diff options
author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-27 16:51:28 +0000 |
---|---|---|
committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-27 16:51:28 +0000 |
commit | 940b4d1848e8c70ab7642901a68594e8016caffc (patch) | |
tree | eb72f344ee6c3d9b80a7ecc079ea79e9fba8676d /svx/source/engine3d/helperhittest3d.cxx | |
parent | Initial commit. (diff) | |
download | libreoffice-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>
Diffstat (limited to 'svx/source/engine3d/helperhittest3d.cxx')
-rw-r--r-- | svx/source/engine3d/helperhittest3d.cxx | 277 |
1 files changed, 277 insertions, 0 deletions
diff --git a/svx/source/engine3d/helperhittest3d.cxx b/svx/source/engine3d/helperhittest3d.cxx new file mode 100644 index 000000000..f553b4d0e --- /dev/null +++ b/svx/source/engine3d/helperhittest3d.cxx @@ -0,0 +1,277 @@ +/* -*- 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: */ |