1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
|
/* -*- 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 <processor3d/shadow3dextractor.hxx>
#include <primitive3d/shadowprimitive3d.hxx>
#include <drawinglayer/primitive2d/shadowprimitive2d.hxx>
#include <drawinglayer/primitive2d/unifiedtransparenceprimitive2d.hxx>
#include <drawinglayer/primitive3d/transformprimitive3d.hxx>
#include <drawinglayer/primitive3d/polygonprimitive3d.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
#include <drawinglayer/primitive3d/polypolygonprimitive3d.hxx>
#include <basegfx/polygon/b2dpolypolygontools.hxx>
#include <drawinglayer/primitive2d/PolyPolygonColorPrimitive2D.hxx>
#include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
using namespace com::sun::star;
namespace drawinglayer::processor3d
{
// as tooling, the process() implementation takes over API handling and calls this
// virtual render method when the primitive implementation is BasePrimitive3D-based.
void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate)
{
// it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
switch(rCandidate.getPrimitive3DID())
{
case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D :
{
// shadow3d object. Call recursive with content and start conversion
const primitive3d::ShadowPrimitive3D& rPrimitive = static_cast< const primitive3d::ShadowPrimitive3D& >(rCandidate);
// set new target
primitive2d::Primitive2DContainer aNewSubList;
primitive2d::Primitive2DContainer* pLastTargetSequence = mpPrimitive2DSequence;
mpPrimitive2DSequence = &aNewSubList;
// activate convert
const bool bLastConvert(mbConvert);
mbConvert = true;
// set projection flag
const bool bLastUseProjection(mbUseProjection);
mbUseProjection = rPrimitive.getShadow3D();
// process content
process(rPrimitive.getChildren());
// restore values
mbUseProjection = bLastUseProjection;
mbConvert = bLastConvert;
mpPrimitive2DSequence = pLastTargetSequence;
// create 2d shadow primitive with result. This also fetches all entries
// from aNewSubList, so there is no need to delete them
primitive2d::BasePrimitive2D* pNew = new primitive2d::ShadowPrimitive2D(
rPrimitive.getShadowTransform(),
rPrimitive.getShadowColor(),
aNewSubList);
if(basegfx::fTools::more(rPrimitive.getShadowTransparence(), 0.0))
{
// create simpleTransparencePrimitive, add created primitives
const primitive2d::Primitive2DReference xRef(pNew);
const primitive2d::Primitive2DContainer aNewTransPrimitiveVector { xRef };
pNew = new primitive2d::UnifiedTransparencePrimitive2D(
aNewTransPrimitiveVector,
rPrimitive.getShadowTransparence());
}
mpPrimitive2DSequence->push_back(pNew);
break;
}
case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D :
{
// transform group. Remember current transformations
const primitive3d::TransformPrimitive3D& rPrimitive = static_cast< const primitive3d::TransformPrimitive3D& >(rCandidate);
const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D());
// create new transformation; add new object transform from right side
const geometry::ViewInformation3D aNewViewInformation3D(
aLastViewInformation3D.getObjectTransformation() * rPrimitive.getTransformation(),
aLastViewInformation3D.getOrientation(),
aLastViewInformation3D.getProjection(),
aLastViewInformation3D.getDeviceToView(),
aLastViewInformation3D.getViewTime(),
aLastViewInformation3D.getExtendedInformationSequence());
updateViewInformation(aNewViewInformation3D);
if(mbShadowProjectionIsValid)
{
// update buffered WorldToEye and EyeToView
maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
}
// let break down
process(rPrimitive.getChildren());
// restore transformations
updateViewInformation(aLastViewInformation3D);
if(mbShadowProjectionIsValid)
{
// update buffered WorldToEye and EyeToView
maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
}
break;
}
case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D :
{
// PolygonHairlinePrimitive3D
if(mbConvert)
{
const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rCandidate);
basegfx::B2DPolygon a2DHairline;
if(mbUseProjection)
{
if(mbShadowProjectionIsValid)
{
a2DHairline = impDoShadowProjection(rPrimitive.getB3DPolygon());
}
}
else
{
a2DHairline = basegfx::utils::createB2DPolygonFromB3DPolygon(rPrimitive.getB3DPolygon(), getViewInformation3D().getObjectToView());
}
if(a2DHairline.count())
{
a2DHairline.transform(getObjectTransformation());
mpPrimitive2DSequence->push_back(
new primitive2d::PolygonHairlinePrimitive2D(
a2DHairline,
basegfx::BColor()));
}
}
break;
}
case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D :
{
// PolyPolygonMaterialPrimitive3D
if(mbConvert)
{
const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rCandidate);
basegfx::B2DPolyPolygon a2DFill;
if(mbUseProjection)
{
if(mbShadowProjectionIsValid)
{
a2DFill = impDoShadowProjection(rPrimitive.getB3DPolyPolygon());
}
}
else
{
a2DFill = basegfx::utils::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive.getB3DPolyPolygon(), getViewInformation3D().getObjectToView());
}
if(a2DFill.count())
{
a2DFill.transform(getObjectTransformation());
mpPrimitive2DSequence->push_back(
new primitive2d::PolyPolygonColorPrimitive2D(
a2DFill,
basegfx::BColor()));
}
}
break;
}
default :
{
// process recursively
process(rCandidate.get3DDecomposition(getViewInformation3D()));
break;
}
}
}
Shadow3DExtractingProcessor::Shadow3DExtractingProcessor(
const geometry::ViewInformation3D& rViewInformation,
const basegfx::B2DHomMatrix& rObjectTransformation,
const basegfx::B3DVector& rLightNormal,
double fShadowSlant,
const basegfx::B3DRange& rContained3DRange)
: BaseProcessor3D(rViewInformation),
maPrimitive2DSequence(),
mpPrimitive2DSequence(&maPrimitive2DSequence),
maObjectTransformation(rObjectTransformation),
maWorldToEye(),
maEyeToView(),
maLightNormal(rLightNormal),
maShadowPlaneNormal(),
maPlanePoint(),
mfLightPlaneScalar(0.0),
mbShadowProjectionIsValid(false),
mbConvert(false),
mbUseProjection(false)
{
// normalize light normal, get and normalize shadow plane normal and calculate scalar from it
maLightNormal.normalize();
maShadowPlaneNormal = basegfx::B3DVector(0.0, sin(fShadowSlant), cos(fShadowSlant));
maShadowPlaneNormal.normalize();
mfLightPlaneScalar = maLightNormal.scalar(maShadowPlaneNormal);
// use only when scalar is > 0.0, so the light is in front of the object
if(!basegfx::fTools::more(mfLightPlaneScalar, 0.0))
return;
// prepare buffered WorldToEye and EyeToView
maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
// calculate range to get front edge around which to rotate the shadow's projection
basegfx::B3DRange aContained3DRange(rContained3DRange);
aContained3DRange.transform(getWorldToEye());
maPlanePoint.setX(maShadowPlaneNormal.getX() < 0.0 ? aContained3DRange.getMinX() : aContained3DRange.getMaxX());
maPlanePoint.setY(maShadowPlaneNormal.getY() > 0.0 ? aContained3DRange.getMinY() : aContained3DRange.getMaxY());
maPlanePoint.setZ(aContained3DRange.getMinZ() - (aContained3DRange.getDepth() / 8.0));
// set flag that shadow projection is prepared and allowed
mbShadowProjectionIsValid = true;
}
Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor()
{
OSL_ENSURE(maPrimitive2DSequence.empty(),
"OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)");
}
basegfx::B2DPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon& rSource)
{
basegfx::B2DPolygon aRetval;
for(sal_uInt32 a(0); a < rSource.count(); a++)
{
// get point, transform to eye coordinate system
basegfx::B3DPoint aCandidate(rSource.getB3DPoint(a));
aCandidate *= getWorldToEye();
// we are in eye coordinates
// ray is (aCandidate + fCut * maLightNormal)
// plane is (maPlanePoint, maShadowPlaneNormal)
// maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0
// get cut point of ray with shadow plane
const double fCut(basegfx::B3DVector(maPlanePoint - aCandidate).scalar(maShadowPlaneNormal) / mfLightPlaneScalar);
aCandidate += maLightNormal * fCut;
// transform to view, use 2d coordinates
aCandidate *= maEyeToView;
aRetval.append(basegfx::B2DPoint(aCandidate.getX(), aCandidate.getY()));
}
// copy closed flag
aRetval.setClosed(rSource.isClosed());
return aRetval;
}
basegfx::B2DPolyPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource)
{
basegfx::B2DPolyPolygon aRetval;
for(sal_uInt32 a(0); a < rSource.count(); a++)
{
aRetval.append(impDoShadowProjection(rSource.getB3DPolygon(a)));
}
return aRetval;
}
const primitive2d::Primitive2DContainer& Shadow3DExtractingProcessor::getPrimitive2DSequence() const
{
return maPrimitive2DSequence;
}
} // end of namespace
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
|