/* -*- 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 #include namespace { const sdr::contact::ViewContactOfE3dScene* tryToFindVCOfE3DScene( const sdr::contact::ViewContact& rCandidate, basegfx::B3DHomMatrix& o_rInBetweenObjectTransform) { const sdr::contact::ViewContactOfE3dScene* pSceneParent = dynamic_cast< const sdr::contact::ViewContactOfE3dScene* >(rCandidate.GetParentContact()); if(pSceneParent) { // each 3d object (including in-between scenes) should have a scene as parent const sdr::contact::ViewContactOfE3dScene* pSceneParentParent = dynamic_cast< const sdr::contact::ViewContactOfE3dScene* >(pSceneParent->GetParentContact()); if(pSceneParentParent) { // the parent scene of rCandidate is an in-between scene, call recursively and collect // the in-between scene's object transformation part in o_rInBetweenObjectTransform const basegfx::B3DHomMatrix& rSceneParentTransform = pSceneParent->GetE3dScene().GetTransform(); o_rInBetweenObjectTransform = rSceneParentTransform * o_rInBetweenObjectTransform; return tryToFindVCOfE3DScene(*pSceneParent, o_rInBetweenObjectTransform); } else { // the parent scene is the outmost scene return pSceneParent; } } // object hierarchy structure is incorrect; no result return nullptr; } } // end of anonymous namespace namespace sdr::contact { drawinglayer::primitive2d::Primitive2DContainer ViewContactOfE3d::impCreateWithGivenPrimitive3DContainer( const drawinglayer::primitive3d::Primitive3DContainer& rxContent3D) const { drawinglayer::primitive2d::Primitive2DContainer xRetval; if(!rxContent3D.empty()) { // try to get the outmost ViewObjectContactOfE3dScene for this single 3d object, // the ones on the way there are grouping scenes. Collect the in-between scene's // transformations to build a correct object transformation for the embedded // object basegfx::B3DHomMatrix aInBetweenObjectTransform; const ViewContactOfE3dScene* pVCOfE3DScene = tryToFindVCOfE3DScene(*this, aInBetweenObjectTransform); if(pVCOfE3DScene) { basegfx::B3DVector aLightNormal; const double fShadowSlant(pVCOfE3DScene->getSdrSceneAttribute().getShadowSlant()); const basegfx::B3DRange& rAllContentRange = pVCOfE3DScene->getAllContentRange3D(); drawinglayer::geometry::ViewInformation3D aViewInformation3D(pVCOfE3DScene->getViewInformation3D()); if(!pVCOfE3DScene->getSdrLightingAttribute().getLightVector().empty()) { // get light normal from first light and normalize aLightNormal = pVCOfE3DScene->getSdrLightingAttribute().getLightVector()[0].getDirection(); aLightNormal.normalize(); } if(!aInBetweenObjectTransform.isIdentity()) { // if aInBetweenObjectTransform is used, create combined ViewInformation3D which // contains the correct object transformation for the embedded 3d object aViewInformation3D = drawinglayer::geometry::ViewInformation3D( aViewInformation3D.getObjectTransformation() * aInBetweenObjectTransform, aViewInformation3D.getOrientation(), aViewInformation3D.getProjection(), aViewInformation3D.getDeviceToView(), aViewInformation3D.getViewTime(), aViewInformation3D.getExtendedInformationSequence()); } // create embedded 2d primitive and add. LightNormal and ShadowSlant are needed for evtl. // 3D shadow extraction for correct B2DRange calculation (shadow is part of the object) const drawinglayer::primitive2d::Primitive2DReference xReference( new drawinglayer::primitive2d::Embedded3DPrimitive2D( rxContent3D, pVCOfE3DScene->getObjectTransformation(), std::move(aViewInformation3D), aLightNormal, fShadowSlant, rAllContentRange)); xRetval = drawinglayer::primitive2d::Primitive2DContainer { xReference }; } } return xRetval; } ViewContactOfE3d::ViewContactOfE3d(E3dObject& rSdrObject) : ViewContactOfSdrObj(rSdrObject) { } ViewContactOfE3d::~ViewContactOfE3d() { } drawinglayer::primitive3d::Primitive3DContainer const & ViewContactOfE3d::getVIP3DSWithoutObjectTransform() const { // local up-to-date checks. Create new list and compare. drawinglayer::primitive3d::Primitive3DContainer xNew(createViewIndependentPrimitive3DContainer()); if(mxViewIndependentPrimitive3DContainer != xNew) { // has changed, copy content const_cast< ViewContactOfE3d* >(this)->mxViewIndependentPrimitive3DContainer = xNew; } // return current Primitive2DContainer return mxViewIndependentPrimitive3DContainer; } drawinglayer::primitive3d::Primitive3DContainer ViewContactOfE3d::getViewIndependentPrimitive3DContainer() const { // get sequence without object transform drawinglayer::primitive3d::Primitive3DContainer xRetval(getVIP3DSWithoutObjectTransform()); if(!xRetval.empty()) { // add object transform if it's used const basegfx::B3DHomMatrix& rObjectTransform(GetE3dObject().GetTransform()); if(!rObjectTransform.isIdentity()) { const drawinglayer::primitive3d::Primitive3DReference xReference( new drawinglayer::primitive3d::TransformPrimitive3D( rObjectTransform, xRetval)); xRetval = { xReference }; } } // return current Primitive2DContainer return xRetval; } void ViewContactOfE3d::createViewIndependentPrimitive2DSequence(drawinglayer::primitive2d::Primitive2DDecompositionVisitor& rVisitor) const { // also need to create a 2D embedding when the view-independent part is requested, // see view-dependent part in ViewObjectContactOfE3d::createPrimitive2DSequence // get 3d primitive vector, isPrimitiveVisible() is done in 3d creator return rVisitor.visit(impCreateWithGivenPrimitive3DContainer(getViewIndependentPrimitive3DContainer())); } ViewObjectContact& ViewContactOfE3d::CreateObjectSpecificViewObjectContact(ObjectContact& rObjectContact) { ViewObjectContact* pRetval = new ViewObjectContactOfE3d(rObjectContact, *this); DBG_ASSERT(pRetval, "ViewContactOfE3d::CreateObjectSpecificViewObjectContact() failed (!)"); return *pRetval; } } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */