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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-15 05:54:39 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-15 05:54:39 +0000 |
commit | 267c6f2ac71f92999e969232431ba04678e7437e (patch) | |
tree | 358c9467650e1d0a1d7227a21dac2e3d08b622b2 /include/drawinglayer/primitive2d/sceneprimitive2d.hxx | |
parent | Initial commit. (diff) | |
download | libreoffice-267c6f2ac71f92999e969232431ba04678e7437e.tar.xz libreoffice-267c6f2ac71f92999e969232431ba04678e7437e.zip |
Adding upstream version 4:24.2.0.upstream/4%24.2.0
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'include/drawinglayer/primitive2d/sceneprimitive2d.hxx')
-rw-r--r-- | include/drawinglayer/primitive2d/sceneprimitive2d.hxx | 147 |
1 files changed, 147 insertions, 0 deletions
diff --git a/include/drawinglayer/primitive2d/sceneprimitive2d.hxx b/include/drawinglayer/primitive2d/sceneprimitive2d.hxx new file mode 100644 index 0000000000..5965962a70 --- /dev/null +++ b/include/drawinglayer/primitive2d/sceneprimitive2d.hxx @@ -0,0 +1,147 @@ +/* -*- 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 . + */ + +#pragma once + +#include <drawinglayer/drawinglayerdllapi.h> + +#include <drawinglayer/primitive2d/BufferedDecompositionPrimitive2D.hxx> +#include <drawinglayer/primitive3d/baseprimitive3d.hxx> +#include <drawinglayer/geometry/viewinformation3d.hxx> +#include <basegfx/matrix/b2dhommatrix.hxx> +#include <vcl/bitmapex.hxx> +#include <drawinglayer/attribute/sdrsceneattribute3d.hxx> +#include <drawinglayer/attribute/sdrlightingattribute3d.hxx> + +namespace drawinglayer::primitive2d +{ + /** ScenePrimitive2D class + + This primitive defines a 3D scene as a 2D primitive and is the anchor point + for a 3D visualisation. The decomposition is view-dependent and will try to + re-use already rendered 3D content. + + The rendering is done using the default-3D renderer from basegfx which supports + AntiAliasing. + + The 2D primitive's geometric range is defined completely by the + ObjectTransformation combined with evtl. 2D shadows from the 3D objects. The + shadows of 3D objects are 2D polygons, projected with the 3D transformation. + + This is the class a renderer may process directly when he wants to implement + an own (e.g. system-specific) 3D renderer. + */ + class DRAWINGLAYER_DLLPUBLIC ScenePrimitive2D final : public BufferedDecompositionPrimitive2D + { + private: + /// the 3D geometry definition + primitive3d::Primitive3DContainer mxChildren3D; + + /// 3D scene attribute set + attribute::SdrSceneAttribute maSdrSceneAttribute; + + /// lighting attribute set + attribute::SdrLightingAttribute maSdrLightingAttribute; + + /// object transformation for scene for 2D definition + basegfx::B2DHomMatrix maObjectTransformation; + + /// scene transformation set and object transformation + geometry::ViewInformation3D maViewInformation3D; + + /// the primitiveSequence for on-demand created shadow primitives (see mbShadow3DChecked) + Primitive2DContainer maShadowPrimitives; + + /** flag if given 3D geometry is already checked for shadow definitions and 2d shadows + are created in maShadowPrimitives + */ + bool mbShadow3DChecked : 1; + + /// the last used NewDiscreteSize and NewUnitVisiblePart definitions for decomposition + double mfOldDiscreteSizeX; + double mfOldDiscreteSizeY; + basegfx::B2DRange maOldUnitVisiblePart; + + /** the last created BitmapEx, e.g. for fast HitTest. This does not really need + memory since BitmapEx is internally RefCounted + */ + BitmapEx maOldRenderedBitmap; + + /// private helpers + bool impGetShadow3D() const; + void calculateDiscreteSizes( + const geometry::ViewInformation2D& rViewInformation, + basegfx::B2DRange& rDiscreteRange, + basegfx::B2DRange& rVisibleDiscreteRange, + basegfx::B2DRange& rUnitVisibleRange) const; + + /// local decomposition. + virtual void create2DDecomposition(Primitive2DContainer& rContainer, const geometry::ViewInformation2D& rViewInformation) const override; + + public: + /// public helpers + /** Geometry extractor. Shadow will be added as in create2DDecomposition, but + the 3D content is not converted to a bitmap visualisation but to projected 2D geometry. This + helper is useful e.g. for Contour extraction or HitTests. + */ + Primitive2DContainer getGeometry2D() const; + Primitive2DContainer getShadow2D() const; + + /** Fast HitTest which uses the last buffered BitmapEx from the last + rendered area if available. The return value describes if the check + could be done with the current information, so do NOT use o_rResult + when it returns false. o_rResult will be changed on return true and + then contains a definitive answer if content of this scene is hit or + not. On return false, it is normally necessary to use the geometric + HitTest (see CutFindProcessor usages). The given HitPoint + has to be in logic coordinates in scene's ObjectCoordinateSystem. + */ + bool tryToCheckLastVisualisationDirectHit(const basegfx::B2DPoint& rLogicHitPoint, bool& o_rResult) const; + + /// constructor + ScenePrimitive2D( + primitive3d::Primitive3DContainer xChildren3D, + attribute::SdrSceneAttribute aSdrSceneAttribute, + attribute::SdrLightingAttribute aSdrLightingAttribute, + basegfx::B2DHomMatrix aObjectTransformation, + geometry::ViewInformation3D aViewInformation3D); + + /// data read access + const primitive3d::Primitive3DContainer& getChildren3D() const { return mxChildren3D; } + const attribute::SdrSceneAttribute& getSdrSceneAttribute() const { return maSdrSceneAttribute; } + const attribute::SdrLightingAttribute& getSdrLightingAttribute() const { return maSdrLightingAttribute; } + const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; } + const geometry::ViewInformation3D& getViewInformation3D() const { return maViewInformation3D; } + + /// compare operator + virtual bool operator==(const BasePrimitive2D& rPrimitive) const override; + + /// get range + virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const override; + + /// provide unique ID + virtual sal_uInt32 getPrimitive2DID() const override; + + /// get local decomposition. Override since this decomposition is view-dependent + virtual void get2DDecomposition(Primitive2DDecompositionVisitor& rVisitor, const geometry::ViewInformation2D& rViewInformation) const override; + }; +} // end of namespace drawinglayer::primitive2d + + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |