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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 .
*/
#ifndef INCLUDED_TOOLS_B3DTRANS_HXX
#define INCLUDED_TOOLS_B3DTRANS_HXX
#define ZBUFFER_DEPTH_RANGE (double(256L * 256L * 256L))
#include <config_options.h>
#include <basegfx/matrix/b3dhommatrix.hxx>
#include <tools/gen.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
#include <basegfx/point/b3dpoint.hxx>
#include <basegfx/vector/b3dvector.hxx>
#include <tools/toolsdllapi.h>
/// Transformation sets for 3D output
class SAL_WARN_UNUSED UNLESS_MERGELIBS(TOOLS_DLLPUBLIC) B3dTransformationSet
{
private:
// Object Matrix Object -> World
basegfx::B3DHomMatrix maObjectTrans;
basegfx::B3DHomMatrix maInvObjectTrans;
// Orientation Matrix
basegfx::B3DHomMatrix maOrientation;
basegfx::B3DHomMatrix maInvOrientation;
// Projection Matrix
basegfx::B3DHomMatrix maProjection;
basegfx::B3DHomMatrix maInvProjection;
// Texture Matrices
basegfx::B2DHomMatrix maTexture;
// Parameters for ViewportTransformation
basegfx::B3DVector maScale;
basegfx::B3DVector maTranslate;
// ViewPlane DeviceRectangle (user-defined)
double mfLeftBound;
double mfRightBound;
double mfBottomBound;
double mfTopBound;
// Aspect ratio of 3D transformation (Y / X)
// default: 1:1 -> 1.0
// Disable with value 0.0
double mfRatio;
// Viewport area in logical coordinates
tools::Rectangle maViewportRectangle;
// Visible area within viewport
tools::Rectangle maVisibleRectangle;
// Actual coordinates as set by CalcViewport
// of visible viewport area (logical coordinates)
tools::Rectangle maSetBound;
// Flags
bool mbPerspective : 1;
bool mbProjectionValid : 1;
public:
B3dTransformationSet();
virtual ~B3dTransformationSet();
B3dTransformationSet(B3dTransformationSet const &) = default;
B3dTransformationSet(B3dTransformationSet &&) = default;
B3dTransformationSet & operator =(B3dTransformationSet const &) = default;
B3dTransformationSet & operator =(B3dTransformationSet &&) = default;
void Reset();
/** Set the orientation
@param vVRP the View Reference Point (VRP)
@param vVPN the View Plane Normal (VPN)
@param vVUP the View Up Plane (VUP)
*/
void SetOrientation(
const basegfx::B3DPoint& rVRP = basegfx::B3DPoint(0.0,0.0,1.0),
const basegfx::B3DVector& rVPN = basegfx::B3DVector(0.0,0.0,1.0),
const basegfx::B3DVector& rVUP = basegfx::B3DVector(0.0,1.0,0.0));
// Projection
void SetProjection(const basegfx::B3DHomMatrix& mProject);
const basegfx::B3DHomMatrix& GetProjection();
// Texture
// aspect ratio accessors and the defined method of keeping defined aspect ratio
double GetRatio() const { return mfRatio; }
void SetRatio(double fNew);
// Parameters of ViewportTransformation
void SetDeviceRectangle(double fL=-1.0, double fR=1.0,
double fB=-1.0, double fT=1.0);
double GetDeviceRectangleWidth() const { return mfRightBound - mfLeftBound; }
void SetPerspective(bool bNew);
void SetViewportRectangle(tools::Rectangle const & rRect, tools::Rectangle const & rVisible);
void SetViewportRectangle(tools::Rectangle const & rRect) { SetViewportRectangle(rRect, rRect); }
void CalcViewport();
// Direct accessors for miscellaneous transformations
basegfx::B3DPoint WorldToEyeCoor(const basegfx::B3DPoint& rVec);
basegfx::B3DPoint EyeToWorldCoor(const basegfx::B3DPoint& rVec);
static void Frustum(
basegfx::B3DHomMatrix& rTarget,
double fLeft = -1.0, double fRight = 1.0,
double fBottom = -1.0, double fTop = 1.0,
double fNear = 0.001, double fFar = 1.0);
static void Ortho(
basegfx::B3DHomMatrix& rTarget,
double fLeft = -1.0, double fRight = 1.0,
double fBottom = -1.0, double fTop = 1.0,
double fNear = 0.0, double fFar = 1.0);
static void Orientation(
basegfx::B3DHomMatrix& rTarget,
const basegfx::B3DPoint& aVRP = basegfx::B3DPoint(0.0,0.0,1.0),
basegfx::B3DVector aVPN = basegfx::B3DVector(0.0,0.0,1.0),
basegfx::B3DVector aVUP = basegfx::B3DVector(0.0,1.0,0.0));
protected:
void PostSetObjectTrans();
void PostSetOrientation();
void PostSetProjection();
virtual void DeviceRectangleChange();
};
/** Viewport for B3D
Uses a simplified model, in which a point is described using a View
Reference Point (VRP).
*/
class SAL_WARN_UNUSED UNLESS_MERGELIBS(TOOLS_DLLPUBLIC) B3dViewport : public B3dTransformationSet
{
private:
basegfx::B3DPoint aVRP; // View Reference Point
basegfx::B3DVector aVPN; // View Plane Normal
basegfx::B3DVector aVUV; // View Up Vector
public:
B3dViewport();
virtual ~B3dViewport() override;
B3dViewport(B3dViewport const &) = default;
B3dViewport(B3dViewport &&) = default;
B3dViewport & operator =(B3dViewport const &) = default;
B3dViewport & operator =(B3dViewport &&) = default;
void SetVUV(const basegfx::B3DVector& rNewVUV);
void SetViewportValues(
const basegfx::B3DPoint& rNewVRP,
const basegfx::B3DVector& rNewVPN,
const basegfx::B3DVector& rNewVUV);
const basegfx::B3DPoint& GetVRP() const { return aVRP; }
const basegfx::B3DVector& GetVPN() const { return aVPN; }
const basegfx::B3DVector& GetVUV() const { return aVUV; }
protected:
void CalcOrientation();
};
// B3D camera
class SAL_WARN_UNUSED UNLESS_MERGELIBS(TOOLS_DLLPUBLIC) B3dCamera final : public B3dViewport
{
public:
B3dCamera(
const basegfx::B3DPoint& rPos = basegfx::B3DPoint(0.0, 0.0, 1.0),
const basegfx::B3DVector& rLkAt = basegfx::B3DVector(0.0, 0.0, 0.0),
double fFocLen = 35.0, double fBnkAng = 0.0);
virtual ~B3dCamera() override;
B3dCamera(B3dCamera const &) = default;
B3dCamera(B3dCamera &&) = default;
B3dCamera & operator =(B3dCamera const &) = default;
B3dCamera & operator =(B3dCamera &&) = default;
private:
void CalcNewViewportValues();
void CalcFocalLength();
virtual void DeviceRectangleChange() override;
basegfx::B3DPoint aPosition;
basegfx::B3DVector aLookAt;
double fFocalLength;
double fBankAngle;
};
#endif
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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