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libreoffice/drawinglayer/source/attribute/sdrobjectattribute3d.cxx
Daniel Baumann 8e63e14cf6
Adding upstream version 4:25.2.3.
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
2025-06-22 16:20:04 +02:00

184 lines
8.4 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*
* This file incorporates work covered by the following license notice:
*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed
* with this work for additional information regarding copyright
* ownership. The ASF licenses this file to you under the Apache
* License, Version 2.0 (the "License"); you may not use this file
* except in compliance with the License. You may obtain a copy of
* the License at http://www.apache.org/licenses/LICENSE-2.0 .
*/
#include <drawinglayer/attribute/sdrobjectattribute3d.hxx>
#include <drawinglayer/attribute/materialattribute3d.hxx>
namespace drawinglayer::attribute
{
class ImpSdr3DObjectAttribute
{
public:
// 3D object attribute definitions
css::drawing::NormalsKind maNormalsKind; // normals type (0..2)
css::drawing::TextureProjectionMode maTextureProjectionX; // texture projection type X (0..2)
css::drawing::TextureProjectionMode maTextureProjectionY; // texture projection type Y (0..2)
css::drawing::TextureKind2 maTextureKind; // texture kind (see uno API)
css::drawing::TextureMode maTextureMode; // texture kind (see uno API)
MaterialAttribute3D maMaterial; // object, specular and emissive colors, SpecularIntensity
bool mbNormalsInvert : 1; // invert normals
bool mbDoubleSided : 1; // surfaces are double sided
bool mbShadow3D : 1; // display shadow in 3D (if on), params for that are at scene
bool mbTextureFilter : 1; // filter texture to make more smooth
bool mbReducedLineGeometry : 1; // use reduced line geometry (object specific)
ImpSdr3DObjectAttribute(
css::drawing::NormalsKind aNormalsKind,
css::drawing::TextureProjectionMode aTextureProjectionX,
css::drawing::TextureProjectionMode aTextureProjectionY,
css::drawing::TextureKind2 aTextureKind,
css::drawing::TextureMode aTextureMode,
const MaterialAttribute3D& rMaterial,
bool bNormalsInvert,
bool bDoubleSided,
bool bShadow3D,
bool bTextureFilter,
bool bReducedLineGeometry)
: maNormalsKind(aNormalsKind),
maTextureProjectionX(aTextureProjectionX),
maTextureProjectionY(aTextureProjectionY),
maTextureKind(aTextureKind),
maTextureMode(aTextureMode),
maMaterial(rMaterial),
mbNormalsInvert(bNormalsInvert),
mbDoubleSided(bDoubleSided),
mbShadow3D(bShadow3D),
mbTextureFilter(bTextureFilter),
mbReducedLineGeometry(bReducedLineGeometry)
{
}
// data read access
css::drawing::NormalsKind getNormalsKind() const { return maNormalsKind; }
css::drawing::TextureProjectionMode getTextureProjectionX() const { return maTextureProjectionX; }
css::drawing::TextureProjectionMode getTextureProjectionY() const { return maTextureProjectionY; }
css::drawing::TextureKind2 getTextureKind() const { return maTextureKind; }
css::drawing::TextureMode getTextureMode() const { return maTextureMode; }
const MaterialAttribute3D& getMaterial() const { return maMaterial; }
bool getNormalsInvert() const { return mbNormalsInvert; }
bool getDoubleSided() const { return mbDoubleSided; }
bool getShadow3D() const { return mbShadow3D; }
bool getTextureFilter() const { return mbTextureFilter; }
bool getReducedLineGeometry() const { return mbReducedLineGeometry; }
bool operator==(const ImpSdr3DObjectAttribute& rCandidate) const
{
return (getNormalsKind() == rCandidate.getNormalsKind()
&& getTextureProjectionX() == rCandidate.getTextureProjectionX()
&& getTextureProjectionY() == rCandidate.getTextureProjectionY()
&& getTextureKind() == rCandidate.getTextureKind()
&& getTextureMode() == rCandidate.getTextureMode()
&& getMaterial() == rCandidate.getMaterial()
&& getNormalsInvert() == rCandidate.getNormalsInvert()
&& getDoubleSided() == rCandidate.getDoubleSided()
&& getShadow3D() == rCandidate.getShadow3D()
&& getTextureFilter() == rCandidate.getTextureFilter()
&& getReducedLineGeometry() == rCandidate.getReducedLineGeometry());
}
};
Sdr3DObjectAttribute::Sdr3DObjectAttribute(
css::drawing::NormalsKind aNormalsKind,
css::drawing::TextureProjectionMode aTextureProjectionX,
css::drawing::TextureProjectionMode aTextureProjectionY,
css::drawing::TextureKind2 aTextureKind,
css::drawing::TextureMode aTextureMode,
const MaterialAttribute3D& rMaterial,
bool bNormalsInvert,
bool bDoubleSided,
bool bShadow3D,
bool bTextureFilter,
bool bReducedLineGeometry)
: mpSdr3DObjectAttribute(ImpSdr3DObjectAttribute(
aNormalsKind, aTextureProjectionX, aTextureProjectionY, aTextureKind, aTextureMode,
rMaterial, bNormalsInvert, bDoubleSided, bShadow3D, bTextureFilter, bReducedLineGeometry))
{
}
Sdr3DObjectAttribute::Sdr3DObjectAttribute(const Sdr3DObjectAttribute&) = default;
Sdr3DObjectAttribute::~Sdr3DObjectAttribute() = default;
Sdr3DObjectAttribute& Sdr3DObjectAttribute::operator=(const Sdr3DObjectAttribute&) = default;
bool Sdr3DObjectAttribute::operator==(const Sdr3DObjectAttribute& rCandidate) const
{
return rCandidate.mpSdr3DObjectAttribute == mpSdr3DObjectAttribute;
}
css::drawing::NormalsKind Sdr3DObjectAttribute::getNormalsKind() const
{
return mpSdr3DObjectAttribute->getNormalsKind();
}
css::drawing::TextureProjectionMode Sdr3DObjectAttribute::getTextureProjectionX() const
{
return mpSdr3DObjectAttribute->getTextureProjectionX();
}
css::drawing::TextureProjectionMode Sdr3DObjectAttribute::getTextureProjectionY() const
{
return mpSdr3DObjectAttribute->getTextureProjectionY();
}
css::drawing::TextureKind2 Sdr3DObjectAttribute::getTextureKind() const
{
return mpSdr3DObjectAttribute->getTextureKind();
}
css::drawing::TextureMode Sdr3DObjectAttribute::getTextureMode() const
{
return mpSdr3DObjectAttribute->getTextureMode();
}
const MaterialAttribute3D& Sdr3DObjectAttribute::getMaterial() const
{
return mpSdr3DObjectAttribute->getMaterial();
}
bool Sdr3DObjectAttribute::getNormalsInvert() const
{
return mpSdr3DObjectAttribute->getNormalsInvert();
}
bool Sdr3DObjectAttribute::getDoubleSided() const
{
return mpSdr3DObjectAttribute->getDoubleSided();
}
bool Sdr3DObjectAttribute::getShadow3D() const
{
return mpSdr3DObjectAttribute->getShadow3D();
}
bool Sdr3DObjectAttribute::getTextureFilter() const
{
return mpSdr3DObjectAttribute->getTextureFilter();
}
bool Sdr3DObjectAttribute::getReducedLineGeometry() const
{
return mpSdr3DObjectAttribute->getReducedLineGeometry();
}
} // end of namespace
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */