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-rw-r--r-- | drawinglayer/source/primitive3d/sdrextrudeprimitive3d.cxx | 504 |
1 files changed, 504 insertions, 0 deletions
diff --git a/drawinglayer/source/primitive3d/sdrextrudeprimitive3d.cxx b/drawinglayer/source/primitive3d/sdrextrudeprimitive3d.cxx new file mode 100644 index 000000000..b7d1c8abd --- /dev/null +++ b/drawinglayer/source/primitive3d/sdrextrudeprimitive3d.cxx @@ -0,0 +1,504 @@ +/* -*- 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: */ |