinglayer/primitive2d/polypolygonprimitive2d.hxx>
38 #include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
39 
40 //////////////////////////////////////////////////////////////////////////////
41 
42 using namespace com::sun::star;
43 
44 //////////////////////////////////////////////////////////////////////////////
45 
46 namespace drawinglayer
47 {
48     namespace processor3d
49     {
50         // as tooling, the process() implementation takes over API handling and calls this
51         // virtual render method when the primitive implementation is BasePrimitive3D-based.
processBasePrimitive3D(const primitive3d::BasePrimitive3D & rCandidate)52         void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate)
53         {
54             // it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
55             switch(rCandidate.getPrimitive3DID())
56             {
57                 case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D :
58                 {
59                     // shadow3d object. Call recursive with content and start conversion
60                     const primitive3d::ShadowPrimitive3D& rPrimitive = static_cast< const primitive3d::ShadowPrimitive3D& >(rCandidate);
61 
62                     // set new target
63                     primitive2d::Primitive2DVector aNewSubList;
64                     primitive2d::Primitive2DVector* pLastTargetSequence = mpPrimitive2DSequence;
65                     mpPrimitive2DSequence = &aNewSubList;
66 
67                     // activate convert
68                     const bool bLastConvert(mbConvert);
69                     mbConvert = true;
70 
71                     // set projection flag
72                     const bool bLastUseProjection(mbUseProjection);
73                     mbUseProjection = rPrimitive.getShadow3D();
74 
75                     // process content
76                     process(rPrimitive.getChildren());
77 
78                     // restore values
79                     mbUseProjection = bLastUseProjection;
80                     mbConvert = bLastConvert;
81                     mpPrimitive2DSequence = pLastTargetSequence;
82 
83                     // create 2d shadow primitive with result. This also fetches all entries
84                     // from aNewSubList, so there is no need to delete them
85                     primitive2d::BasePrimitive2D* pNew = new primitive2d::ShadowPrimitive2D(
86                         rPrimitive.getShadowTransform(),
87                         rPrimitive.getShadowColor(),
88                         primitive2d::Primitive2DVectorToPrimitive2DSequence(aNewSubList));
89 
90                     if(basegfx::fTools::more(rPrimitive.getShadowTransparence(), 0.0))
91                     {
92                         // create simpleTransparencePrimitive, add created primitives
93                         const primitive2d::Primitive2DReference xRef(pNew);
94                         const primitive2d::Primitive2DSequence aNewTransPrimitiveVector(&xRef, 1);
95 
96                         pNew = new primitive2d::UnifiedTransparencePrimitive2D(
97                             aNewTransPrimitiveVector,
98                             rPrimitive.getShadowTransparence());
99                     }
100 
101                     mpPrimitive2DSequence->push_back(pNew);
102 
103                     break;
104                 }
105                 case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D :
106                 {
107                     // transform group. Remember current transformations
108                     const primitive3d::TransformPrimitive3D& rPrimitive = static_cast< const primitive3d::TransformPrimitive3D& >(rCandidate);
109                     const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D());
110 
111                     // create new transformation; add new object transform from right side
112                     const geometry::ViewInformation3D aNewViewInformation3D(
113                         aLastViewInformation3D.getObjectTransformation() * rPrimitive.getTransformation(),
114                         aLastViewInformation3D.getOrientation(),
115                         aLastViewInformation3D.getProjection(),
116                         aLastViewInformation3D.getDeviceToView(),
117                         aLastViewInformation3D.getViewTime(),
118                         aLastViewInformation3D.getExtendedInformationSequence());
119                     updateViewInformation(aNewViewInformation3D);
120 
121                     if(mbShadowProjectionIsValid)
122                     {
123                         // update buffered WorldToEye and EyeToView
124                         maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
125                         maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
126                     }
127 
128                     // let break down
129                     process(rPrimitive.getChildren());
130 
131                     // restore transformations
132                     updateViewInformation(aLastViewInformation3D);
133 
134                     if(mbShadowProjectionIsValid)
135                     {
136                         // update buffered WorldToEye and EyeToView
137                         maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
138                         maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
139                     }
140                     break;
141                 }
142                 case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D :
143                 {
144                     // PolygonHairlinePrimitive3D
145                     if(mbConvert)
146                     {
147                         const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rCandidate);
148                         basegfx::B2DPolygon a2DHairline;
149 
150                         if(mbUseProjection)
151                         {
152                             if(mbShadowProjectionIsValid)
153                             {
154                                 a2DHairline = impDoShadowProjection(rPrimitive.getB3DPolygon());
155                             }
156                         }
157                         else
158                         {
159                             a2DHairline = basegfx::tools::createB2DPolygonFromB3DPolygon(rPrimitive.getB3DPolygon(), getViewInformation3D().getObjectToView());
160                         }
161 
162                         if(a2DHairline.count())
163                         {
164                             a2DHairline.transform(getObjectTransformation());
165                             mpPrimitive2DSequence->push_back(
166                                 new primitive2d::PolygonHairlinePrimitive2D(
167                                     a2DHairline,
168                                     maPrimitiveColor));
169                         }
170                     }
171                     break;
172                 }
173                 case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D :
174                 {
175                     // PolyPolygonMaterialPrimitive3D
176                     if(mbConvert)
177                     {
178                         const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rCandidate);
179                         basegfx::B2DPolyPolygon a2DFill;
180 
181                         if(mbUseProjection)
182                         {
183                             if(mbShadowProjectionIsValid)
184                             {
185                                 a2DFill = impDoShadowProjection(rPrimitive.getB3DPolyPolygon());
186                             }
187                         }
188                         else
189                         {
190                             a2DFill = basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive.getB3DPolyPolygon(), getViewInformation3D().getObjectToView());
191                         }
192 
193                         if(a2DFill.count())
194                         {
195                             a2DFill.transform(getObjectTransformation());
196                             mpPrimitive2DSequence->push_back(
197                                 new primitive2d::PolyPolygonColorPrimitive2D(
198                                     a2DFill,
199                                     maPrimitiveColor));
200                         }
201                     }
202                     break;
203                 }
204                 default :
205                 {
206                     // process recursively
207                     process(rCandidate.get3DDecomposition(getViewInformation3D()));
208                     break;
209                 }
210             }
211         }
212 
Shadow3DExtractingProcessor(const geometry::ViewInformation3D & rViewInformation,const basegfx::B2DHomMatrix & rObjectTransformation,const basegfx::B3DVector & rLightNormal,double fShadowSlant,const basegfx::B3DRange & rContained3DRange)213         Shadow3DExtractingProcessor::Shadow3DExtractingProcessor(
214             const geometry::ViewInformation3D& rViewInformation,
215             const basegfx::B2DHomMatrix& rObjectTransformation,
216             const basegfx::B3DVector& rLightNormal,
217             double fShadowSlant,
218             const basegfx::B3DRange& rContained3DRange)
219         :   BaseProcessor3D(rViewInformation),
220             maPrimitive2DSequence(),
221             mpPrimitive2DSequence(&maPrimitive2DSequence),
222             maObjectTransformation(rObjectTransformation),
223             maWorldToEye(),
224             maEyeToView(),
225             maLightNormal(rLightNormal),
226             maShadowPlaneNormal(),
227             maPlanePoint(),
228             mfLightPlaneScalar(0.0),
229             maPrimitiveColor(),
230             mbShadowProjectionIsValid(false),
231             mbConvert(false),
232             mbUseProjection(false)
233         {
234             // normalize light normal, get and normalize shadow plane normal and calculate scalar from it
235             maLightNormal.normalize();
236             maShadowPlaneNormal = basegfx::B3DVector(0.0, sin(fShadowSlant), cos(fShadowSlant));
237             maShadowPlaneNormal.normalize();
238             mfLightPlaneScalar = maLightNormal.scalar(maShadowPlaneNormal);
239 
240             // use only when scalar is > 0.0, so the light is in front of the object
241             if(basegfx::fTools::more(mfLightPlaneScalar, 0.0))
242             {
243                 // prepare buffered WorldToEye and EyeToView
244                 maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
245                 maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
246 
247                 // calculate range to get front edge around which to rotate the shadow's projection
248                 basegfx::B3DRange aContained3DRange(rContained3DRange);
249                 aContained3DRange.transform(getWorldToEye());
250                 maPlanePoint.setX(maShadowPlaneNormal.getX() < 0.0 ? aContained3DRange.getMinX() : aContained3DRange.getMaxX());
251                 maPlanePoint.setY(maShadowPlaneNormal.getY() > 0.0 ? aContained3DRange.getMinY() : aContained3DRange.getMaxY());
252                 maPlanePoint.setZ(aContained3DRange.getMinZ() - (aContained3DRange.getDepth() / 8.0));
253 
254                 // set flag that shadow projection is prepared and allowed
255                 mbShadowProjectionIsValid = true;
256             }
257         }
258 
~Shadow3DExtractingProcessor()259         Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor()
260         {
261             OSL_ENSURE(0 == maPrimitive2DSequence.size(),
262                 "OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)");
263             for(sal_uInt32 a(0); a < maPrimitive2DSequence.size(); a++)
264             {
265                 delete maPrimitive2DSequence[a];
266             }
267         }
268 
impDoShadowProjection(const basegfx::B3DPolygon & rSource)269         basegfx::B2DPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon& rSource)
270         {
271             basegfx::B2DPolygon aRetval;
272 
273             for(sal_uInt32 a(0L); a < rSource.count(); a++)
274             {
275                 // get point, transform to eye coordinate system
276                 basegfx::B3DPoint aCandidate(rSource.getB3DPoint(a));
277                 aCandidate *= getWorldToEye();
278 
279                 // we are in eye coordinates
280                 // ray is (aCandidate + fCut * maLightNormal)
281                 // plane is (maPlanePoint, maShadowPlaneNormal)
282                 // maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0
283                 // get cut point of ray with shadow plane
284                 const double fCut(basegfx::B3DVector(maPlanePoint - aCandidate).scalar(maShadowPlaneNormal) / mfLightPlaneScalar);
285                 aCandidate += maLightNormal * fCut;
286 
287                 // transform to view, use 2d coordinates
288                 aCandidate *= getEyeToView();
289                 aRetval.append(basegfx::B2DPoint(aCandidate.getX(), aCandidate.getY()));
290             }
291 
292             // copy closed flag
293             aRetval.setClosed(rSource.isClosed());
294 
295             return aRetval;
296         }
297 
impDoShadowProjection(const basegfx::B3DPolyPolygon & rSource)298         basegfx::B2DPolyPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource)
299         {
300             basegfx::B2DPolyPolygon aRetval;
301 
302             for(sal_uInt32 a(0L); a < rSource.count(); a++)
303             {
304                 aRetval.append(impDoShadowProjection(rSource.getB3DPolygon(a)));
305             }
306 
307             return aRetval;
308         }
309 
getPrimitive2DSequence() const310         const primitive2d::Primitive2DSequence Shadow3DExtractingProcessor::getPrimitive2DSequence() const
311         {
312             return Primitive2DVectorToPrimitive2DSequence(maPrimitive2DSequence);
313         }
314 
315     } // end of namespace processor3d
316 } // end of namespace drawinglayer
317 
318 //////////////////////////////////////////////////////////////////////////////
319 // eof
320