/* -*- 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 #include #include #include #include #include #include #include #include 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: */