95 lines
4.5 KiB
C++
95 lines
4.5 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*
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* This file incorporates work covered by the following license notice:
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*
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* Licensed to the Apache Software Foundation (ASF) under one or more
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* contributor license agreements. See the NOTICE file distributed
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* with this work for additional information regarding copyright
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* ownership. The ASF licenses this file to you under the Apache
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* License, Version 2.0 (the "License"); you may not use this file
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* except in compliance with the License. You may obtain a copy of
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* the License at http://www.apache.org/licenses/LICENSE-2.0 .
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*/
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#pragma once
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#include <drawinglayer/processor3d/baseprocessor3d.hxx>
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#include <drawinglayer/primitive2d/Primitive2DContainer.hxx>
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#include <basegfx/matrix/b3dhommatrix.hxx>
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#include <basegfx/polygon/b2dpolygon.hxx>
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#include <basegfx/polygon/b2dpolypolygon.hxx>
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#include <basegfx/matrix/b2dhommatrix.hxx>
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namespace basegfx { class B3DPolyPolygon; }
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namespace basegfx { class B3DPolygon; }
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namespace drawinglayer::processor3d
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{
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/** Shadow3DExtractingProcessor class
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This processor extracts the 2D shadow geometry (projected geometry) of all fed primitives.
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It is used to create the shadow of 3D objects which consists of 2D geometry. It needs quite
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some data to do so since we do not only offer flat projected 2D shadow, but also projections
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dependent on the light source
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*/
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class Shadow3DExtractingProcessor final : public BaseProcessor3D
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{
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private:
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/// result holding vector (2D) and target vector for stacking (inited to &maPrimitive2DSequence)
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primitive2d::Primitive2DContainer maPrimitive2DSequence;
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primitive2d::Primitive2DContainer* mpPrimitive2DSequence;
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/// object transformation for scene for 2d definition
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basegfx::B2DHomMatrix maObjectTransformation;
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/// prepared data (transformations) for 2D/3D shadow calculations
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basegfx::B3DHomMatrix maWorldToEye;
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basegfx::B3DHomMatrix maEyeToView;
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basegfx::B3DVector maLightNormal;
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basegfx::B3DVector maShadowPlaneNormal;
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basegfx::B3DPoint maPlanePoint;
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double mfLightPlaneScalar;
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/// flag if shadow plane projection preparation led to valid results
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bool mbShadowProjectionIsValid : 1;
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/// flag if conversion is switched on
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bool mbConvert : 1;
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/// flag if conversion shall use projection
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bool mbUseProjection : 1;
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/// local helpers
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basegfx::B2DPolygon impDoShadowProjection(const basegfx::B3DPolygon& rSource);
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basegfx::B2DPolyPolygon impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource);
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/* as tooling, the process() implementation takes over API handling and calls this
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virtual render method when the primitive implementation is BasePrimitive3D-based.
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*/
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virtual void processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate) override;
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public:
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Shadow3DExtractingProcessor(
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const geometry::ViewInformation3D& rViewInformation,
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basegfx::B2DHomMatrix aObjectTransformation,
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const basegfx::B3DVector& rLightNormal,
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double fShadowSlant,
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const basegfx::B3DRange& rContained3DRange);
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virtual ~Shadow3DExtractingProcessor() override;
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/// data read access
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const primitive2d::Primitive2DContainer& getPrimitive2DSequence() const;
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const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; }
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const basegfx::B3DHomMatrix& getWorldToEye() const { return maWorldToEye; }
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};
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} // end of namespace drawinglayer::processor3d
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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