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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-27 16:51:28 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-27 16:51:28 +0000
commit940b4d1848e8c70ab7642901a68594e8016caffc (patch)
treeeb72f344ee6c3d9b80a7ecc079ea79e9fba8676d /svx/source/engine3d/helperhittest3d.cxx
parentInitial commit. (diff)
downloadlibreoffice-upstream.tar.xz
libreoffice-upstream.zip
Adding upstream version 1:7.0.4.upstream/1%7.0.4upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
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+/* -*- 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 <svx/helperhittest3d.hxx>
+#include <basegfx/point/b2dpoint.hxx>
+#include <svx/svdpage.hxx>
+#include <svx/scene3d.hxx>
+#include <svx/svditer.hxx>
+#include <drawinglayer/processor3d/cutfindprocessor3d.hxx>
+#include <sdr/contact/viewcontactofe3d.hxx>
+#include <svx/sdr/contact/viewcontactofe3dscene.hxx>
+#include <com/sun/star/uno/Sequence.h>
+
+
+using namespace com::sun::star;
+
+namespace {
+
+class ImplPairDephAndObject
+{
+private:
+ const E3dCompoundObject* mpObject;
+ double mfDepth;
+
+public:
+ ImplPairDephAndObject(const E3dCompoundObject* pObject, double fDepth)
+ : mpObject(pObject),
+ mfDepth(fDepth)
+ {}
+
+ // for ::std::sort
+ bool operator<(const ImplPairDephAndObject& rComp) const
+ {
+ return (mfDepth < rComp.mfDepth);
+ }
+
+ // data read access
+ const E3dCompoundObject* getObject() const { return mpObject; }
+};
+
+}
+
+static void getAllHit3DObjectWithRelativePoint(
+ const basegfx::B3DPoint& rFront,
+ const basegfx::B3DPoint& rBack,
+ const E3dCompoundObject& rObject,
+ const drawinglayer::geometry::ViewInformation3D& rObjectViewInformation3D,
+ ::std::vector< basegfx::B3DPoint >& o_rResult,
+ bool bAnyHit)
+{
+ o_rResult.clear();
+
+ if(!rFront.equal(rBack))
+ {
+ // rObject is an E3dCompoundObject, so it cannot be a scene (which is an E3dObject)
+ const sdr::contact::ViewContactOfE3d& rVCObject = static_cast< sdr::contact::ViewContactOfE3d& >(rObject.GetViewContact());
+ const drawinglayer::primitive3d::Primitive3DContainer aPrimitives(rVCObject.getViewIndependentPrimitive3DContainer());
+
+ if(!aPrimitives.empty())
+ {
+ // make BoundVolume empty and overlapping test for speedup
+ const basegfx::B3DRange aObjectRange(aPrimitives.getB3DRange(rObjectViewInformation3D));
+
+ if(!aObjectRange.isEmpty())
+ {
+ const basegfx::B3DRange aFrontBackRange(rFront, rBack);
+
+ if(aObjectRange.overlaps(aFrontBackRange))
+ {
+ // bound volumes hit, geometric cut tests needed
+ drawinglayer::processor3d::CutFindProcessor aCutFindProcessor(rObjectViewInformation3D, rFront, rBack, bAnyHit);
+ aCutFindProcessor.process(aPrimitives);
+ o_rResult = aCutFindProcessor.getCutPoints();
+ }
+ }
+ }
+ }
+}
+
+
+E3dScene* fillViewInformation3DForCompoundObject(drawinglayer::geometry::ViewInformation3D& o_rViewInformation3D, const E3dCompoundObject& rCandidate)
+{
+ // Search for root scene (outmost scene) of the 3d object since e.g. in chart, multiple scenes may
+ // be placed between object and outmost scene. On that search, remember the in-between scene's
+ // transformation for the correct complete ObjectTransformation. For historical reasons, the
+ // root scene's own object transformation is part of the scene's ViewTransformation, o do not
+ // add it. For more details, see ViewContactOfE3dScene::createViewInformation3D.
+ E3dScene* pParentScene(rCandidate.getParentE3dSceneFromE3dObject());
+ E3dScene* pRootScene(nullptr);
+ basegfx::B3DHomMatrix aInBetweenSceneMatrix;
+
+ while(pParentScene)
+ {
+ E3dScene* pParentParentScene(pParentScene->getParentE3dSceneFromE3dObject());
+
+ if(pParentParentScene)
+ {
+ // pParentScene is an in-between scene
+ aInBetweenSceneMatrix = pParentScene->GetTransform() * aInBetweenSceneMatrix;
+ }
+ else
+ {
+ // pParentScene is the root scene
+ pRootScene = pParentScene;
+ }
+
+ pParentScene = pParentParentScene;
+ }
+
+ if(pRootScene)
+ {
+ const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(pRootScene->GetViewContact());
+
+ if(aInBetweenSceneMatrix.isIdentity())
+ {
+ o_rViewInformation3D = rVCScene.getViewInformation3D();
+ }
+ else
+ {
+ // build new ViewInformation containing all transforms for the candidate
+ const drawinglayer::geometry::ViewInformation3D& aViewInfo3D(rVCScene.getViewInformation3D());
+
+ o_rViewInformation3D = drawinglayer::geometry::ViewInformation3D(
+ aViewInfo3D.getObjectTransformation() * aInBetweenSceneMatrix,
+ aViewInfo3D.getOrientation(),
+ aViewInfo3D.getProjection(),
+ aViewInfo3D.getDeviceToView(),
+ aViewInfo3D.getViewTime(),
+ aViewInfo3D.getExtendedInformationSequence());
+ }
+ }
+ else
+ {
+ const uno::Sequence< beans::PropertyValue > aEmptyParameters;
+ o_rViewInformation3D = drawinglayer::geometry::ViewInformation3D(aEmptyParameters);
+ }
+
+ return pRootScene;
+}
+
+
+void getAllHit3DObjectsSortedFrontToBack(
+ const basegfx::B2DPoint& rPoint,
+ const E3dScene& rScene,
+ ::std::vector< const E3dCompoundObject* >& o_rResult)
+{
+ o_rResult.clear();
+ SdrObjList* pList = rScene.GetSubList();
+
+ if(nullptr != pList && 0 != pList->GetObjCount())
+ {
+ // prepare relative HitPoint. To do so, get the VC of the 3DScene and from there
+ // the Scene's 2D transformation. Multiplying with the inverse transformation
+ // will create a point relative to the 3D scene as unit-2d-object
+ const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(rScene.GetViewContact());
+ basegfx::B2DHomMatrix aInverseSceneTransform(rVCScene.getObjectTransformation());
+ aInverseSceneTransform.invert();
+ const basegfx::B2DPoint aRelativePoint(aInverseSceneTransform * rPoint);
+
+ // check if test point is inside scene's area at all
+ if(aRelativePoint.getX() >= 0.0 && aRelativePoint.getX() <= 1.0 && aRelativePoint.getY() >= 0.0 && aRelativePoint.getY() <= 1.0)
+ {
+ SdrObjListIter aIterator(pList, SdrIterMode::DeepNoGroups);
+ ::std::vector< ImplPairDephAndObject > aDepthAndObjectResults;
+ const uno::Sequence< beans::PropertyValue > aEmptyParameters;
+ drawinglayer::geometry::ViewInformation3D aViewInfo3D(aEmptyParameters);
+
+ while(aIterator.IsMore())
+ {
+ const E3dCompoundObject* pCandidate = dynamic_cast< const E3dCompoundObject* >(aIterator.Next());
+
+ if(pCandidate)
+ {
+ fillViewInformation3DForCompoundObject(aViewInfo3D, *pCandidate);
+
+ // create HitPoint Front and Back, transform to object coordinates
+ basegfx::B3DHomMatrix aViewToObject(aViewInfo3D.getObjectToView());
+ aViewToObject.invert();
+ const basegfx::B3DPoint aFront(aViewToObject * basegfx::B3DPoint(aRelativePoint.getX(), aRelativePoint.getY(), 0.0));
+ const basegfx::B3DPoint aBack(aViewToObject * basegfx::B3DPoint(aRelativePoint.getX(), aRelativePoint.getY(), 1.0));
+
+ if(!aFront.equal(aBack))
+ {
+ // get all hit points with object
+ ::std::vector< basegfx::B3DPoint > aHitsWithObject;
+ getAllHit3DObjectWithRelativePoint(aFront, aBack, *pCandidate, aViewInfo3D, aHitsWithObject, false);
+
+ for(const basegfx::B3DPoint & a : aHitsWithObject)
+ {
+ const basegfx::B3DPoint aPointInViewCoordinates(aViewInfo3D.getObjectToView() * a);
+ aDepthAndObjectResults.emplace_back(pCandidate, aPointInViewCoordinates.getZ());
+ }
+ }
+ }
+ }
+
+ // fill nRetval
+ const sal_uInt32 nCount(aDepthAndObjectResults.size());
+
+ if(nCount)
+ {
+ // sort aDepthAndObjectResults by depth
+ ::std::sort(aDepthAndObjectResults.begin(), aDepthAndObjectResults.end());
+
+ // copy SdrObject pointers to return result set
+ for(const auto& rResult : aDepthAndObjectResults)
+ {
+ o_rResult.push_back(rResult.getObject());
+ }
+ }
+ }
+ }
+}
+
+
+bool checkHitSingle3DObject(
+ const basegfx::B2DPoint& rPoint,
+ const E3dCompoundObject& rCandidate)
+{
+ const uno::Sequence< beans::PropertyValue > aEmptyParameters;
+ drawinglayer::geometry::ViewInformation3D aViewInfo3D(aEmptyParameters);
+ E3dScene* pRootScene = fillViewInformation3DForCompoundObject(aViewInfo3D, rCandidate);
+
+ if(pRootScene)
+ {
+ // prepare relative HitPoint. To do so, get the VC of the 3DScene and from there
+ // the Scene's 2D transformation. Multiplying with the inverse transformation
+ // will create a point relative to the 3D scene as unit-2d-object
+ const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(pRootScene->GetViewContact());
+ basegfx::B2DHomMatrix aInverseSceneTransform(rVCScene.getObjectTransformation());
+ aInverseSceneTransform.invert();
+ const basegfx::B2DPoint aRelativePoint(aInverseSceneTransform * rPoint);
+
+ // check if test point is inside scene's area at all
+ if(aRelativePoint.getX() >= 0.0 && aRelativePoint.getX() <= 1.0 && aRelativePoint.getY() >= 0.0 && aRelativePoint.getY() <= 1.0)
+ {
+ // create HitPoint Front and Back, transform to object coordinates
+ basegfx::B3DHomMatrix aViewToObject(aViewInfo3D.getObjectToView());
+ aViewToObject.invert();
+ const basegfx::B3DPoint aFront(aViewToObject * basegfx::B3DPoint(aRelativePoint.getX(), aRelativePoint.getY(), 0.0));
+ const basegfx::B3DPoint aBack(aViewToObject * basegfx::B3DPoint(aRelativePoint.getX(), aRelativePoint.getY(), 1.0));
+
+ if(!aFront.equal(aBack))
+ {
+ // get all hit points with object
+ ::std::vector< basegfx::B3DPoint > aHitsWithObject;
+ getAllHit3DObjectWithRelativePoint(aFront, aBack, rCandidate, aViewInfo3D, aHitsWithObject, true);
+
+ if(!aHitsWithObject.empty())
+ {
+ return true;
+ }
+ }
+ }
+ }
+
+ return false;
+}
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */