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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 /drawinglayer/source/primitive3d/sdrextrudeprimitive3d.cxx
parentInitial commit. (diff)
downloadlibreoffice-940b4d1848e8c70ab7642901a68594e8016caffc.tar.xz
libreoffice-940b4d1848e8c70ab7642901a68594e8016caffc.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 'drawinglayer/source/primitive3d/sdrextrudeprimitive3d.cxx')
-rw-r--r--drawinglayer/source/primitive3d/sdrextrudeprimitive3d.cxx504
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diff --git a/drawinglayer/source/primitive3d/sdrextrudeprimitive3d.cxx b/drawinglayer/source/primitive3d/sdrextrudeprimitive3d.cxx
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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 <sal/config.h>
+
+#include <cmath>
+
+#include <drawinglayer/primitive3d/sdrextrudeprimitive3d.hxx>
+#include <basegfx/matrix/b2dhommatrix.hxx>
+#include <basegfx/polygon/b2dpolygontools.hxx>
+#include <primitive3d/sdrdecompositiontools3d.hxx>
+#include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
+#include <drawinglayer/geometry/viewinformation3d.hxx>
+#include <drawinglayer/attribute/sdrfillattribute.hxx>
+#include <drawinglayer/attribute/sdrlineattribute.hxx>
+#include <drawinglayer/attribute/sdrshadowattribute.hxx>
+
+
+using namespace com::sun::star;
+
+
+namespace drawinglayer::primitive3d
+{
+ Primitive3DContainer SdrExtrudePrimitive3D::create3DDecomposition(const geometry::ViewInformation3D& rViewInformation) const
+ {
+ Primitive3DContainer aRetval;
+
+ // get slices
+ const Slice3DVector& rSliceVector = getSlices();
+
+ if(!rSliceVector.empty())
+ {
+ sal_uInt32 a;
+
+ // decide what to create
+ const css::drawing::NormalsKind eNormalsKind(getSdr3DObjectAttribute().getNormalsKind());
+ const bool bCreateNormals(css::drawing::NormalsKind_SPECIFIC == eNormalsKind);
+ const bool bCreateTextureCoordinatesX(css::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionX());
+ const bool bCreateTextureCoordinatesY(css::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionY());
+ basegfx::B2DHomMatrix aTexTransform;
+
+ if(!getSdrLFSAttribute().getFill().isDefault() && (bCreateTextureCoordinatesX || bCreateTextureCoordinatesY))
+ {
+ const basegfx::B2DPolygon aFirstPolygon(maCorrectedPolyPolygon.getB2DPolygon(0));
+ const double fFrontLength(basegfx::utils::getLength(aFirstPolygon));
+ const double fFrontArea(basegfx::utils::getArea(aFirstPolygon));
+ const double fSqrtFrontArea(sqrt(fFrontArea));
+ double fRelativeTextureWidth = basegfx::fTools::equalZero(fSqrtFrontArea) ? 1.0 : fFrontLength / fSqrtFrontArea;
+ fRelativeTextureWidth = std::trunc(fRelativeTextureWidth - 0.5);
+
+ if(fRelativeTextureWidth < 1.0)
+ {
+ fRelativeTextureWidth = 1.0;
+ }
+
+ aTexTransform.translate(-0.5, -0.5);
+ aTexTransform.scale(-1.0, -1.0);
+ aTexTransform.translate(0.5, 0.5);
+ aTexTransform.scale(fRelativeTextureWidth, 1.0);
+ }
+
+ // create geometry
+ std::vector< basegfx::B3DPolyPolygon > aFill;
+ extractPlanesFromSlice(aFill, rSliceVector,
+ bCreateNormals, getSmoothNormals(), getSmoothLids(), false,
+ 0.5, 0.6, bCreateTextureCoordinatesX || bCreateTextureCoordinatesY, aTexTransform);
+
+ // get full range
+ const basegfx::B3DRange aRange(getRangeFrom3DGeometry(aFill));
+
+ // normal creation
+ if(!getSdrLFSAttribute().getFill().isDefault())
+ {
+ if(css::drawing::NormalsKind_SPHERE == eNormalsKind)
+ {
+ applyNormalsKindSphereTo3DGeometry(aFill, aRange);
+ }
+ else if(css::drawing::NormalsKind_FLAT == eNormalsKind)
+ {
+ applyNormalsKindFlatTo3DGeometry(aFill);
+ }
+
+ if(getSdr3DObjectAttribute().getNormalsInvert())
+ {
+ applyNormalsInvertTo3DGeometry(aFill);
+ }
+ }
+
+ // texture coordinates
+ if(!getSdrLFSAttribute().getFill().isDefault())
+ {
+ applyTextureTo3DGeometry(
+ getSdr3DObjectAttribute().getTextureProjectionX(),
+ getSdr3DObjectAttribute().getTextureProjectionY(),
+ aFill,
+ aRange,
+ getTextureSize());
+ }
+
+ if(!getSdrLFSAttribute().getFill().isDefault())
+ {
+ // add fill
+ aRetval = create3DPolyPolygonFillPrimitives(
+ aFill,
+ getTransform(),
+ getTextureSize(),
+ getSdr3DObjectAttribute(),
+ getSdrLFSAttribute().getFill(),
+ getSdrLFSAttribute().getFillFloatTransGradient());
+ }
+ else
+ {
+ // create simplified 3d hit test geometry
+ aRetval = createHiddenGeometryPrimitives3D(
+ aFill,
+ getTransform(),
+ getTextureSize(),
+ getSdr3DObjectAttribute());
+ }
+
+ // add line
+ if(!getSdrLFSAttribute().getLine().isDefault())
+ {
+ if(getSdr3DObjectAttribute().getReducedLineGeometry())
+ {
+ // create geometric outlines with reduced line geometry for chart.
+ const basegfx::B3DPolyPolygon aVerLine(extractVerticalLinesFromSlice(rSliceVector));
+ const sal_uInt32 nCount(aVerLine.count());
+ basegfx::B3DPolyPolygon aReducedLoops;
+ basegfx::B3DPolyPolygon aNewLineGeometry;
+
+ // sort out doubles (front and back planes when no edge rounding is done). Since
+ // this is a line geometry merged from PolyPolygons, loop over all Polygons
+ for(a = 0; a < nCount; a++)
+ {
+ const sal_uInt32 nReducedCount(aReducedLoops.count());
+ const basegfx::B3DPolygon& aCandidate(aVerLine.getB3DPolygon(a));
+ bool bAdd(true);
+
+ if(nReducedCount)
+ {
+ for(sal_uInt32 b(0); bAdd && b < nReducedCount; b++)
+ {
+ if(aCandidate == aReducedLoops.getB3DPolygon(b))
+ {
+ bAdd = false;
+ }
+ }
+ }
+
+ if(bAdd)
+ {
+ aReducedLoops.append(aCandidate);
+ }
+ }
+
+ // from here work with reduced loops and reduced count without changing them
+ const sal_uInt32 nReducedCount(aReducedLoops.count());
+
+ if(nReducedCount > 1)
+ {
+ for(sal_uInt32 b(1); b < nReducedCount; b++)
+ {
+ // get loop pair
+ const basegfx::B3DPolygon& aCandA(aReducedLoops.getB3DPolygon(b - 1));
+ const basegfx::B3DPolygon& aCandB(aReducedLoops.getB3DPolygon(b));
+
+ // for each loop pair create the connection edges
+ createReducedOutlines(
+ rViewInformation,
+ getTransform(),
+ aCandA,
+ aCandB,
+ aNewLineGeometry);
+ }
+ }
+
+ // add reduced loops themselves
+ aNewLineGeometry.append(aReducedLoops);
+
+ // to create vertical edges at non-C1/C2 steady loops, use maCorrectedPolyPolygon
+ // directly since the 3D Polygons do not support this.
+ //
+ // Unfortunately there is no bezier polygon provided by the chart module; one reason is
+ // that the API for extrude wants a 3D polygon geometry (for historical reasons, i guess)
+ // and those have no beziers. Another reason is that he chart module uses self-created
+ // stuff to create the 2D geometry (in ShapeFactory::createPieSegment), but this geometry
+ // does not contain bezier infos, either. The only way which is possible for now is to 'detect'
+ // candidates for vertical edges of pie segments by looking for the angles in the polygon.
+ //
+ // This is all not very well designed ATM. Ideally, the ReducedLineGeometry is responsible
+ // for creating the outer geometry edges (createReducedOutlines), but for special edges
+ // like the vertical ones for pie center and both start/end, the incarnation with the
+ // knowledge about that it needs to create those and IS a pie segment -> in this case,
+ // the chart itself.
+ const sal_uInt32 nPolyCount(maCorrectedPolyPolygon.count());
+
+ for(sal_uInt32 c(0); c < nPolyCount; c++)
+ {
+ const basegfx::B2DPolygon aCandidate(maCorrectedPolyPolygon.getB2DPolygon(c));
+ const sal_uInt32 nPointCount(aCandidate.count());
+
+ if(nPointCount > 2)
+ {
+ sal_uInt32 nIndexA(nPointCount);
+ sal_uInt32 nIndexB(nPointCount);
+ sal_uInt32 nIndexC(nPointCount);
+
+ for(sal_uInt32 d(0); d < nPointCount; d++)
+ {
+ const sal_uInt32 nPrevInd((d + nPointCount - 1) % nPointCount);
+ const sal_uInt32 nNextInd((d + 1) % nPointCount);
+ const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(d));
+ const basegfx::B2DVector aPrev(aCandidate.getB2DPoint(nPrevInd) - aPoint);
+ const basegfx::B2DVector aNext(aCandidate.getB2DPoint(nNextInd) - aPoint);
+ const double fAngle(aPrev.angle(aNext));
+
+ // take each angle which deviates more than 10% from going straight as
+ // special edge. This will detect the two outer edges of pie segments,
+ // but not always the center one (think about a near 180 degree pie)
+ if(F_PI - fabs(fAngle) > F_PI * 0.1)
+ {
+ if(nPointCount == nIndexA)
+ {
+ nIndexA = d;
+ }
+ else if(nPointCount == nIndexB)
+ {
+ nIndexB = d;
+ }
+ else if(nPointCount == nIndexC)
+ {
+ nIndexC = d;
+ d = nPointCount;
+ }
+ }
+ }
+
+ const bool bIndexAUsed(nIndexA != nPointCount);
+ const bool bIndexBUsed(nIndexB != nPointCount);
+ bool bIndexCUsed(nIndexC != nPointCount);
+
+ if(bIndexCUsed)
+ {
+ // already three special edges found, so the center one was already detected
+ // and does not need to be searched
+ }
+ else if(bIndexAUsed && bIndexBUsed)
+ {
+ // outer edges detected (they are approx. 90 degrees), but center one not.
+ // Look with the knowledge that it's in-between the two found ones
+ if(((nIndexA + 2) % nPointCount) == nIndexB)
+ {
+ nIndexC = (nIndexA + 1) % nPointCount;
+ }
+ else if(((nIndexA + nPointCount - 2) % nPointCount) == nIndexB)
+ {
+ nIndexC = (nIndexA + nPointCount - 1) % nPointCount;
+ }
+
+ bIndexCUsed = (nIndexC != nPointCount);
+ }
+
+ if(bIndexAUsed)
+ {
+ const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(nIndexA));
+ const basegfx::B3DPoint aStart(aPoint.getX(), aPoint.getY(), 0.0);
+ const basegfx::B3DPoint aEnd(aPoint.getX(), aPoint.getY(), getDepth());
+ basegfx::B3DPolygon aToBeAdded;
+
+ aToBeAdded.append(aStart);
+ aToBeAdded.append(aEnd);
+ aNewLineGeometry.append(aToBeAdded);
+ }
+
+ if(bIndexBUsed)
+ {
+ const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(nIndexB));
+ const basegfx::B3DPoint aStart(aPoint.getX(), aPoint.getY(), 0.0);
+ const basegfx::B3DPoint aEnd(aPoint.getX(), aPoint.getY(), getDepth());
+ basegfx::B3DPolygon aToBeAdded;
+
+ aToBeAdded.append(aStart);
+ aToBeAdded.append(aEnd);
+ aNewLineGeometry.append(aToBeAdded);
+ }
+
+ if(bIndexCUsed)
+ {
+ const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(nIndexC));
+ const basegfx::B3DPoint aStart(aPoint.getX(), aPoint.getY(), 0.0);
+ const basegfx::B3DPoint aEnd(aPoint.getX(), aPoint.getY(), getDepth());
+ basegfx::B3DPolygon aToBeAdded;
+
+ aToBeAdded.append(aStart);
+ aToBeAdded.append(aEnd);
+ aNewLineGeometry.append(aToBeAdded);
+ }
+ }
+ }
+
+ // append loops themselves
+ aNewLineGeometry.append(aReducedLoops);
+
+ if(aNewLineGeometry.count())
+ {
+ const Primitive3DContainer aLines(create3DPolyPolygonLinePrimitives(
+ aNewLineGeometry, getTransform(), getSdrLFSAttribute().getLine()));
+ aRetval.append(aLines);
+ }
+ }
+ else
+ {
+ // extract line geometry from slices
+ const basegfx::B3DPolyPolygon aHorLine(extractHorizontalLinesFromSlice(rSliceVector, false));
+ const basegfx::B3DPolyPolygon aVerLine(extractVerticalLinesFromSlice(rSliceVector));
+
+ // add horizontal lines
+ const Primitive3DContainer aHorLines(create3DPolyPolygonLinePrimitives(
+ aHorLine, getTransform(), getSdrLFSAttribute().getLine()));
+ aRetval.append(aHorLines);
+
+ // add vertical lines
+ const Primitive3DContainer aVerLines(create3DPolyPolygonLinePrimitives(
+ aVerLine, getTransform(), getSdrLFSAttribute().getLine()));
+ aRetval.append(aVerLines);
+ }
+ }
+
+ // add shadow
+ if(!getSdrLFSAttribute().getShadow().isDefault() && !aRetval.empty())
+ {
+ const Primitive3DContainer aShadow(createShadowPrimitive3D(
+ aRetval, getSdrLFSAttribute().getShadow(), getSdr3DObjectAttribute().getShadow3D()));
+ aRetval.append(aShadow);
+ }
+ }
+
+ return aRetval;
+ }
+
+ void SdrExtrudePrimitive3D::impCreateSlices()
+ {
+ // prepare the polygon. No double points, correct orientations and a correct
+ // outmost polygon are needed
+ // Also important: subdivide here to ensure equal point count for all slices (!)
+ maCorrectedPolyPolygon = basegfx::utils::adaptiveSubdivideByAngle(getPolyPolygon());
+ maCorrectedPolyPolygon.removeDoublePoints();
+ maCorrectedPolyPolygon = basegfx::utils::correctOrientations(maCorrectedPolyPolygon);
+ maCorrectedPolyPolygon = basegfx::utils::correctOutmostPolygon(maCorrectedPolyPolygon);
+
+ // prepare slices as geometry
+ createExtrudeSlices(maSlices, maCorrectedPolyPolygon, getBackScale(), getDiagonal(), getDepth(), getCharacterMode(), getCloseFront(), getCloseBack());
+ }
+
+ const Slice3DVector& SdrExtrudePrimitive3D::getSlices() const
+ {
+ // This can be made dependent of getSdrLFSAttribute().getFill() and getSdrLFSAttribute().getLine()
+ // again when no longer geometry is needed for non-visible 3D objects as it is now for chart
+ if(getPolyPolygon().count() && maSlices.empty())
+ {
+ ::osl::MutexGuard aGuard( m_aMutex );
+
+ const_cast< SdrExtrudePrimitive3D& >(*this).impCreateSlices();
+ }
+
+ return maSlices;
+ }
+
+ SdrExtrudePrimitive3D::SdrExtrudePrimitive3D(
+ const basegfx::B3DHomMatrix& rTransform,
+ const basegfx::B2DVector& rTextureSize,
+ const attribute::SdrLineFillShadowAttribute3D& rSdrLFSAttribute,
+ const attribute::Sdr3DObjectAttribute& rSdr3DObjectAttribute,
+ const basegfx::B2DPolyPolygon& rPolyPolygon,
+ double fDepth,
+ double fDiagonal,
+ double fBackScale,
+ bool bSmoothNormals,
+ bool bSmoothLids,
+ bool bCharacterMode,
+ bool bCloseFront,
+ bool bCloseBack)
+ : SdrPrimitive3D(rTransform, rTextureSize, rSdrLFSAttribute, rSdr3DObjectAttribute),
+ maCorrectedPolyPolygon(),
+ maSlices(),
+ maPolyPolygon(rPolyPolygon),
+ mfDepth(fDepth),
+ mfDiagonal(fDiagonal),
+ mfBackScale(fBackScale),
+ mbSmoothNormals(bSmoothNormals),
+ mbSmoothLids(bSmoothLids),
+ mbCharacterMode(bCharacterMode),
+ mbCloseFront(bCloseFront),
+ mbCloseBack(bCloseBack)
+ {
+ // make sure depth is positive
+ if(basegfx::fTools::lessOrEqual(getDepth(), 0.0))
+ {
+ mfDepth = 0.0;
+ }
+
+ // make sure the percentage value getDiagonal() is between 0.0 and 1.0
+ if(basegfx::fTools::lessOrEqual(getDiagonal(), 0.0))
+ {
+ mfDiagonal = 0.0;
+ }
+ else if(basegfx::fTools::moreOrEqual(getDiagonal(), 1.0))
+ {
+ mfDiagonal = 1.0;
+ }
+
+ // no close front/back when polygon is not closed
+ if(getPolyPolygon().count() && !getPolyPolygon().getB2DPolygon(0).isClosed())
+ {
+ mbCloseFront = mbCloseBack = false;
+ }
+
+ // no edge rounding when not closing
+ if(!getCloseFront() && !getCloseBack())
+ {
+ mfDiagonal = 0.0;
+ }
+ }
+
+ SdrExtrudePrimitive3D::~SdrExtrudePrimitive3D()
+ {
+ }
+
+ bool SdrExtrudePrimitive3D::operator==(const BasePrimitive3D& rPrimitive) const
+ {
+ if(SdrPrimitive3D::operator==(rPrimitive))
+ {
+ const SdrExtrudePrimitive3D& rCompare = static_cast< const SdrExtrudePrimitive3D& >(rPrimitive);
+
+ return (getPolyPolygon() == rCompare.getPolyPolygon()
+ && getDepth() == rCompare.getDepth()
+ && getDiagonal() == rCompare.getDiagonal()
+ && getBackScale() == rCompare.getBackScale()
+ && getSmoothNormals() == rCompare.getSmoothNormals()
+ && getSmoothLids() == rCompare.getSmoothLids()
+ && getCharacterMode() == rCompare.getCharacterMode()
+ && getCloseFront() == rCompare.getCloseFront()
+ && getCloseBack() == rCompare.getCloseBack());
+ }
+
+ return false;
+ }
+
+ basegfx::B3DRange SdrExtrudePrimitive3D::getB3DRange(const geometry::ViewInformation3D& /*rViewInformation*/) const
+ {
+ // use default from sdrPrimitive3D which uses transformation expanded by line width/2
+ // The parent implementation which uses the ranges of the decomposition would be more
+ // correct, but for historical reasons it is necessary to do the old method: To get
+ // the range of the non-transformed geometry and transform it then. This leads to different
+ // ranges where the new method is more correct, but the need to keep the old behaviour
+ // has priority here.
+ return get3DRangeFromSlices(getSlices());
+ }
+
+ Primitive3DContainer SdrExtrudePrimitive3D::get3DDecomposition(const geometry::ViewInformation3D& rViewInformation) const
+ {
+ if(getSdr3DObjectAttribute().getReducedLineGeometry())
+ {
+ if(!mpLastRLGViewInformation ||
+ (!getBuffered3DDecomposition().empty()
+ && *mpLastRLGViewInformation != rViewInformation))
+ {
+ ::osl::MutexGuard aGuard( m_aMutex );
+
+ // conditions of last local decomposition with reduced lines have changed. Remember
+ // new one and clear current decompositiopn
+ SdrExtrudePrimitive3D* pThat = const_cast< SdrExtrudePrimitive3D* >(this);
+ pThat->setBuffered3DDecomposition(Primitive3DContainer());
+ pThat->mpLastRLGViewInformation.reset( new geometry::ViewInformation3D(rViewInformation) );
+ }
+ }
+
+ // no test for buffering needed, call parent
+ return SdrPrimitive3D::get3DDecomposition(rViewInformation);
+ }
+
+ // provide unique ID
+ ImplPrimitive3DIDBlock(SdrExtrudePrimitive3D, PRIMITIVE3D_ID_SDREXTRUDEPRIMITIVE3D)
+
+} // end of namespace
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */