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Diffstat (limited to 'svx/source/engine3d/scene3d.cxx')
-rw-r--r-- | svx/source/engine3d/scene3d.cxx | 909 |
1 files changed, 909 insertions, 0 deletions
diff --git a/svx/source/engine3d/scene3d.cxx b/svx/source/engine3d/scene3d.cxx new file mode 100644 index 000000000..66b134770 --- /dev/null +++ b/svx/source/engine3d/scene3d.cxx @@ -0,0 +1,909 @@ +/* -*- 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/strings.hrc> +#include <svx/dialmgr.hxx> +#include <svx/svditer.hxx> + +#include <stdlib.h> +#include <svx/globl3d.hxx> +#include <svx/svdpage.hxx> +#include <svx/scene3d.hxx> +#include <svx/svdtrans.hxx> +#include <sdr/properties/e3dsceneproperties.hxx> +#include <svx/sdr/contact/viewcontactofe3dscene.hxx> +#include <svx/svddrag.hxx> +#include "helperminimaldepth3d.hxx" +#include <algorithm> +#include <drawinglayer/geometry/viewinformation3d.hxx> +#include <basegfx/polygon/b2dpolypolygontools.hxx> +#include <svx/e3dsceneupdater.hxx> +#include <svx/svdmodel.hxx> +#include <rtl/ustrbuf.hxx> + +namespace { + +class ImpRemap3DDepth +{ + sal_uInt32 mnOrdNum; + double mfMinimalDepth; + + // bit field + bool mbIsScene : 1; + +public: + ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth); + explicit ImpRemap3DDepth(sal_uInt32 nOrdNum); + + // for ::std::sort + bool operator<(const ImpRemap3DDepth& rComp) const; + + sal_uInt32 GetOrdNum() const { return mnOrdNum; } + bool IsScene() const { return mbIsScene; } +}; + +} + +ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth) +: mnOrdNum(nOrdNum), + mfMinimalDepth(fMinimalDepth), + mbIsScene(false) +{ +} + +ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum) +: mnOrdNum(nOrdNum), + mfMinimalDepth(0.0), + mbIsScene(true) +{ +} + +bool ImpRemap3DDepth::operator<(const ImpRemap3DDepth& rComp) const +{ + if(IsScene()) + { + return false; + } + else + { + if(rComp.IsScene()) + { + return true; + } + else + { + return mfMinimalDepth < rComp.mfMinimalDepth; + } + } +} + +class Imp3DDepthRemapper +{ + std::vector< ImpRemap3DDepth > maVector; + +public: + explicit Imp3DDepthRemapper(E3dScene const & rScene); + + sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const; +}; + +Imp3DDepthRemapper::Imp3DDepthRemapper(E3dScene const & rScene) +{ + // only called when rScene.GetSubList() and nObjCount > 1 + SdrObjList* pList = rScene.GetSubList(); + const size_t nObjCount(pList->GetObjCount()); + + for(size_t a = 0; a < nObjCount; ++a) + { + SdrObject* pCandidate = pList->GetObj(a); + + if(pCandidate) + { + if(dynamic_cast< const E3dCompoundObject*>(pCandidate)) + { + // single 3d object, calc depth + const double fMinimalDepth(getMinimalDepthInViewCoordinates(static_cast< const E3dCompoundObject& >(*pCandidate))); + ImpRemap3DDepth aEntry(a, fMinimalDepth); + maVector.push_back(aEntry); + } + else + { + // scene, use standard entry for scene + ImpRemap3DDepth aEntry(a); + maVector.push_back(aEntry); + } + } + } + + // now, we need to sort the maVector by its members minimal depth. The + // smaller, the nearer to the viewer. + ::std::sort(maVector.begin(), maVector.end()); +} + +sal_uInt32 Imp3DDepthRemapper::RemapOrdNum(sal_uInt32 nOrdNum) const +{ + if(nOrdNum < maVector.size()) + { + nOrdNum = maVector[(maVector.size() - 1) - nOrdNum].GetOrdNum(); + } + + return nOrdNum; +} + + +// BaseProperties section + +std::unique_ptr<sdr::properties::BaseProperties> E3dScene::CreateObjectSpecificProperties() +{ + return std::make_unique<sdr::properties::E3dSceneProperties>(*this); +} + + +// DrawContact section + +std::unique_ptr<sdr::contact::ViewContact> E3dScene::CreateObjectSpecificViewContact() +{ + return std::make_unique<sdr::contact::ViewContactOfE3dScene>(*this); +} + + +E3dScene::E3dScene(SdrModel& rSdrModel) +: E3dObject(rSdrModel), + SdrObjList(), + aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()), + bDrawOnlySelected(false), + mbSkipSettingDirty(false) +{ + // Set defaults + SetDefaultAttributes(); +} + +void E3dScene::SetDefaultAttributes() +{ + // For WIN95/NT turn off the FP-Exceptions +#if defined(_WIN32) + _control87( _MCW_EM, _MCW_EM ); +#endif + + // Set defaults + aCamera.SetViewWindow(-2, -2, 4, 4); + aCameraSet.SetDeviceRectangle(-2, 2, -2, 2); + aCamera.SetDeviceWindow(tools::Rectangle(0, 0, 10, 10)); + tools::Rectangle aRect(0, 0, 10, 10); + aCameraSet.SetViewportRectangle(aRect); + + // set defaults for Camera from ItemPool + aCamera.SetProjection(GetPerspective()); + basegfx::B3DPoint aActualPosition(aCamera.GetPosition()); + double fNew = GetDistance(); + + if(fabs(fNew - aActualPosition.getZ()) > 1.0) + { + aCamera.SetPosition( basegfx::B3DPoint( aActualPosition.getX(), aActualPosition.getY(), fNew) ); + } + + fNew = GetFocalLength() / 100.0; + aCamera.SetFocalLength(fNew); +} + +E3dScene::~E3dScene() +{ + ImpCleanup3DDepthMapper(); +} + +SdrPage* E3dScene::getSdrPageFromSdrObjList() const +{ + return getSdrPageFromSdrObject(); +} + +SdrObject* E3dScene::getSdrObjectFromSdrObjList() const +{ + return const_cast< E3dScene* >(this); +} + +SdrObjList* E3dScene::getChildrenOfSdrObject() const +{ + return const_cast< E3dScene* >(this); +} + +basegfx::B2DPolyPolygon E3dScene::TakeXorPoly() const +{ + const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(GetViewContact()); + const drawinglayer::geometry::ViewInformation3D& aViewInfo3D(rVCScene.getViewInformation3D()); + const basegfx::B3DPolyPolygon aCubePolyPolygon(CreateWireframe()); + + basegfx::B2DPolyPolygon aRetval(basegfx::utils::createB2DPolyPolygonFromB3DPolyPolygon(aCubePolyPolygon, + aViewInfo3D.getObjectToView())); + aRetval.transform(rVCScene.getObjectTransformation()); + + return aRetval; +} + +void E3dScene::ImpCleanup3DDepthMapper() +{ + mp3DDepthRemapper.reset(); +} + +sal_uInt32 E3dScene::RemapOrdNum(sal_uInt32 nNewOrdNum) const +{ + if(!mp3DDepthRemapper) + { + const size_t nObjCount(GetSubList() ? GetSubList()->GetObjCount() : 0); + + if(nObjCount > 1) + { + mp3DDepthRemapper.reset(new Imp3DDepthRemapper(*this)); + } + } + + if(mp3DDepthRemapper) + { + return mp3DDepthRemapper->RemapOrdNum(nNewOrdNum); + } + + return nNewOrdNum; +} + +sal_uInt16 E3dScene::GetObjIdentifier() const +{ + return E3D_SCENE_ID; +} + +void E3dScene::SetBoundRectDirty() +{ + E3dScene* pScene(getRootE3dSceneFromE3dObject()); + + if(pScene == this) + { + // avoid resetting aOutRect which in case of a 3D scene used as 2d object + // is model data,not re-creatable view data + } + else + { + // if not the outmost scene it is used as group in 3d, call parent + E3dObject::SetBoundRectDirty(); + } +} + +void E3dScene::NbcSetSnapRect(const tools::Rectangle& rRect) +{ + SetRectsDirty(); + E3dObject::NbcSetSnapRect(rRect); + aCamera.SetDeviceWindow(rRect); + aCameraSet.SetViewportRectangle(rRect); + + ImpCleanup3DDepthMapper(); +} + +void E3dScene::NbcMove(const Size& rSize) +{ + tools::Rectangle aNewSnapRect = GetSnapRect(); + aNewSnapRect.Move(rSize); + NbcSetSnapRect(aNewSnapRect); +} + +void E3dScene::NbcResize(const Point& rRef, const Fraction& rXFact, + const Fraction& rYFact) +{ + tools::Rectangle aNewSnapRect = GetSnapRect(); + ResizeRect(aNewSnapRect, rRef, rXFact, rYFact); + NbcSetSnapRect(aNewSnapRect); +} + +// Set new camera, and thus mark the scene and if possible the bound volume +// as changed + +void E3dScene::SetCamera(const Camera3D& rNewCamera) +{ + aCamera = rNewCamera; + static_cast<sdr::properties::E3dSceneProperties&>(GetProperties()).SetSceneItemsFromCamera(); + + SetRectsDirty(); + + // Turn off ratio + GetCameraSet().SetRatio(0.0); + + // Set Imaging geometry + basegfx::B3DPoint aVRP(aCamera.GetViewPoint()); + basegfx::B3DVector aVPN(aVRP - aCamera.GetVRP()); + basegfx::B3DVector aVUV(aCamera.GetVUV()); + + // use SetViewportValues() to set VRP, VPN and VUV as vectors, too. + // Else these values would not be exported/imported correctly. + GetCameraSet().SetViewportValues(aVRP, aVPN, aVUV); + + // Set perspective + GetCameraSet().SetPerspective(aCamera.GetProjection() == ProjectionType::Perspective); + GetCameraSet().SetViewportRectangle(aCamera.GetDeviceWindow()); + + ImpCleanup3DDepthMapper(); +} + +// Inform parent of changes of a child + +void E3dScene::StructureChanged() +{ + E3dObject::StructureChanged(); + + E3dScene* pScene(getRootE3dSceneFromE3dObject()); + + if(nullptr != pScene && !pScene->mbSkipSettingDirty) + { + SetRectsDirty(); + } + + ImpCleanup3DDepthMapper(); +} + +// Determine the overall scene object + +E3dScene* E3dScene::getRootE3dSceneFromE3dObject() const +{ + E3dScene* pParent(getParentE3dSceneFromE3dObject()); + + if(nullptr != pParent) + { + return pParent->getRootE3dSceneFromE3dObject(); + } + + return const_cast< E3dScene* >(this); +} + +void E3dScene::removeAllNonSelectedObjects() +{ + E3DModifySceneSnapRectUpdater aUpdater(this); + + for(size_t a = 0; a < GetObjCount(); ++a) + { + SdrObject* pObj = GetObj(a); + + if(pObj) + { + bool bRemoveObject(false); + + if(dynamic_cast< const E3dScene*>(pObj)) + { + E3dScene* pScene = static_cast<E3dScene*>(pObj); + + // iterate over this sub-scene + pScene->removeAllNonSelectedObjects(); + + // check object count. Empty scenes can be deleted + const size_t nObjCount(pScene->GetSubList() ? pScene->GetSubList()->GetObjCount() : 0); + + if(!nObjCount) + { + // all objects removed, scene can be removed, too + bRemoveObject = true; + } + } + else if(dynamic_cast< const E3dCompoundObject*>(pObj)) + { + E3dCompoundObject* pCompound = static_cast<E3dCompoundObject*>(pObj); + + if(!pCompound->GetSelected()) + { + bRemoveObject = true; + } + } + + if(bRemoveObject) + { + NbcRemoveObject(pObj->GetOrdNum()); + a--; + SdrObject::Free(pObj); + } + } + } +} + +E3dScene* E3dScene::CloneSdrObject(SdrModel& rTargetModel) const +{ + return CloneHelper< E3dScene >(rTargetModel); +} + +E3dScene& E3dScene::operator=(const E3dScene& rSource) +{ + if(this != &rSource) + { + // call parent + E3dObject::operator=(rSource); + + // copy child SdrObjects + if (rSource.GetSubList()) + { + CopyObjects(*rSource.GetSubList()); + + // tdf#116979: needed here, we need bSnapRectDirty to be true + // which it is after using SdrObject::operator= (see above), + // but set to false again using CopyObjects + SetRectsDirty(); + } + + // copy local data + aCamera = rSource.aCamera; + aCameraSet = rSource.aCameraSet; + static_cast<sdr::properties::E3dSceneProperties&>(GetProperties()).SetSceneItemsFromCamera(); + InvalidateBoundVolume(); + RebuildLists(); + ImpCleanup3DDepthMapper(); + GetViewContact().ActionChanged(); + } + + return *this; +} + +void E3dScene::SuspendReportingDirtyRects() +{ + E3dScene* pScene(getRootE3dSceneFromE3dObject()); + + if(nullptr != pScene) + { + pScene->mbSkipSettingDirty = true; + } +} + +void E3dScene::ResumeReportingDirtyRects() +{ + E3dScene* pScene(getRootE3dSceneFromE3dObject()); + + if(nullptr != pScene) + { + pScene->mbSkipSettingDirty = false; + } +} + +void E3dScene::SetAllSceneRectsDirty() +{ + E3dScene* pScene(getRootE3dSceneFromE3dObject()); + + if(nullptr != pScene) + { + pScene->SetRectsDirty(); + } +} + +// Rebuild Light- and label- object lists rebuild (after loading, allocation) + +void E3dScene::RebuildLists() +{ + // first delete + const SdrLayerID nCurrLayerID(GetLayer()); + SdrObjListIter a3DIterator(GetSubList(), SdrIterMode::Flat); + + // then examine all the objects in the scene + while(a3DIterator.IsMore()) + { + E3dObject* p3DObj(static_cast< E3dObject* >(a3DIterator.Next())); + p3DObj->NbcSetLayer(nCurrLayerID); + } + + ImpCleanup3DDepthMapper(); +} + +SdrObjGeoData *E3dScene::NewGeoData() const +{ + return new E3DSceneGeoData; +} + +void E3dScene::SaveGeoData(SdrObjGeoData& rGeo) const +{ + E3dObject::SaveGeoData (rGeo); + + static_cast<E3DSceneGeoData &>(rGeo).aCamera = aCamera; +} + +void E3dScene::RestGeoData(const SdrObjGeoData& rGeo) +{ + // #i94832# removed E3DModifySceneSnapRectUpdater here. + // It should not be needed, is already part of E3dObject::RestGeoData + E3dObject::RestGeoData (rGeo); + SetCamera (static_cast<const E3DSceneGeoData &>(rGeo).aCamera); +} + +// Something was changed in the style sheet, so change scene + +void E3dScene::Notify(SfxBroadcaster &rBC, const SfxHint &rHint) +{ + SetRectsDirty(); + E3dObject::Notify(rBC, rHint); +} + +void E3dScene::RotateScene (const Point& rRef, double sn, double cs) +{ + Point UpperLeft, LowerRight, Center, NewCenter; + + UpperLeft = aOutRect.TopLeft(); + LowerRight = aOutRect.BottomRight(); + + long dxOutRectHalf = labs(UpperLeft.X() - LowerRight.X()); + dxOutRectHalf /= 2; + long dyOutRectHalf = labs(UpperLeft.Y() - LowerRight.Y()); + dyOutRectHalf /= 2; + + // Only the center is moved. The corners are moved by NbcMove. For the + // rotation a cartesian coordinate system is used in which the pivot + // point is the origin, and the y-axis increases upward, the X-axis to + // the right. This must be especially noted for the Y-values. + // (When considering a flat piece of paper the Y-axis pointing downwards + Center.setX( (UpperLeft.X() + dxOutRectHalf) - rRef.X() ); + Center.setY( -((UpperLeft.Y() + dyOutRectHalf) - rRef.Y()) ); + // A few special cases has to be dealt with first (n * 90 degrees n integer) + if (sn==1.0 && cs==0.0) { // 90deg + NewCenter.setX( -Center.Y() ); + NewCenter.setY( -Center.X() ); + } else if (sn==0.0 && cs==-1.0) { // 180deg + NewCenter.setX( -Center.X() ); + NewCenter.setY( -Center.Y() ); + } else if (sn==-1.0 && cs==0.0) { // 270deg + NewCenter.setX( Center.Y() ); + NewCenter.setY( -Center.X() ); + } + else // Here it is rotated to any angle in the mathematically + // positive direction! + { // xnew = x * cos(alpha) - y * sin(alpha) + // ynew = x * sin(alpha) + y * cos(alpha) + // Bottom Right is not rotated: the pages of aOutRect must + // remain parallel to the coordinate axes. + NewCenter.setX( static_cast<long>(Center.X() * cs - Center.Y() * sn) ); + NewCenter.setY( static_cast<long>(Center.X() * sn + Center.Y() * cs) ); + } + + Size Differenz; + Point DiffPoint = NewCenter - Center; + Differenz.setWidth( DiffPoint.X() ); + Differenz.setHeight( -DiffPoint.Y() ); // Note that the Y-axis is counted ad positive downward. + NbcMove (Differenz); // Actually executes the coordinate transformation. +} + +OUString E3dScene::TakeObjNameSingul() const +{ + OUStringBuffer sName(SvxResId(STR_ObjNameSingulScene3d)); + + OUString aName(GetName()); + if (!aName.isEmpty()) + { + sName.append(' '); + sName.append('\''); + sName.append(aName); + sName.append('\''); + } + return sName.makeStringAndClear(); +} + +OUString E3dScene::TakeObjNamePlural() const +{ + return SvxResId(STR_ObjNamePluralScene3d); +} + +// The NbcRotate routine overrides the one of the SdrObject. The idea is +// to be able to rotate the scene relative to the position of the scene +// and then the objects in the scene + +void E3dScene::NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix) +{ + if(maTransformation != rMatrix) + { + // call parent + E3dObject::NbcSetTransform(rMatrix); + } +} + +void E3dScene::SetTransform(const basegfx::B3DHomMatrix& rMatrix) +{ + if(rMatrix != maTransformation) + { + // call parent + E3dObject::SetTransform(rMatrix); + } +} + +void E3dScene::NbcRotate(const Point& rRef, long nAngle, double sn, double cs) +{ + // So currently the glue points are defined relative to the scene aOutRect. + // Before turning the glue points are defined relative to the page. They + // take no part in the rotation of the scene. To ensure this, there is the + // SetGlueReallyAbsolute(sal_True); + + // So that was the scene, now the objects used in the scene + // 3D objects, if there is only one it can still have multiple surfaces but + // the surfaces do not have to be connected. This allows you to access child + // objects. So going through the entire list and rotate around the Z axis + // through the enter of aOutRect's (Steiner's theorem), so RotateZ + + RotateScene (rRef, sn, cs); // Rotates the scene + double fAngleInRad = basegfx::deg2rad(nAngle/100.0); + + basegfx::B3DHomMatrix aRotation; + aRotation.rotate(0.0, 0.0, fAngleInRad); + NbcSetTransform(aRotation * GetTransform()); + + SetRectsDirty(); // This forces a recalculation of all BoundRects + NbcRotateGluePoints(rRef,nAngle,sn,cs); // Rotate the glue points (who still + // have coordinates relative to the + // original page) + SetGlueReallyAbsolute(false); // from now they are again relative to BoundRect (that is defined as aOutRect) + SetRectsDirty(); +} + +void E3dScene::RecalcSnapRect() +{ + E3dScene* pScene(getRootE3dSceneFromE3dObject()); + + if(pScene == this) + { + // The Scene is used as a 2D-Object, take the SnapRect from the + // 2D Display settings + maSnapRect = pScene->aCamera.GetDeviceWindow(); + } + else + { + // The Scene itself is a member of another scene, get the SnapRect + // as a composite object + // call parent + E3dObject::RecalcSnapRect(); + + for(size_t a = 0; a < GetObjCount(); ++a) + { + E3dObject* pCandidate(dynamic_cast< E3dObject* >(GetObj(a))); + + if(pCandidate) + { + maSnapRect.Union(pCandidate->GetSnapRect()); + } + } + } +} + +bool E3dScene::IsBreakObjPossible() +{ + // Break scene, if all members are able to break + SdrObjListIter a3DIterator(GetSubList(), SdrIterMode::DeepWithGroups); + + while ( a3DIterator.IsMore() ) + { + E3dObject* pObj = static_cast<E3dObject*>(a3DIterator.Next()); + DBG_ASSERT(dynamic_cast< const E3dObject*>(pObj), "only 3D objects are allowed in scenes!"); + if(!pObj->IsBreakObjPossible()) + return false; + } + + return true; +} + +basegfx::B2DPolyPolygon E3dScene::TakeCreatePoly(const SdrDragStat& /*rDrag*/) const +{ + return TakeXorPoly(); +} + +bool E3dScene::BegCreate(SdrDragStat& rStat) +{ + rStat.SetOrtho4Possible(); + tools::Rectangle aRect1(rStat.GetStart(), rStat.GetNow()); + aRect1.Justify(); + rStat.SetActionRect(aRect1); + NbcSetSnapRect(aRect1); + return true; +} + +bool E3dScene::MovCreate(SdrDragStat& rStat) +{ + tools::Rectangle aRect1; + rStat.TakeCreateRect(aRect1); + aRect1.Justify(); + rStat.SetActionRect(aRect1); + NbcSetSnapRect(aRect1); + SetBoundRectDirty(); + bSnapRectDirty=true; + return true; +} + +bool E3dScene::EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd) +{ + tools::Rectangle aRect1; + rStat.TakeCreateRect(aRect1); + aRect1.Justify(); + NbcSetSnapRect(aRect1); + SetRectsDirty(); + return (eCmd==SdrCreateCmd::ForceEnd || rStat.GetPointCount()>=2); +} + +bool E3dScene::BckCreate(SdrDragStat& /*rStat*/) +{ + return false; +} + +void E3dScene::BrkCreate(SdrDragStat& /*rStat*/) +{ +} + +void E3dScene::SetSelected(bool bNew) +{ + // call parent + E3dObject::SetSelected(bNew); + + for(size_t a(0); a < GetObjCount(); a++) + { + E3dObject* pCandidate(dynamic_cast< E3dObject* >(GetObj(a))); + + if(pCandidate) + { + pCandidate->SetSelected(bNew); + } + } +} + +void E3dScene::NbcInsertObject(SdrObject* pObj, size_t nPos) +{ + // Is it even a 3D object? + if(nullptr != dynamic_cast< const E3dObject* >(pObj)) + { + // Normal 3D object, insert means call parent + SdrObjList::NbcInsertObject(pObj, nPos); + + // local needed stuff + InvalidateBoundVolume(); + StructureChanged(); + } + else + { + // No 3D object, inserted a page in place in a scene ... + getSdrObjectFromSdrObjList()->getSdrPageFromSdrObject()->InsertObject(pObj, nPos); + } +} + +void E3dScene::InsertObject(SdrObject* pObj, size_t nPos) +{ + // Is it even a 3D object? + if(nullptr != dynamic_cast< const E3dObject* >(pObj)) + { + // call parent + SdrObjList::InsertObject(pObj, nPos); + + // local needed stuff + InvalidateBoundVolume(); + StructureChanged(); + } + else + { + // No 3D object, inserted a page in place in a scene ... + getSdrObjectFromSdrObjList()->getSdrPageFromSdrObject()->InsertObject(pObj, nPos); + } +} + +SdrObject* E3dScene::NbcRemoveObject(size_t nObjNum) +{ + // call parent + SdrObject* pRetval = SdrObjList::NbcRemoveObject(nObjNum); + + InvalidateBoundVolume(); + StructureChanged(); + + return pRetval; +} + +SdrObject* E3dScene::RemoveObject(size_t nObjNum) +{ + // call parent + SdrObject* pRetval(SdrObjList::RemoveObject(nObjNum)); + + InvalidateBoundVolume(); + StructureChanged(); + + return pRetval; +} + +void E3dScene::SetRectsDirty(bool bNotMyself, bool bRecursive) +{ + // call parent + E3dObject::SetRectsDirty(bNotMyself, bRecursive); + + for(size_t a = 0; a < GetObjCount(); ++a) + { + E3dObject* pCandidate = dynamic_cast< E3dObject* >(GetObj(a)); + + if(pCandidate) + { + pCandidate->SetRectsDirty(bNotMyself, false); + } + } +} + +void E3dScene::NbcSetLayer(SdrLayerID nLayer) +{ + // call parent + E3dObject::NbcSetLayer(nLayer); + + for(size_t a = 0; a < GetObjCount(); ++a) + { + E3dObject* pCandidate = dynamic_cast< E3dObject* >(GetObj(a)); + + if(pCandidate) + { + pCandidate->NbcSetLayer(nLayer); + } + } +} + +void E3dScene::handlePageChange(SdrPage* pOldPage, SdrPage* pNewPage) +{ + if(pOldPage != pNewPage) + { + // call parent + E3dObject::handlePageChange(pOldPage, pNewPage); + + for(size_t a(0); a < GetObjCount(); a++) + { + E3dObject* pCandidate = dynamic_cast< E3dObject* >(GetObj(a)); + + if(pCandidate) + { + pCandidate->handlePageChange(pOldPage, pNewPage); + } + else + { + OSL_ENSURE(false, "E3dScene::handlePageChange invalid object list (!)"); + } + } + } +} + +SdrObjList* E3dScene::GetSubList() const +{ + return const_cast< E3dScene* >(this); +} + +basegfx::B3DRange E3dScene::RecalcBoundVolume() const +{ + basegfx::B3DRange aRetval; + const size_t nObjCnt(GetObjCount()); + + for(size_t a = 0; a < nObjCnt; ++a) + { + const E3dObject* p3DObject = dynamic_cast< const E3dObject* >(GetObj(a)); + + if(p3DObject) + { + basegfx::B3DRange aLocalRange(p3DObject->GetBoundVolume()); + aLocalRange.transform(p3DObject->GetTransform()); + aRetval.expand(aLocalRange); + } + } + + return aRetval; +} + +void E3dScene::SetTransformChanged() +{ + // call parent + E3dObject::SetTransformChanged(); + + for(size_t a = 0; a < GetObjCount(); ++a) + { + E3dObject* pCandidate = dynamic_cast< E3dObject* >(GetObj(a)); + + if(pCandidate) + { + pCandidate->SetTransformChanged(); + } + } +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |