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+/* -*- 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 "EnhancedCustomShape3d.hxx"
+#include <o3tl/unit_conversion.hxx>
+#include <svx/deflt3d.hxx>
+#include <svx/svdmodel.hxx>
+#include <tools/poly.hxx>
+#include <svx/svditer.hxx>
+#include <svx/svdobj.hxx>
+#include <svx/svdoashp.hxx>
+#include <svl/itemset.hxx>
+#include <svl/whiter.hxx>
+#include <svx/xfillit0.hxx>
+#include <svx/xlineit0.hxx>
+#include <svx/xsflclit.hxx>
+#include <svx/xbtmpit.hxx>
+#include <svx/xflclit.hxx>
+#include <svx/svdopath.hxx>
+#include <svx/svddef.hxx>
+#include <svx/svx3ditems.hxx>
+#include <extrud3d.hxx>
+#include <svx/xflbmtit.hxx>
+#include <svx/xlnclit.hxx>
+#include <svx/sdasitm.hxx>
+#include <svx/scene3d.hxx>
+#include <com/sun/star/drawing/Position3D.hpp>
+#include <com/sun/star/drawing/Direction3D.hpp>
+#include <com/sun/star/drawing/NormalsKind.hpp>
+#include <com/sun/star/drawing/ShadeMode.hpp>
+#include <svx/sdr/properties/properties.hxx>
+#include <com/sun/star/drawing/EnhancedCustomShapeParameterPair.hpp>
+#include <com/sun/star/drawing/EnhancedCustomShapeMetalType.hpp>
+#include <com/sun/star/drawing/ProjectionMode.hpp>
+#include <basegfx/color/bcolor.hxx>
+#include <basegfx/polygon/b2dpolypolygontools.hxx>
+#include <basegfx/polygon/b3dpolygon.hxx>
+#include <basegfx/range/b2drange.hxx>
+#include <sdr/primitive2d/sdrattributecreator.hxx>
+#include <drawinglayer/attribute/sdrlineattribute.hxx>
+#include <drawinglayer/attribute/sdrlinestartendattribute.hxx>
+#include <svx/xlnwtit.hxx>
+#include <svx/xlntrit.hxx>
+#include <svx/xfltrit.hxx>
+#include <unotools/configmgr.hxx>
+
+using namespace com::sun::star;
+using namespace com::sun::star::uno;
+
+namespace {
+
+void GetOrigin( const SdrCustomShapeGeometryItem& rItem, double& rOriginX, double& rOriginY )
+{
+ css::drawing::EnhancedCustomShapeParameterPair aOriginParaPair;
+ const Any* pAny = rItem.GetPropertyValueByName( "Extrusion", "Origin" );
+ if ( ! ( pAny && ( *pAny >>= aOriginParaPair ) && ( aOriginParaPair.First.Value >>= rOriginX ) && ( aOriginParaPair.Second.Value >>= rOriginY ) ) )
+ {
+ rOriginX = 0.50;
+ rOriginY =-0.50;
+ }
+}
+
+void GetRotateAngle( const SdrCustomShapeGeometryItem& rItem, double& rAngleX, double& rAngleY )
+{
+ css::drawing::EnhancedCustomShapeParameterPair aRotateAngleParaPair;
+ const Any* pAny = rItem.GetPropertyValueByName( "Extrusion", "RotateAngle" );
+ if ( ! ( pAny && ( *pAny >>= aRotateAngleParaPair ) && ( aRotateAngleParaPair.First.Value >>= rAngleX ) && ( aRotateAngleParaPair.Second.Value >>= rAngleY ) ) )
+ {
+ rAngleX = 0.0;
+ rAngleY = 0.0;
+ }
+ rAngleX = basegfx::deg2rad(rAngleX);
+ rAngleY = basegfx::deg2rad(rAngleY);
+}
+
+void GetSkew( const SdrCustomShapeGeometryItem& rItem, double& rSkewAmount, double& rSkewAngle )
+{
+ css::drawing::EnhancedCustomShapeParameterPair aSkewParaPair;
+ const Any* pAny = rItem.GetPropertyValueByName( "Extrusion", "Skew" );
+ if ( ! ( pAny && ( *pAny >>= aSkewParaPair ) && ( aSkewParaPair.First.Value >>= rSkewAmount ) && ( aSkewParaPair.Second.Value >>= rSkewAngle ) ) )
+ {
+ rSkewAmount = 50;
+ // ODF default is 45, but older ODF documents expect -135 as default. For intermediate
+ // solution see tdf#141301 and tdf#141127.
+ // MS Office default -135 is set in msdffimp.cxx to make import independent from setting here.
+ rSkewAngle = -135;
+ }
+ rSkewAngle = basegfx::deg2rad(rSkewAngle);
+}
+
+void GetExtrusionDepth( const SdrCustomShapeGeometryItem& rItem, const double* pMap, double& rBackwardDepth, double& rForwardDepth )
+{
+ css::drawing::EnhancedCustomShapeParameterPair aDepthParaPair;
+ double fDepth = 0, fFraction = 0;
+ const Any* pAny = rItem.GetPropertyValueByName( "Extrusion", "Depth" );
+ if ( pAny && ( *pAny >>= aDepthParaPair ) && ( aDepthParaPair.First.Value >>= fDepth ) && ( aDepthParaPair.Second.Value >>= fFraction ) )
+ {
+ rForwardDepth = fDepth * fFraction;
+ rBackwardDepth = fDepth - rForwardDepth;
+ }
+ else
+ {
+ rBackwardDepth = 1270;
+ rForwardDepth = 0;
+ }
+ if ( pMap )
+ {
+ double fMap = *pMap;
+ rBackwardDepth *= fMap;
+ rForwardDepth *= fMap;
+ }
+}
+
+double GetDouble( const SdrCustomShapeGeometryItem& rItem, const OUString& rPropertyName, double fDefault )
+{
+ double fRetValue = fDefault;
+ const Any* pAny = rItem.GetPropertyValueByName( "Extrusion", rPropertyName );
+ if ( pAny )
+ *pAny >>= fRetValue;
+ return fRetValue;
+}
+
+drawing::ShadeMode GetShadeMode( const SdrCustomShapeGeometryItem& rItem, const drawing::ShadeMode eDefault )
+{
+ drawing::ShadeMode eRet( eDefault );
+ const Any* pAny = rItem.GetPropertyValueByName( "Extrusion", "ShadeMode" );
+ if ( pAny )
+ {
+ if (!(*pAny >>= eRet))
+ {
+ sal_Int32 nEnum = 0;
+ if(*pAny >>= nEnum)
+ {
+ eRet = static_cast<drawing::ShadeMode>(nEnum);
+ }
+ }
+ }
+ return eRet;
+}
+
+bool GetBool( const SdrCustomShapeGeometryItem& rItem, const OUString& rPropertyName, const bool bDefault )
+{
+ bool bRetValue = bDefault;
+ const Any* pAny = rItem.GetPropertyValueByName( "Extrusion", rPropertyName );
+ if ( pAny )
+ *pAny >>= bRetValue;
+ return bRetValue;
+}
+
+drawing::Position3D GetPosition3D( const SdrCustomShapeGeometryItem& rItem, const OUString& rPropertyName,
+ const drawing::Position3D& rDefault, const double* pMap )
+{
+ drawing::Position3D aRetValue( rDefault );
+ const Any* pAny = rItem.GetPropertyValueByName( "Extrusion", rPropertyName );
+ if ( pAny )
+ *pAny >>= aRetValue;
+ if ( pMap )
+ {
+ aRetValue.PositionX *= *pMap;
+ aRetValue.PositionY *= *pMap;
+ aRetValue.PositionZ *= *pMap;
+ }
+ return aRetValue;
+}
+
+drawing::Direction3D GetDirection3D( const SdrCustomShapeGeometryItem& rItem, const OUString& rPropertyName, const drawing::Direction3D& rDefault )
+{
+ drawing::Direction3D aRetValue( rDefault );
+ const Any* pAny = rItem.GetPropertyValueByName( "Extrusion", rPropertyName );
+ if ( pAny )
+ *pAny >>= aRetValue;
+ return aRetValue;
+}
+
+sal_Int16 GetMetalType(const SdrCustomShapeGeometryItem& rItem, const sal_Int16 eDefault)
+{
+ sal_Int16 aRetValue(eDefault);
+ const Any* pAny = rItem.GetPropertyValueByName("Extrusion", "MetalType");
+ if (pAny)
+ *pAny >>= aRetValue;
+ return aRetValue;
+}
+
+// Calculates the light directions for the additional lights, which are used to emulate soft
+// lights of MS Office. Method needs to be documented in the Wiki
+// https://wiki.documentfoundation.org/Development/ODF_Implementer_Notes in part
+// List_of_LibreOffice_ODF_implementation-defined_items
+// The method expects vector rLight to be normalized and results normalized vectors.
+void lcl_SoftLightsDirection(const basegfx::B3DVector& rLight, basegfx::B3DVector& rSoftUp,
+ basegfx::B3DVector& rSoftDown, basegfx::B3DVector& rSoftRight,
+ basegfx::B3DVector& rSoftLeft)
+{
+ constexpr double fAngle = basegfx::deg2rad(60); // angle between regular light and soft light
+
+ // We first create directions around (0|0|1) and then rotate them to the light position.
+ rSoftUp = basegfx::B3DVector(0.0, sin(fAngle), cos(fAngle));
+ rSoftDown = basegfx::B3DVector(0.0, -sin(fAngle), cos(fAngle));
+ rSoftRight = basegfx::B3DVector(sin(fAngle), 0.0, cos(fAngle));
+ rSoftLeft = basegfx::B3DVector(-sin(fAngle), 0.0, cos(fAngle));
+
+ basegfx::B3DHomMatrix aRotateMat;
+ aRotateMat.rotate(0.0, 0.0, M_PI_4);
+ if (rLight.getX() == 0.0 && rLight.getZ() == 0.0)
+ {
+ // Special case with light from top or bottom
+ if (rLight.getY() >= 0.0)
+ aRotateMat.rotate(-M_PI_2, 0.0, 0.0);
+ else
+ aRotateMat.rotate(M_PI_2, 0.0, 0.0);
+ }
+ else
+ {
+ // Azimuth from z-axis to x-axis. (0|0|1) to (1|0|0) is 90deg.
+ double fAzimuth = atan2(rLight.getX(), rLight.getZ());
+ // Elevation from xz-plane to y-axis. (0|0|1) to (0|1|0) is 90deg.
+ double fElevation = atan2(rLight.getY(), std::hypot(rLight.getX(), rLight.getZ()));
+ aRotateMat.rotate(-fElevation, fAzimuth, 0.0);
+ }
+
+ rSoftUp = aRotateMat * rSoftUp;
+ rSoftDown = aRotateMat * rSoftDown;
+ rSoftRight = aRotateMat * rSoftRight;
+ rSoftLeft = aRotateMat * rSoftLeft;
+}
+}
+
+rtl::Reference<SdrObject> EnhancedCustomShape3d::Create3DObject(
+ const SdrObject* pShape2d,
+ const SdrObjCustomShape& rSdrObjCustomShape)
+{
+ rtl::Reference<SdrObject> pRet;
+ const SdrCustomShapeGeometryItem& rGeometryItem(rSdrObjCustomShape.GetMergedItem(SDRATTR_CUSTOMSHAPE_GEOMETRY));
+ double fMap(1.0), *pMap = nullptr;
+
+ if ( rSdrObjCustomShape.getSdrModelFromSdrObject().GetScaleUnit() != MapUnit::Map100thMM )
+ {
+ DBG_ASSERT( rSdrObjCustomShape.getSdrModelFromSdrObject().GetScaleUnit() == MapUnit::MapTwip, "EnhancedCustomShape3d::Current MapMode is Unsupported" );
+ // But we could use MapToO3tlUnit from <tools/UnitConversion> ... ?
+ fMap *= o3tl::convert(1.0, o3tl::Length::mm100, o3tl::Length::twip);
+ pMap = &fMap;
+ }
+
+ if ( GetBool( rGeometryItem, "Extrusion", false ) )
+ {
+ bool bIsMirroredX(rSdrObjCustomShape.IsMirroredX());
+ bool bIsMirroredY(rSdrObjCustomShape.IsMirroredY());
+ tools::Rectangle aSnapRect(rSdrObjCustomShape.GetLogicRect());
+ Degree100 nObjectRotation(rSdrObjCustomShape.GetRotateAngle());
+ if ( nObjectRotation )
+ {
+ double a = toRadians(36000_deg100 - nObjectRotation);
+ tools::Long dx = aSnapRect.Right() - aSnapRect.Left();
+ tools::Long dy = aSnapRect.Bottom()- aSnapRect.Top();
+ Point aP( aSnapRect.TopLeft() );
+ RotatePoint( aP, rSdrObjCustomShape.GetSnapRect().Center(), sin( a ), cos( a ) );
+ aSnapRect.SetLeft( aP.X() );
+ aSnapRect.SetTop( aP.Y() );
+ aSnapRect.SetRight( aSnapRect.Left() + dx );
+ aSnapRect.SetBottom( aSnapRect.Top() + dy );
+ }
+ Point aCenter( aSnapRect.Center() );
+
+ SfxItemSet aSet( rSdrObjCustomShape.GetMergedItemSet() );
+
+ // tdf#146360 If the ItemSet of the source SdrObject has a parent
+ // (which means it has a StyleSheet), we need to do some old-style
+ // 'BurnInStyleSheetAttributes' action.
+ // That means to set all Items which are set in the StyleSheet
+ // directly in the ItemSet.
+ // This is okay here since the 3D SdrObjects created are
+ // placeholders that get rendered, but never reach the
+ // surface/the user. If attributes for the source SdrObject
+ // change, these will be recreated.
+ // The problem is that while "aSet" still has a ptr to the style's
+ // ItemSet, this gets lost at the ItemSet of the SdrObject when
+ // an ItemSet gets set at the 3D SdrObject, like in diverse
+ // SetMergedItemSet calls below. This leads to fetching the wrong
+ // (default) FillBitmap in the calls p3DObj->GetMergedItem below
+ // (which is 32x32 white, that's what you see without the fix).
+ // This could also be fixed (tried it) by either
+ // - using rSdrObjCustomShape.GetMergedItem
+ // - setting the StyleSheet at 3D SdrObjects ASAP (done at caller)
+ // but both solutions contain the risk to not find all places, so
+ // it's just more safe to merge the StyleSheet attributes to the
+ // ItemSet used for the whole creation.
+ if(nullptr != aSet.GetParent())
+ {
+ SfxWhichIter aIter(aSet);
+ sal_uInt16 nWhich(aIter.FirstWhich());
+ const SfxPoolItem *pItem(nullptr);
+
+ while(nWhich)
+ {
+ // this may look at 1st look like doing nothing, but it converts
+ // items set in parent/style to SfxItemState::SET items in the
+ // ItemSet (see AttributeProperties::ForceStyleToHardAttributes())
+ if(SfxItemState::SET == aSet.GetItemState(nWhich, true, &pItem))
+ {
+ aSet.Put(*pItem);
+ }
+
+ nWhich = aIter.NextWhich();
+ }
+
+ aSet.SetParent(nullptr);
+ }
+
+ //SJ: vertical writing is not required, by removing this item no outliner is created
+ aSet.ClearItem( SDRATTR_TEXTDIRECTION );
+
+ // #i105323# For 3D AutoShapes, the shadow attribute has to be applied to each
+ // created visualisation helper model shape individually. The shadow itself
+ // will then be rendered from the 3D renderer correctly for the whole 3D scene
+ // (and thus behind all objects of which the visualisation may be built). So,
+ // do NOT remove it from the ItemSet here.
+ // aSet.ClearItem(SDRATTR_SHADOW);
+
+ std::vector< E3dCompoundObject* > aPlaceholderObjectList;
+
+ double fExtrusionBackward, fExtrusionForward;
+ GetExtrusionDepth( rGeometryItem, pMap, fExtrusionBackward, fExtrusionForward );
+ double fDepth = fExtrusionBackward + fExtrusionForward;
+ if ( fDepth < 1.0 )
+ fDepth = 1.0;
+
+ drawing::ProjectionMode eProjectionMode( drawing::ProjectionMode_PARALLEL );
+ const Any* pAny = rGeometryItem.GetPropertyValueByName( "Extrusion", "ProjectionMode" );
+ if (pAny)
+ {
+ if(!(*pAny >>= eProjectionMode))
+ {
+ sal_Int32 nEnum = 0;
+ if(*pAny >>= nEnum)
+ {
+ eProjectionMode = static_cast<drawing::ProjectionMode>(nEnum);
+ }
+ }
+ }
+ // pShape2d Convert in scenes which include 3D Objects
+ E3dDefaultAttributes a3DDefaultAttr;
+ a3DDefaultAttr.SetDefaultLatheCharacterMode( true );
+ a3DDefaultAttr.SetDefaultExtrudeCharacterMode( true );
+
+ rtl::Reference<E3dScene> pScene = new E3dScene(rSdrObjCustomShape.getSdrModelFromSdrObject());
+
+ bool bSceneHasObjects ( false );
+ bool bUseTwoFillStyles( false );
+
+ drawing::ShadeMode eShadeMode( GetShadeMode( rGeometryItem, drawing::ShadeMode_FLAT ) );
+ bool bUseExtrusionColor = GetBool( rGeometryItem, "Color", false );
+
+ drawing::FillStyle eFillStyle( aSet.Get(XATTR_FILLSTYLE).GetValue() );
+ pScene->GetProperties().SetObjectItem( Svx3DShadeModeItem(static_cast<sal_uInt16>(eShadeMode)));
+ aSet.Put( makeSvx3DPercentDiagonalItem( 0 ) );
+ aSet.Put( Svx3DTextureModeItem( 1 ) );
+ // SPECIFIC needed for ShadeMode_SMOOTH and ShadeMode_PHONG, otherwise FLAT is faster.
+ if (eShadeMode == drawing::ShadeMode_SMOOTH || eShadeMode == drawing::ShadeMode_PHONG)
+ aSet.Put( Svx3DNormalsKindItem(static_cast<sal_uInt16>(drawing::NormalsKind_SPECIFIC)));
+ else
+ aSet.Put( Svx3DNormalsKindItem(static_cast<sal_uInt16>(drawing::NormalsKind_FLAT)));
+
+ if ( eShadeMode == drawing::ShadeMode_DRAFT )
+ {
+ aSet.Put( XLineStyleItem( drawing::LineStyle_SOLID ) );
+ aSet.Put( XFillStyleItem ( drawing::FillStyle_NONE ) );
+ aSet.Put( makeSvx3DDoubleSidedItem( true ) );
+ }
+ else
+ {
+ aSet.Put( XLineStyleItem( drawing::LineStyle_NONE ) );
+ if ( eFillStyle == drawing::FillStyle_NONE )
+ aSet.Put( XFillStyleItem( drawing::FillStyle_SOLID ) );
+ else if ( ( eFillStyle == drawing::FillStyle_BITMAP ) || ( eFillStyle == drawing::FillStyle_GRADIENT ) || bUseExtrusionColor )
+ bUseTwoFillStyles = true;
+
+ // If shapes are mirrored once (mirroring two times correct geometry again)
+ // double-sided at the object and two-sided-lighting at the scene need to be set.
+
+ // #i122777# Also use double sided for two fill styles since there several 3d objects get
+ // created with a depth of 0; one of them is the backside which needs double-sided to
+ // get visible
+ if(bUseTwoFillStyles || (bIsMirroredX && !bIsMirroredY) || (!bIsMirroredX && bIsMirroredY))
+ {
+ aSet.Put( makeSvx3DDoubleSidedItem( true ) );
+ pScene->GetProperties().SetObjectItem( makeSvx3DTwoSidedLightingItem( true ) );
+ }
+ }
+
+ tools::Rectangle aBoundRect2d;
+ basegfx::B2DPolyPolygon aTotalPolyPoly;
+ SdrObjListIter aIter( *pShape2d, SdrIterMode::DeepNoGroups );
+ const bool bMultipleSubObjects(aIter.Count() > 1);
+ const bool bFuzzing(utl::ConfigManager::IsFuzzing());
+
+ while( aIter.IsMore() )
+ {
+ const SdrObject* pNext = aIter.Next();
+ bool bIsPlaceholderObject = (pNext->GetMergedItem( XATTR_FILLSTYLE ).GetValue() == drawing::FillStyle_NONE )
+ && (pNext->GetMergedItem( XATTR_LINESTYLE ).GetValue() == drawing::LineStyle_NONE );
+ basegfx::B2DPolyPolygon aPolyPoly;
+ SfxItemSet aLocalSet(aSet);
+ drawing::FillStyle aLocalFillStyle(eFillStyle);
+
+ if ( auto pPathObj = dynamic_cast<const SdrPathObj*>(pNext) )
+ {
+ const SfxItemSet& rSet = pNext->GetMergedItemSet();
+ bool bNeedToConvertToContour(false);
+
+ // do conversion only for single line objects; for all others a fill and a
+ // line object get created. When we have fill, we want no line. That line has
+ // always been there, but since it was never converted to contour, it kept
+ // invisible (all this 'hidden' logic should be migrated to primitives).
+ if(!bMultipleSubObjects)
+ {
+ const drawing::FillStyle eStyle(rSet.Get(XATTR_FILLSTYLE).GetValue());
+
+ if(drawing::FillStyle_NONE == eStyle)
+ {
+ const drawinglayer::attribute::SdrLineAttribute aLine(
+ drawinglayer::primitive2d::createNewSdrLineAttribute(rSet));
+
+ bNeedToConvertToContour = (0.0 < aLine.getWidth() || 0.0 != aLine.getFullDotDashLen());
+
+ if(!bNeedToConvertToContour && !aLine.isDefault())
+ {
+ const drawinglayer::attribute::SdrLineStartEndAttribute aLineStartEnd(
+ drawinglayer::primitive2d::createNewSdrLineStartEndAttribute(rSet, aLine.getWidth()));
+
+ if((aLineStartEnd.getStartWidth() && aLineStartEnd.isStartActive())
+ || (aLineStartEnd.getEndWidth() && aLineStartEnd.isEndActive()))
+ {
+ bNeedToConvertToContour = true;
+ }
+ }
+ }
+ }
+
+ if (bNeedToConvertToContour && !bFuzzing)
+ {
+ rtl::Reference<SdrObject> pNewObj = pNext->ConvertToContourObj(const_cast< SdrObject* >(pNext));
+ SdrPathObj* pNewPathObj = dynamic_cast< SdrPathObj* >(pNewObj.get());
+
+ if(pNewPathObj)
+ {
+ aPolyPoly = pNewPathObj->GetPathPoly();
+
+ if(aPolyPoly.isClosed())
+ {
+ // correct item properties from line to fill style
+ if(eShadeMode == drawing::ShadeMode_DRAFT)
+ {
+ // for draft, create wireframe with fixed line width
+ aLocalSet.Put(XLineStyleItem(drawing::LineStyle_SOLID));
+ aLocalSet.Put(XLineWidthItem(40));
+ aLocalFillStyle = drawing::FillStyle_NONE;
+ }
+ else
+ {
+ // switch from line to fill, copy line attr to fill attr (color, transparence)
+ aLocalSet.Put(XLineWidthItem(0));
+ aLocalSet.Put(XLineStyleItem(drawing::LineStyle_NONE));
+ aLocalSet.Put(XFillColorItem(OUString(), aLocalSet.Get(XATTR_LINECOLOR).GetColorValue()));
+ aLocalSet.Put(XFillStyleItem(drawing::FillStyle_SOLID));
+ aLocalSet.Put(XFillTransparenceItem(aLocalSet.Get(XATTR_LINETRANSPARENCE).GetValue()));
+ aLocalFillStyle = drawing::FillStyle_SOLID;
+ }
+ }
+ else
+ {
+ // correct item properties to hairlines
+ aLocalSet.Put(XLineWidthItem(0));
+ aLocalSet.Put(XLineStyleItem(drawing::LineStyle_SOLID));
+ }
+ }
+ }
+ else
+ {
+ aPolyPoly = pPathObj->GetPathPoly();
+ }
+ }
+ else
+ {
+ rtl::Reference<SdrObject> pNewObj = pNext->ConvertToPolyObj( false, false );
+ SdrPathObj* pPath = dynamic_cast<SdrPathObj*>( pNewObj.get() );
+ if ( pPath )
+ aPolyPoly = pPath->GetPathPoly();
+ }
+
+ if( aPolyPoly.count() )
+ {
+ if(aPolyPoly.areControlPointsUsed())
+ {
+ aPolyPoly = basegfx::utils::adaptiveSubdivideByAngle(aPolyPoly);
+ }
+
+ const basegfx::B2DRange aTempRange(basegfx::utils::getRange(aPolyPoly));
+ const tools::Rectangle aBoundRect(basegfx::fround(aTempRange.getMinX()), basegfx::fround(aTempRange.getMinY()), basegfx::fround(aTempRange.getMaxX()), basegfx::fround(aTempRange.getMaxY()));
+ aTotalPolyPoly.append(aPolyPoly);
+ aBoundRect2d.Union( aBoundRect );
+
+ // #i122777# depth 0 is okay for planes when using double-sided
+ rtl::Reference<E3dCompoundObject> p3DObj = new E3dExtrudeObj(
+ rSdrObjCustomShape.getSdrModelFromSdrObject(),
+ a3DDefaultAttr,
+ aPolyPoly,
+ bUseTwoFillStyles ? 0 : fDepth );
+
+ p3DObj->NbcSetLayer( pShape2d->GetLayer() );
+ p3DObj->SetMergedItemSet( aLocalSet );
+
+ if ( bIsPlaceholderObject )
+ aPlaceholderObjectList.push_back( p3DObj.get() );
+ else if ( bUseTwoFillStyles )
+ {
+ BitmapEx aFillBmp;
+ bool bFillBmpTile = p3DObj->GetMergedItem( XATTR_FILLBMP_TILE ).GetValue();
+ if ( bFillBmpTile )
+ {
+ const XFillBitmapItem& rBmpItm = p3DObj->GetMergedItem(XATTR_FILLBITMAP);
+ aFillBmp = rBmpItm.GetGraphicObject().GetGraphic().GetBitmapEx();
+
+ // #i122777# old adaptation of FillStyle bitmap size to 5-times the original size; this is not needed
+ // anymore and was used in old times to male the fill look better when converting to 3D. Removed
+ // from regular 3D objects for some time, also needs to be removed from CustomShapes
+
+ //Size aLogicalSize = aFillBmp.GetPrefSize();
+ //if ( aFillBmp.GetPrefMapMode() == MapUnit::MapPixel )
+ // aLogicalSize = Application::GetDefaultDevice()->PixelToLogic( aLogicalSize, MapUnit::Map100thMM );
+ //else
+ // aLogicalSize = OutputDevice::LogicToLogic( aLogicalSize, aFillBmp.GetPrefMapMode(), MapUnit::Map100thMM );
+ //aLogicalSize.Width() *= 5; ;// :-( nice scaling, look at engine3d/obj3d.cxx
+ //aLogicalSize.Height() *= 5;
+ //aFillBmp.SetPrefSize( aLogicalSize );
+ //aFillBmp.SetPrefMapMode( MapUnit::Map100thMM );
+ //p3DObj->SetMergedItem(XFillBitmapItem(String(), Graphic(aFillBmp)));
+ }
+ else
+ {
+ if ( aSnapRect != aBoundRect && aSnapRect.GetWidth() > 0 && aSnapRect.GetHeight() > 0)
+ {
+ const XFillBitmapItem& rBmpItm = p3DObj->GetMergedItem(XATTR_FILLBITMAP);
+ aFillBmp = rBmpItm.GetGraphicObject().GetGraphic().GetBitmapEx();
+ Size aBmpSize( aFillBmp.GetSizePixel() );
+ double fXScale = static_cast<double>(aBoundRect.GetWidth()) / static_cast<double>(aSnapRect.GetWidth());
+ double fYScale = static_cast<double>(aBoundRect.GetHeight()) / static_cast<double>(aSnapRect.GetHeight());
+
+ Point aPt( static_cast<sal_Int32>( static_cast<double>( aBoundRect.Left() - aSnapRect.Left() )* static_cast<double>(aBmpSize.Width()) / static_cast<double>(aSnapRect.GetWidth()) ),
+ static_cast<sal_Int32>( static_cast<double>( aBoundRect.Top() - aSnapRect.Top() ) * static_cast<double>(aBmpSize.Height()) / static_cast<double>(aSnapRect.GetHeight()) ) );
+ Size aSize( static_cast<sal_Int32>( aBmpSize.Width() * fXScale ),
+ static_cast<sal_Int32>( aBmpSize.Height() * fYScale ) );
+ tools::Rectangle aCropRect( aPt, aSize );
+ aFillBmp.Crop( aCropRect );
+ p3DObj->SetMergedItem(XFillBitmapItem(OUString(), Graphic(aFillBmp)));
+ }
+ }
+ pScene->InsertObject( p3DObj.get() );
+ p3DObj = new E3dExtrudeObj(
+ rSdrObjCustomShape.getSdrModelFromSdrObject(),
+ a3DDefaultAttr,
+ aPolyPoly,
+ fDepth);
+ p3DObj->NbcSetLayer( pShape2d->GetLayer() );
+ p3DObj->SetMergedItemSet( aLocalSet );
+ if ( bUseExtrusionColor )
+ p3DObj->SetMergedItem( XFillColorItem( "", rSdrObjCustomShape.GetMergedItem( XATTR_SECONDARYFILLCOLOR ).GetColorValue() ) );
+ p3DObj->SetMergedItem( XFillStyleItem( drawing::FillStyle_SOLID ) );
+ p3DObj->SetMergedItem( Svx3DCloseFrontItem( false ) );
+ p3DObj->SetMergedItem( Svx3DCloseBackItem( false ) );
+ pScene->InsertObject( p3DObj.get() );
+
+ // #i122777# depth 0 is okay for planes when using double-sided
+ p3DObj = new E3dExtrudeObj(
+ rSdrObjCustomShape.getSdrModelFromSdrObject(),
+ a3DDefaultAttr,
+ std::move(aPolyPoly),
+ 0);
+
+ p3DObj->NbcSetLayer( pShape2d->GetLayer() );
+ p3DObj->SetMergedItemSet( aLocalSet );
+
+ basegfx::B3DHomMatrix aFrontTransform( p3DObj->GetTransform() );
+ aFrontTransform.translate( 0.0, 0.0, fDepth );
+ p3DObj->NbcSetTransform( aFrontTransform );
+
+ if ( ( aLocalFillStyle == drawing::FillStyle_BITMAP ) && !aFillBmp.IsEmpty() )
+ {
+ p3DObj->SetMergedItem(XFillBitmapItem(OUString(), Graphic(aFillBmp)));
+ }
+ }
+ else if ( aLocalFillStyle == drawing::FillStyle_NONE )
+ {
+ const XLineColorItem& rLineColor = p3DObj->GetMergedItem( XATTR_LINECOLOR );
+ p3DObj->SetMergedItem( XFillColorItem( "", rLineColor.GetColorValue() ) );
+ p3DObj->SetMergedItem( makeSvx3DDoubleSidedItem( true ) );
+ p3DObj->SetMergedItem( Svx3DCloseFrontItem( false ) );
+ p3DObj->SetMergedItem( Svx3DCloseBackItem( false ) );
+ }
+ pScene->InsertObject( p3DObj.get() );
+ bSceneHasObjects = true;
+ }
+ }
+
+ if ( bSceneHasObjects ) // is the SdrObject properly converted
+ {
+ // then we can change the return value
+ pRet = pScene;
+
+ // Camera settings, Perspective ...
+ Camera3D rCamera = pScene->GetCamera();
+ pScene->NbcSetSnapRect( aSnapRect );
+
+ // InitScene replacement
+ double fW = aBoundRect2d.getOpenWidth();
+ double fH = aBoundRect2d.getOpenHeight();
+ rCamera.SetAutoAdjustProjection( false );
+ rCamera.SetViewWindow( -fW / 2, - fH / 2, fW, fH);
+ basegfx::B3DPoint aLookAt( 0.0, 0.0, 0.0 );
+ basegfx::B3DPoint aCamPos( 0.0, 0.0, 100.0 );
+ rCamera.SetPosAndLookAt( aCamPos, aLookAt );
+ rCamera.SetFocalLength( 1.0 );
+ ProjectionType eProjectionType( eProjectionMode == drawing::ProjectionMode_PARALLEL ? ProjectionType::Parallel : ProjectionType::Perspective );
+ rCamera.SetProjection( eProjectionType );
+ pScene->SetCamera( rCamera );
+ pScene->SetBoundAndSnapRectsDirty();
+
+ basegfx::B3DHomMatrix aNewTransform( pScene->GetTransform() );
+ basegfx::B2DHomMatrix aPolyPolyTransform;
+ // Apply flip and z-rotation to scene transformation (y up). At same time transform
+ // aTotalPolyPoly (y down) which will be used for 2D boundRect of shape having 2D
+ // transformations applied.
+
+ // API values use shape center as origin. Move scene so, that shape center is origin.
+ aNewTransform.translate( -aCenter.X(), aCenter.Y(), -fExtrusionBackward);
+ aPolyPolyTransform.translate(-aCenter.X(), -aCenter.Y());
+
+ double fZRotate(basegfx::deg2rad(rSdrObjCustomShape.GetObjectRotation()));
+ if ( fZRotate != 0.0 )
+ {
+ aNewTransform.rotate( 0.0, 0.0, fZRotate );
+ aPolyPolyTransform.rotate(-fZRotate);
+ }
+ if ( bIsMirroredX )
+ {
+ aNewTransform.scale( -1.0, 1, 1 );
+ aPolyPolyTransform.scale(-1.0, 1);
+ }
+ if ( bIsMirroredY )
+ {
+ aNewTransform.scale( 1, -1.0, 1 );
+ aPolyPolyTransform.scale(1, -1.0);
+ }
+ aPolyPolyTransform.translate(aCenter.X(), aCenter.Y());
+ aTotalPolyPoly.transform(aPolyPolyTransform);
+
+ // x- and y-rotation have an own rotation center. x- and y-value of rotation center are
+ // fractions of shape size, z-value is in Hmm in property. Shape center is (0 0 0).
+ // Values in property are in custom shape extrusion space with y-axis down.
+ double fXRotate, fYRotate;
+ GetRotateAngle( rGeometryItem, fXRotate, fYRotate );
+ drawing::Direction3D aRotationCenterDefault( 0, 0, 0 );
+ drawing::Direction3D aRotationCenter( GetDirection3D( rGeometryItem, "RotationCenter", aRotationCenterDefault ) );
+ aRotationCenter.DirectionX *= aSnapRect.getOpenWidth();
+ aRotationCenter.DirectionY *= aSnapRect.getOpenHeight();
+ if (pMap)
+ {
+ aRotationCenter.DirectionZ *= *pMap;
+ }
+ aNewTransform.translate( -aRotationCenter.DirectionX, aRotationCenter.DirectionY, -aRotationCenter.DirectionZ );
+ if( fYRotate != 0.0 )
+ aNewTransform.rotate( 0.0, -fYRotate, 0.0 );
+ if( fXRotate != 0.0 )
+ aNewTransform.rotate( -fXRotate, 0.0, 0.0 );
+ aNewTransform.translate(aRotationCenter.DirectionX, -aRotationCenter.DirectionY, aRotationCenter.DirectionZ);
+
+ // oblique parallel projection is done by shearing the object, not by moving the camera
+ if (eProjectionMode == drawing::ProjectionMode_PARALLEL)
+ {
+ double fSkew, fAlpha;
+ GetSkew( rGeometryItem, fSkew, fAlpha );
+ if ( fSkew != 0.0 )
+ {
+ double fInvTanBeta( fSkew / 100.0 );
+ if(fInvTanBeta)
+ {
+ aNewTransform.shearXY(
+ fInvTanBeta * cos(fAlpha),
+ fInvTanBeta * sin(fAlpha));
+ }
+ }
+ }
+
+ pScene->NbcSetTransform( aNewTransform );
+
+ // These values are used later again, so declare them outside the if-statement. They will
+ // contain the absolute values of ViewPoint in 3D scene coordinate system, y-axis up.
+ double fViewPointX = 0; // dummy values
+ double fViewPointY = 0;
+ double fViewPointZ = 25000;
+ if (eProjectionMode == drawing::ProjectionMode_PERSPECTIVE)
+ {
+ double fOriginX, fOriginY;
+ // Calculate BoundRect of shape, including flip and z-rotation, from aTotalPolyPoly.
+ tools::Rectangle aBoundAfter2DTransform; // aBoundAfter2DTransform has y-axis down.
+ basegfx::B2DRange aTotalPolyPolyRange(aTotalPolyPoly.getB2DRange());
+ aBoundAfter2DTransform.SetLeft(aTotalPolyPolyRange.getMinX());
+ aBoundAfter2DTransform.SetTop(aTotalPolyPolyRange.getMinY());
+ aBoundAfter2DTransform.SetRight(aTotalPolyPolyRange.getMaxX());
+ aBoundAfter2DTransform.SetBottom(aTotalPolyPolyRange.getMaxY());
+
+ // Property "Origin" in API is relative to bounding box of shape after 2D
+ // transformations. Range is [-0.5;0.5] with center of bounding box as 0.
+ // Resolve "Origin" fractions to length
+ GetOrigin( rGeometryItem, fOriginX, fOriginY );
+ fOriginX *= aBoundAfter2DTransform.GetWidth();
+ fOriginY *= aBoundAfter2DTransform.GetHeight();
+ // Resolve length to absolute value for 3D
+ fOriginX += aBoundAfter2DTransform.Center().X();
+ fOriginY += aBoundAfter2DTransform.Center().Y();
+ fOriginY = - fOriginY;
+ // Scene is translated so that shape center is origin of coordinate system.
+ // Translate point "Origin" too.
+ fOriginX -= aCenter.X();
+ fOriginY -= -aCenter.Y();
+ // API ViewPoint values are relative to point "Origin" and have y-axis down.
+ // ToDo: These default ViewPoint values are used as default by MS Office. But ODF
+ // default is (3500, -3500, 25000), details in tdf#146192.
+ drawing::Position3D aViewPointDefault( 3472, -3472, 25000 );
+ drawing::Position3D aViewPoint( GetPosition3D( rGeometryItem, "ViewPoint", aViewPointDefault, pMap ) );
+ fViewPointX = aViewPoint.PositionX + fOriginX;
+ fViewPointY = - aViewPoint.PositionY + fOriginY;
+ fViewPointZ = aViewPoint.PositionZ;
+ }
+
+ // now set correct camera position
+ if (eProjectionMode == drawing::ProjectionMode_PARALLEL)
+ {
+ basegfx::B3DPoint _aLookAt( 0.0, 0.0, 0.0 );
+ basegfx::B3DPoint _aNewCamPos( 0.0, 0.0, 25000.0 );
+ rCamera.SetPosAndLookAt( _aNewCamPos, _aLookAt );
+ pScene->SetCamera( rCamera );
+ }
+ else
+ {
+ basegfx::B3DPoint _aLookAt(fViewPointX, fViewPointY, 0.0);
+ basegfx::B3DPoint aNewCamPos(fViewPointX, fViewPointY, fViewPointZ);
+ rCamera.SetPosAndLookAt( aNewCamPos, _aLookAt );
+ pScene->SetCamera( rCamera );
+ }
+
+ // NbcSetTransform has not updated the scene 2D rectangles.
+ // Idea: Get a bound volume as polygon from bound rectangle of shape without 2D
+ // transformations. Calculate its projection to the XY-plane. Then calculate the bounding
+ // rectangle of the projection and convert this rectangle back to absolute 2D coordinates.
+ // Set that as 2D rectangle of the scene.
+ const tools::Polygon aPolygon(aBoundRect2d); // y-up
+ basegfx::B3DPolygon aPolygonBoundVolume; // y-down, scene coordinates
+ for (sal_uInt16 i = 0; i < 4; i++ )
+ {
+ aPolygonBoundVolume.append(basegfx::B3DPoint(aPolygon[i].X(), -aPolygon[i].Y(), 0));
+ }
+ for (sal_uInt16 i = 0; i < 4; i++ )
+ {
+ aPolygonBoundVolume.append(basegfx::B3DPoint(aPolygon[i].X(), -aPolygon[i].Y(), fDepth));
+ }
+ aPolygonBoundVolume.transform(aNewTransform);
+
+ // projection
+ tools::Polygon a2DProjectionResult(8); // in fact 3D points with z=0
+ for (sal_uInt16 i = 0; i < 8; i++ )
+ {
+ const basegfx::B3DPoint aPoint3D(aPolygonBoundVolume.getB3DPoint(i));
+
+ if (eProjectionMode == drawing::ProjectionMode_PARALLEL)
+ {
+ a2DProjectionResult[i].setX(aPoint3D.getX());
+ a2DProjectionResult[i].setY(aPoint3D.getY());
+ }
+ else
+ {
+ // skip point if line from viewpoint to point is parallel to xy-plane
+ if (double fDiv = aPoint3D.getZ() - fViewPointZ; fDiv != 0.0)
+ {
+ double f = (- fViewPointZ) / fDiv;
+ double fX = (aPoint3D.getX() - fViewPointX) * f + fViewPointX;
+ double fY = (aPoint3D.getY() - fViewPointY) * f + fViewPointY;;
+ a2DProjectionResult[i].setX(static_cast<sal_Int32>(fX));
+ a2DProjectionResult[i].setY(static_cast<sal_Int32>(fY));
+ }
+ }
+ }
+ // Convert to y-axis down
+ for (sal_uInt16 i = 0; i < 8; i++ )
+ {
+ a2DProjectionResult[i].setY(- a2DProjectionResult[i].Y());
+ }
+ // Shift back to shape center
+ a2DProjectionResult.Translate(aCenter);
+
+ pScene->SetLogicRect(a2DProjectionResult.GetBoundRect());
+
+
+ // light and material
+
+ // "LightFace" has nothing corresponding in 3D rendering engine.
+ /* bool bLightFace = */ GetBool(rGeometryItem, "LightFace", true); // default in ODF
+
+ // Light directions
+
+ drawing::Direction3D aFirstLightDirectionDefault(50000.0, 0.0, 10000.0);
+ drawing::Direction3D aFirstLightDirection(GetDirection3D( rGeometryItem, "FirstLightDirection", aFirstLightDirectionDefault));
+ if (aFirstLightDirection.DirectionX == 0.0 && aFirstLightDirection.DirectionY == 0.0
+ && aFirstLightDirection.DirectionZ == 0.0)
+ aFirstLightDirection.DirectionZ = 1.0;
+ basegfx::B3DVector aLight1Vector(aFirstLightDirection.DirectionX, -aFirstLightDirection.DirectionY, aFirstLightDirection.DirectionZ);
+ aLight1Vector.normalize();
+
+ drawing::Direction3D aSecondLightDirectionDefault(-50000.0, 0.0, 10000.0);
+ drawing::Direction3D aSecondLightDirection(GetDirection3D( rGeometryItem, "SecondLightDirection", aSecondLightDirectionDefault));
+ if (aSecondLightDirection.DirectionX == 0.0 && aSecondLightDirection.DirectionY == 0.0
+ && aSecondLightDirection.DirectionZ == 0.0)
+ aSecondLightDirection.DirectionZ = 1.0;
+ basegfx::B3DVector aLight2Vector(aSecondLightDirection.DirectionX, -aSecondLightDirection.DirectionY, aSecondLightDirection.DirectionZ);
+ aLight2Vector.normalize();
+
+ // Light Intensity
+
+ // For "FirstLight" the 3D-Scene light "1" is regularly used. In case of surface "Matte"
+ // the light 4 is used instead. For "SecondLight" the 3D-Scene light "2" is regularly used.
+ // In case first or second light is not harsh, the lights 5 to 8 are used in addition
+ // to get a soft light appearance.
+ // The 3D-Scene light "3" is currently not used.
+
+ // ODF default 66%. MS Office default 38000/65536=0.579 is set in import filter.
+ double fLight1Intensity = GetDouble(rGeometryItem, "FirstLightLevel", 66) / 100.0;
+ // ODF and MS Office have both default 'true'.
+ bool bFirstLightHarsh = GetBool(rGeometryItem, "FirstLightHarsh", true);
+ // ODF default 66%. MS Office default 38000/65536=0.579 is set in import filter
+ double fLight2Intensity = GetDouble(rGeometryItem, "SecondLightLevel", 66) / 100.0;
+ // ODF has default 'true'. MS Office default 'false' is set in import.
+ bool bSecondLightHarsh = GetBool(rGeometryItem, "SecondLightHarsh", true);
+
+ // ODF default 33%. MS Office default 20000/65536=0.305 is set in import filter.
+ double fAmbientIntensity = GetDouble(rGeometryItem, "Brightness", 33) / 100.0;
+
+ double fLight1IntensityForSpecular(fLight1Intensity); // remember original value
+ if (!bFirstLightHarsh || !bSecondLightHarsh) // might need softing lights
+ {
+ bool bNeedSoftLights(false); // catch case of lights with zero intensity.
+ basegfx::B3DVector aLight5Vector;
+ basegfx::B3DVector aLight6Vector;
+ basegfx::B3DVector aLight7Vector;
+ basegfx::B3DVector aLight8Vector;
+ // The needed light intensities depend on the angle between regular light and
+ // additional lights, currently for 60deg.
+ Color aHoriSoftLightColor;
+ Color aVertSoftLightColor;
+
+ if (!bSecondLightHarsh && fLight2Intensity > 0.0
+ && (bFirstLightHarsh || fLight1Intensity == 0.0)) // only second light soft
+ {
+ // That is default for shapes generated in the UI, for LO and MS Office as well.
+ bNeedSoftLights = true;
+ double fLight2SoftIntensity = fLight2Intensity * 0.40;
+ aHoriSoftLightColor = Color(basegfx::BColor(fLight2SoftIntensity).clamp());
+ aVertSoftLightColor = aHoriSoftLightColor;
+ fLight2Intensity *= 0.2;
+
+ lcl_SoftLightsDirection(aLight2Vector, aLight5Vector, aLight6Vector,
+ aLight7Vector, aLight8Vector);
+ }
+ else if (!bFirstLightHarsh && fLight1Intensity > 0.0
+ && (bSecondLightHarsh || fLight2Intensity == 0.0)) // only first light soft
+ {
+ bNeedSoftLights = true;
+ double fLight1SoftIntensity = fLight1Intensity * 0.40;
+ aHoriSoftLightColor = Color(basegfx::BColor(fLight1SoftIntensity).clamp());
+ aVertSoftLightColor = aHoriSoftLightColor;
+ fLight1Intensity *= 0.2;
+
+ lcl_SoftLightsDirection(aLight1Vector, aLight5Vector, aLight6Vector,
+ aLight7Vector, aLight8Vector);
+ }
+ else if (!bFirstLightHarsh && fLight1Intensity > 0.0 && !bSecondLightHarsh
+ && fLight2Intensity > 0.0) // both lights soft
+ {
+ bNeedSoftLights = true;
+ // We do not hat enough lights. We use two soft lights for FirstLight and two for
+ // SecondLight and double intensity.
+ double fLight1SoftIntensity = fLight1Intensity * 0.8;
+ fLight1Intensity *= 0.4;
+ aHoriSoftLightColor = Color(basegfx::BColor(fLight1SoftIntensity).clamp());
+ basegfx::B3DVector aDummy1, aDummy2;
+ lcl_SoftLightsDirection(aLight1Vector, aDummy1, aDummy2, aLight7Vector,
+ aLight8Vector);
+
+ double fLight2SoftIntensity = fLight2Intensity * 0.8;
+ aVertSoftLightColor = Color(basegfx::BColor(fLight2SoftIntensity).clamp());
+ fLight2Intensity *= 0.4;
+ lcl_SoftLightsDirection(aLight2Vector, aLight5Vector, aLight6Vector, aDummy1,
+ aDummy2);
+ }
+
+ if (bNeedSoftLights)
+ {
+ pScene->GetProperties().SetObjectItem(
+ makeSvx3DLightDirection5Item(aLight5Vector));
+ pScene->GetProperties().SetObjectItem(
+ makeSvx3DLightcolor5Item(aVertSoftLightColor));
+ pScene->GetProperties().SetObjectItem(makeSvx3DLightOnOff5Item(true));
+ pScene->GetProperties().SetObjectItem(
+ makeSvx3DLightDirection6Item(aLight6Vector));
+ pScene->GetProperties().SetObjectItem(
+ makeSvx3DLightcolor6Item(aVertSoftLightColor));
+ pScene->GetProperties().SetObjectItem(makeSvx3DLightOnOff6Item(true));
+ pScene->GetProperties().SetObjectItem(
+ makeSvx3DLightDirection7Item(aLight7Vector));
+ pScene->GetProperties().SetObjectItem(
+ makeSvx3DLightcolor7Item(aHoriSoftLightColor));
+ pScene->GetProperties().SetObjectItem(makeSvx3DLightOnOff7Item(true));
+ pScene->GetProperties().SetObjectItem(
+ makeSvx3DLightDirection8Item(aLight8Vector));
+ pScene->GetProperties().SetObjectItem(
+ makeSvx3DLightcolor8Item(aHoriSoftLightColor));
+ pScene->GetProperties().SetObjectItem(makeSvx3DLightOnOff8Item(true));
+ }
+ }
+
+ // ToDo: MSO seems to add half of the surplus to ambient color. ODF restricts value to <1.
+ if (fLight1Intensity > 1.0)
+ {
+ fAmbientIntensity += (fLight1Intensity - 1.0) / 2.0;
+ }
+
+ // ToDo: How to handle fAmbientIntensity larger 1.0 ? Perhaps lighten object color?
+
+ // Now set the regularly 3D-scene light attributes.
+ Color aAmbientColor(basegfx::BColor(fAmbientIntensity).clamp());
+ pScene->GetProperties().SetObjectItem(makeSvx3DAmbientcolorItem(aAmbientColor));
+
+ pScene->GetProperties().SetObjectItem(makeSvx3DLightDirection1Item(aLight1Vector));
+ pScene->GetProperties().SetObjectItem(makeSvx3DLightOnOff1Item(fLight1Intensity > 0.0));
+ Color aLight1Color(basegfx::BColor(fLight1Intensity).clamp());
+ pScene->GetProperties().SetObjectItem(makeSvx3DLightcolor1Item(aLight1Color));
+
+ pScene->GetProperties().SetObjectItem(makeSvx3DLightDirection2Item(aLight2Vector));
+ pScene->GetProperties().SetObjectItem(makeSvx3DLightOnOff2Item(fLight2Intensity > 0.0));
+ Color aLight2Color(basegfx::BColor(fLight2Intensity).clamp());
+ pScene->GetProperties().SetObjectItem(makeSvx3DLightcolor2Item(aLight2Color));
+
+ // Object reactions on light
+ // Diffusion, Specular-Color and -Intensity are object properties, not scene properties.
+ // Surface flag "Metal" is an object property too.
+
+ // Property "Diffusion" would correspond to style attribute "drd3:diffuse-color".
+ // But that is not implemented. We cannot ignore the attribute because MS Office sets
+ // attribute c3DDiffuseAmt to 43712 (Type Fixed 16.16, approx 66,9%) instead of MSO
+ // default 65536 (100%), if the user sets surface 'Metal' in the UI of MS Office.
+ // We will change the material color of the 3D object as ersatz.
+ // ODF data type is percent with default 0%. MSO default is set in import filter.
+ double fDiffusion = GetDouble(rGeometryItem, "Diffusion", 0.0) / 100.0;
+
+ // ODF standard specifies for value true: "the specular color for the shading of an
+ // extruded shape is gray (red, green and blue values of 200) instead of white and 15% is
+ // added to the specularity."
+ // Neither 'specularity' nor 'specular color' is clearly defined in the standard. ODF term
+ // 'specularity' seems to correspond to UI field 'Specular Intensity' for 3D scenes.
+ // MS Office uses current material color in case 'Metal' is set. To detect, whether
+ // rendering similar to MS Office has to be used the property 'MetalType' is used. It is
+ // set on import and in the extrusion bar.
+ bool bMetal = GetBool(rGeometryItem, "Metal", false);
+ sal_Int16 eMetalType(
+ GetMetalType(rGeometryItem, drawing::EnhancedCustomShapeMetalType::MetalODF));
+ bool bMetalMSCompatible
+ = eMetalType == drawing::EnhancedCustomShapeMetalType::MetalMSCompatible;
+
+ // Property "Specularity" corresponds to 3D object style attribute dr3d:specular-color.
+ double fSpecularity = GetDouble(rGeometryItem, "Specularity", 0) / 100.0;
+
+ if (bMetal && !bMetalMSCompatible)
+ {
+ fSpecularity *= 200.0 / 255.0;
+ }
+
+ // MS Office seems to render as if 'Specular Color' = Specularity * Light1Intensity.
+ double fShadingFactor = fLight1IntensityForSpecular * fSpecularity;
+ Color aSpecularCol(basegfx::BColor(fShadingFactor).clamp());
+ // In case of bMetalMSCompatible the color will be recalculated in the below loop.
+
+ // Shininess ODF default 50 (unit %). MS Office default 5, import filter makes *10.
+ // Shininess corresponds to "Specular Intensity" with the nonlinear relationship
+ // "Specular Intensity" = 2^c3DShininess = 2^("Shininess" / 10)
+ double fShininess = GetDouble(rGeometryItem, "Shininess", 50) / 10.0;
+ fShininess = std::clamp<double>(pow(2, fShininess), 0.0, 100.0);
+ sal_uInt16 nIntensity = static_cast<sal_uInt16>(basegfx::fround(fShininess));
+ if (bMetal && !bMetalMSCompatible)
+ {
+ nIntensity += 15; // as specified in ODF
+ nIntensity = std::clamp<sal_uInt16>(nIntensity, 0, 100);
+ }
+
+ SdrObjListIter aSceneIter(*pScene, SdrIterMode::DeepNoGroups);
+ while (aSceneIter.IsMore())
+ {
+ const SdrObject* pNext = aSceneIter.Next();
+
+ // Change material color as ersatz for missing style attribute "drd3:diffuse-color".
+ // For this ersatz we exclude case fDiffusion == 0.0, because for older documents this
+ // attribute is not written out to draw:extrusion-diffusion and ODF default 0 would
+ // produce black objects.
+ const Color& rMatColor
+ = pNext->GetProperties().GetItem(XATTR_FILLCOLOR).GetColorValue();
+ Color aOldMatColor(rMatColor);
+ if (basegfx::fTools::more(fDiffusion, 0.0)
+ && !basegfx::fTools::equal(fDiffusion, 1.0))
+ {
+ // Occurs e.g. with MS surface preset 'Metal'.
+ sal_uInt16 nHue;
+ sal_uInt16 nSaturation;
+ sal_uInt16 nBrightness;
+ rMatColor.RGBtoHSB(nHue, nSaturation, nBrightness);
+ nBrightness
+ = static_cast<sal_uInt16>(static_cast<double>(nBrightness) * fDiffusion);
+ nBrightness = std::clamp<sal_uInt16>(nBrightness, 0, 100);
+ Color aNewMatColor = Color::HSBtoRGB(nHue, nSaturation, nBrightness);
+ pNext->GetProperties().SetObjectItem(XFillColorItem("", aNewMatColor));
+ }
+
+ // Using material color instead of gray in case of MS Office compatible rendering.
+ if (bMetal && bMetalMSCompatible)
+ {
+ sal_uInt16 nHue;
+ sal_uInt16 nSaturation;
+ sal_uInt16 nBrightness;
+ aOldMatColor.RGBtoHSB(nHue, nSaturation, nBrightness);
+ nBrightness = static_cast<sal_uInt16>(static_cast<double>(nBrightness)
+ * fShadingFactor);
+ nBrightness = std::clamp<sal_uInt16>(nBrightness, 0, 100);
+ aSpecularCol = Color::HSBtoRGB(nHue, nSaturation, nBrightness);
+ }
+
+ pNext->GetProperties().SetObjectItem(makeSvx3DMaterialSpecularItem(aSpecularCol));
+ pNext->GetProperties().SetObjectItem(
+ makeSvx3DMaterialSpecularIntensityItem(nIntensity));
+ }
+
+ // fSpecularity = 0 is used to indicate surface preset "Matte".
+ if (basegfx::fTools::equalZero(fSpecularity))
+ {
+ // First light in LO 3D engine is always specular, all other lights are never specular.
+ // We copy light1 values to light4 and use it instead of light1 in the 3D scene.
+ pScene->GetProperties().SetObjectItem(makeSvx3DLightOnOff1Item(false));
+ pScene->GetProperties().SetObjectItem(makeSvx3DLightOnOff4Item(true));
+ pScene->GetProperties().SetObjectItem(makeSvx3DLightcolor4Item(aLight1Color));
+ pScene->GetProperties().SetObjectItem(makeSvx3DLightDirection4Item(aLight1Vector));
+ }
+
+ // removing placeholder objects
+ for (E3dCompoundObject* pTemp : aPlaceholderObjectList)
+ {
+ pScene->RemoveObject( pTemp->GetOrdNum() );
+ }
+ }
+ }
+ return pRet;
+}
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */