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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 09:06:44 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 09:06:44 +0000
commited5640d8b587fbcfed7dd7967f3de04b37a76f26 (patch)
tree7a5f7c6c9d02226d7471cb3cc8fbbf631b415303 /svx/source/engine3d/scene3d.cxx
parentInitial commit. (diff)
downloadlibreoffice-ed5640d8b587fbcfed7dd7967f3de04b37a76f26.tar.xz
libreoffice-ed5640d8b587fbcfed7dd7967f3de04b37a76f26.zip
Adding upstream version 4:7.4.7.upstream/4%7.4.7upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'svx/source/engine3d/scene3d.cxx')
-rw-r--r--svx/source/engine3d/scene3d.cxx898
1 files changed, 898 insertions, 0 deletions
diff --git a/svx/source/engine3d/scene3d.cxx b/svx/source/engine3d/scene3d.cxx
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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 <sal/config.h>
+
+#include <cstdlib>
+
+#include <svx/strings.hrc>
+#include <svx/dialmgr.hxx>
+#include <svx/svditer.hxx>
+
+#include <svx/svdobjkind.hxx>
+#include <svx/svdpage.hxx>
+#include <svx/scene3d.hxx>
+#include <svx/svdtrans.hxx>
+#include <sdr/properties/e3dsceneproperties.hxx>
+#include <svx/sdr/contact/viewcontactofe3dscene.hxx>
+#include <svx/svddrag.hxx>
+#include "helperminimaldepth3d.hxx"
+#include <algorithm>
+#include <drawinglayer/geometry/viewinformation3d.hxx>
+#include <basegfx/polygon/b2dpolypolygontools.hxx>
+#include <svx/e3dsceneupdater.hxx>
+#include <svx/svdmodel.hxx>
+
+namespace {
+
+class ImpRemap3DDepth
+{
+ sal_uInt32 mnOrdNum;
+ double mfMinimalDepth;
+
+ // bit field
+ bool mbIsScene : 1;
+
+public:
+ ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth);
+ explicit ImpRemap3DDepth(sal_uInt32 nOrdNum);
+
+ // for ::std::sort
+ bool operator<(const ImpRemap3DDepth& rComp) const;
+
+ sal_uInt32 GetOrdNum() const { return mnOrdNum; }
+ bool IsScene() const { return mbIsScene; }
+};
+
+}
+
+ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth)
+: mnOrdNum(nOrdNum),
+ mfMinimalDepth(fMinimalDepth),
+ mbIsScene(false)
+{
+}
+
+ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum)
+: mnOrdNum(nOrdNum),
+ mfMinimalDepth(0.0),
+ mbIsScene(true)
+{
+}
+
+bool ImpRemap3DDepth::operator<(const ImpRemap3DDepth& rComp) const
+{
+ if(IsScene())
+ {
+ return false;
+ }
+ else
+ {
+ if(rComp.IsScene())
+ {
+ return true;
+ }
+ else
+ {
+ return mfMinimalDepth < rComp.mfMinimalDepth;
+ }
+ }
+}
+
+class Imp3DDepthRemapper
+{
+ std::vector< ImpRemap3DDepth > maVector;
+
+public:
+ explicit Imp3DDepthRemapper(E3dScene const & rScene);
+
+ sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const;
+};
+
+Imp3DDepthRemapper::Imp3DDepthRemapper(E3dScene const & rScene)
+{
+ // only called when rScene.GetSubList() and nObjCount > 1
+ SdrObjList* pList = rScene.GetSubList();
+ const size_t nObjCount(pList->GetObjCount());
+
+ for(size_t a = 0; a < nObjCount; ++a)
+ {
+ SdrObject* pCandidate = pList->GetObj(a);
+
+ if(pCandidate)
+ {
+ if(auto pCompoundObj = dynamic_cast< const E3dCompoundObject*>(pCandidate))
+ {
+ // single 3d object, calc depth
+ const double fMinimalDepth(getMinimalDepthInViewCoordinates(*pCompoundObj));
+ ImpRemap3DDepth aEntry(a, fMinimalDepth);
+ maVector.push_back(aEntry);
+ }
+ else
+ {
+ // scene, use standard entry for scene
+ ImpRemap3DDepth aEntry(a);
+ maVector.push_back(aEntry);
+ }
+ }
+ }
+
+ // now, we need to sort the maVector by its members minimal depth. The
+ // smaller, the nearer to the viewer.
+ ::std::sort(maVector.begin(), maVector.end());
+}
+
+sal_uInt32 Imp3DDepthRemapper::RemapOrdNum(sal_uInt32 nOrdNum) const
+{
+ if(nOrdNum < maVector.size())
+ {
+ nOrdNum = maVector[(maVector.size() - 1) - nOrdNum].GetOrdNum();
+ }
+
+ return nOrdNum;
+}
+
+
+// BaseProperties section
+
+std::unique_ptr<sdr::properties::BaseProperties> E3dScene::CreateObjectSpecificProperties()
+{
+ return std::make_unique<sdr::properties::E3dSceneProperties>(*this);
+}
+
+
+// DrawContact section
+
+std::unique_ptr<sdr::contact::ViewContact> E3dScene::CreateObjectSpecificViewContact()
+{
+ return std::make_unique<sdr::contact::ViewContactOfE3dScene>(*this);
+}
+
+
+E3dScene::E3dScene(SdrModel& rSdrModel)
+: E3dObject(rSdrModel),
+ aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
+ bDrawOnlySelected(false),
+ mbSkipSettingDirty(false)
+{
+ // Set defaults
+ SetDefaultAttributes();
+}
+
+E3dScene::E3dScene(SdrModel& rSdrModel, E3dScene const & rSource)
+: E3dObject(rSdrModel, rSource),
+ aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
+ bDrawOnlySelected(false),
+ mbSkipSettingDirty(false)
+{
+ // Set defaults
+ SetDefaultAttributes();
+
+ // copy child SdrObjects
+ if (rSource.GetSubList())
+ {
+ CopyObjects(*rSource.GetSubList());
+
+ // tdf#116979: needed here, we need bSnapRectDirty to be true
+ // which it is after using SdrObject::operator= (see above),
+ // but set to false again using CopyObjects
+ SetBoundAndSnapRectsDirty();
+ }
+
+ // copy local data
+ aCamera = rSource.aCamera;
+ aCameraSet = rSource.aCameraSet;
+ static_cast<sdr::properties::E3dSceneProperties&>(GetProperties()).SetSceneItemsFromCamera();
+ InvalidateBoundVolume();
+ RebuildLists();
+ ImpCleanup3DDepthMapper();
+ GetViewContact().ActionChanged();
+}
+
+void E3dScene::SetDefaultAttributes()
+{
+ // For WIN95/NT turn off the FP-Exceptions
+#if defined(_WIN32)
+ _control87( _MCW_EM, _MCW_EM );
+#endif
+
+ // Set defaults
+ aCamera.SetViewWindow(-2, -2, 4, 4);
+ aCameraSet.SetDeviceRectangle(-2, 2, -2, 2);
+ aCamera.SetDeviceWindow(tools::Rectangle(0, 0, 10, 10));
+ tools::Rectangle aRect(0, 0, 10, 10);
+ aCameraSet.SetViewportRectangle(aRect);
+
+ // set defaults for Camera from ItemPool
+ aCamera.SetProjection(GetPerspective());
+ basegfx::B3DPoint aActualPosition(aCamera.GetPosition());
+ double fNew = GetDistance();
+
+ if(fabs(fNew - aActualPosition.getZ()) > 1.0)
+ {
+ aCamera.SetPosition( basegfx::B3DPoint( aActualPosition.getX(), aActualPosition.getY(), fNew) );
+ }
+
+ fNew = GetFocalLength() / 100.0;
+ aCamera.SetFocalLength(fNew);
+}
+
+E3dScene::~E3dScene()
+{
+ ImpCleanup3DDepthMapper();
+}
+
+SdrPage* E3dScene::getSdrPageFromSdrObjList() const
+{
+ return getSdrPageFromSdrObject();
+}
+
+SdrObject* E3dScene::getSdrObjectFromSdrObjList() const
+{
+ return const_cast< E3dScene* >(this);
+}
+
+SdrObjList* E3dScene::getChildrenOfSdrObject() const
+{
+ return const_cast< E3dScene* >(this);
+}
+
+basegfx::B2DPolyPolygon E3dScene::TakeXorPoly() const
+{
+ const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(GetViewContact());
+ const drawinglayer::geometry::ViewInformation3D& aViewInfo3D(rVCScene.getViewInformation3D());
+ const basegfx::B3DPolyPolygon aCubePolyPolygon(CreateWireframe());
+
+ basegfx::B2DPolyPolygon aRetval(basegfx::utils::createB2DPolyPolygonFromB3DPolyPolygon(aCubePolyPolygon,
+ aViewInfo3D.getObjectToView()));
+ aRetval.transform(rVCScene.getObjectTransformation());
+
+ return aRetval;
+}
+
+void E3dScene::ImpCleanup3DDepthMapper()
+{
+ mp3DDepthRemapper.reset();
+}
+
+sal_uInt32 E3dScene::RemapOrdNum(sal_uInt32 nNewOrdNum) const
+{
+ if(!mp3DDepthRemapper)
+ {
+ const size_t nObjCount(GetSubList() ? GetSubList()->GetObjCount() : 0);
+
+ if(nObjCount > 1)
+ {
+ mp3DDepthRemapper.reset(new Imp3DDepthRemapper(*this));
+ }
+ }
+
+ if(mp3DDepthRemapper)
+ {
+ return mp3DDepthRemapper->RemapOrdNum(nNewOrdNum);
+ }
+
+ return nNewOrdNum;
+}
+
+SdrObjKind E3dScene::GetObjIdentifier() const
+{
+ return SdrObjKind::E3D_Scene;
+}
+
+void E3dScene::SetBoundRectDirty()
+{
+ E3dScene* pScene(getRootE3dSceneFromE3dObject());
+
+ if(pScene == this)
+ {
+ // avoid resetting aOutRect which in case of a 3D scene used as 2d object
+ // is model data,not re-creatable view data
+ }
+ else
+ {
+ // if not the outmost scene it is used as group in 3d, call parent
+ E3dObject::SetBoundRectDirty();
+ }
+}
+
+void E3dScene::NbcSetSnapRect(const tools::Rectangle& rRect)
+{
+ SetBoundAndSnapRectsDirty();
+ E3dObject::NbcSetSnapRect(rRect);
+ aCamera.SetDeviceWindow(rRect);
+ aCameraSet.SetViewportRectangle(rRect);
+
+ ImpCleanup3DDepthMapper();
+}
+
+void E3dScene::NbcMove(const Size& rSize)
+{
+ tools::Rectangle aNewSnapRect = GetSnapRect();
+ aNewSnapRect.Move(rSize);
+ NbcSetSnapRect(aNewSnapRect);
+}
+
+void E3dScene::NbcResize(const Point& rRef, const Fraction& rXFact,
+ const Fraction& rYFact)
+{
+ tools::Rectangle aNewSnapRect = GetSnapRect();
+ ResizeRect(aNewSnapRect, rRef, rXFact, rYFact);
+ NbcSetSnapRect(aNewSnapRect);
+}
+
+// Set new camera, and thus mark the scene and if possible the bound volume
+// as changed
+
+void E3dScene::SetCamera(const Camera3D& rNewCamera)
+{
+ aCamera = rNewCamera;
+ static_cast<sdr::properties::E3dSceneProperties&>(GetProperties()).SetSceneItemsFromCamera();
+
+ SetBoundAndSnapRectsDirty();
+
+ // Turn off ratio
+ GetCameraSet().SetRatio(0.0);
+
+ // Set Imaging geometry
+ basegfx::B3DPoint aVRP(aCamera.GetViewPoint());
+ basegfx::B3DVector aVPN(aVRP - aCamera.GetVRP());
+ basegfx::B3DVector aVUV(aCamera.GetVUV());
+
+ // use SetViewportValues() to set VRP, VPN and VUV as vectors, too.
+ // Else these values would not be exported/imported correctly.
+ GetCameraSet().SetViewportValues(aVRP, aVPN, aVUV);
+
+ // Set perspective
+ GetCameraSet().SetPerspective(aCamera.GetProjection() == ProjectionType::Perspective);
+ GetCameraSet().SetViewportRectangle(aCamera.GetDeviceWindow());
+
+ ImpCleanup3DDepthMapper();
+}
+
+// Inform parent of changes of a child
+
+void E3dScene::StructureChanged()
+{
+ E3dObject::StructureChanged();
+
+ E3dScene* pScene(getRootE3dSceneFromE3dObject());
+
+ if(nullptr != pScene && !pScene->mbSkipSettingDirty)
+ {
+ SetBoundAndSnapRectsDirty();
+ }
+
+ ImpCleanup3DDepthMapper();
+}
+
+// Determine the overall scene object
+
+E3dScene* E3dScene::getRootE3dSceneFromE3dObject() const
+{
+ E3dScene* pParent(getParentE3dSceneFromE3dObject());
+
+ if(nullptr != pParent)
+ {
+ return pParent->getRootE3dSceneFromE3dObject();
+ }
+
+ return const_cast< E3dScene* >(this);
+}
+
+void E3dScene::removeAllNonSelectedObjects()
+{
+ E3DModifySceneSnapRectUpdater aUpdater(this);
+
+ for(size_t a = 0; a < GetObjCount(); ++a)
+ {
+ SdrObject* pObj = GetObj(a);
+
+ if(pObj)
+ {
+ bool bRemoveObject(false);
+
+ if(auto pScene = dynamic_cast<E3dScene*>(pObj))
+ {
+ // iterate over this sub-scene
+ pScene->removeAllNonSelectedObjects();
+
+ // check object count. Empty scenes can be deleted
+ const size_t nObjCount(pScene->GetSubList() ? pScene->GetSubList()->GetObjCount() : 0);
+
+ if(!nObjCount)
+ {
+ // all objects removed, scene can be removed, too
+ bRemoveObject = true;
+ }
+ }
+ else if(auto pCompound = dynamic_cast<E3dCompoundObject*>(pObj))
+ {
+ if(!pCompound->GetSelected())
+ {
+ bRemoveObject = true;
+ }
+ }
+
+ if(bRemoveObject)
+ {
+ NbcRemoveObject(pObj->GetOrdNum());
+ a--;
+ SdrObject::Free(pObj);
+ }
+ }
+ }
+}
+
+E3dScene* E3dScene::CloneSdrObject(SdrModel& rTargetModel) const
+{
+ return new E3dScene(rTargetModel, *this);
+}
+
+void E3dScene::SuspendReportingDirtyRects()
+{
+ E3dScene* pScene(getRootE3dSceneFromE3dObject());
+
+ if(nullptr != pScene)
+ {
+ pScene->mbSkipSettingDirty = true;
+ }
+}
+
+void E3dScene::ResumeReportingDirtyRects()
+{
+ E3dScene* pScene(getRootE3dSceneFromE3dObject());
+
+ if(nullptr != pScene)
+ {
+ pScene->mbSkipSettingDirty = false;
+ }
+}
+
+void E3dScene::SetAllSceneRectsDirty()
+{
+ E3dScene* pScene(getRootE3dSceneFromE3dObject());
+
+ if(nullptr != pScene)
+ {
+ pScene->SetBoundAndSnapRectsDirty();
+ }
+}
+
+// Rebuild Light- and label- object lists rebuild (after loading, allocation)
+
+void E3dScene::RebuildLists()
+{
+ // first delete
+ const SdrLayerID nCurrLayerID(GetLayer());
+ SdrObjListIter a3DIterator(GetSubList(), SdrIterMode::Flat);
+
+ // then examine all the objects in the scene
+ while(a3DIterator.IsMore())
+ {
+ E3dObject* p3DObj(static_cast< E3dObject* >(a3DIterator.Next()));
+ p3DObj->NbcSetLayer(nCurrLayerID);
+ }
+
+ ImpCleanup3DDepthMapper();
+}
+
+std::unique_ptr<SdrObjGeoData> E3dScene::NewGeoData() const
+{
+ return std::make_unique<E3DSceneGeoData>();
+}
+
+void E3dScene::SaveGeoData(SdrObjGeoData& rGeo) const
+{
+ E3dObject::SaveGeoData (rGeo);
+
+ static_cast<E3DSceneGeoData &>(rGeo).aCamera = aCamera;
+}
+
+void E3dScene::RestoreGeoData(const SdrObjGeoData& rGeo)
+{
+ // #i94832# removed E3DModifySceneSnapRectUpdater here.
+ // It should not be needed, is already part of E3dObject::RestoreGeoData
+ E3dObject::RestoreGeoData (rGeo);
+ SetCamera (static_cast<const E3DSceneGeoData &>(rGeo).aCamera);
+}
+
+// Something was changed in the style sheet, so change scene
+
+void E3dScene::Notify(SfxBroadcaster &rBC, const SfxHint &rHint)
+{
+ SetBoundAndSnapRectsDirty();
+ E3dObject::Notify(rBC, rHint);
+}
+
+void E3dScene::RotateScene (const Point& rRef, double sn, double cs)
+{
+ Point UpperLeft, LowerRight, Center, NewCenter;
+
+ UpperLeft = m_aOutRect.TopLeft();
+ LowerRight = m_aOutRect.BottomRight();
+
+ tools::Long dxOutRectHalf = std::abs(UpperLeft.X() - LowerRight.X());
+ dxOutRectHalf /= 2;
+ tools::Long dyOutRectHalf = std::abs(UpperLeft.Y() - LowerRight.Y());
+ dyOutRectHalf /= 2;
+
+ // Only the center is moved. The corners are moved by NbcMove. For the
+ // rotation a cartesian coordinate system is used in which the pivot
+ // point is the origin, and the y-axis increases upward, the X-axis to
+ // the right. This must be especially noted for the Y-values.
+ // (When considering a flat piece of paper the Y-axis pointing downwards
+ Center.setX( (UpperLeft.X() + dxOutRectHalf) - rRef.X() );
+ Center.setY( -((UpperLeft.Y() + dyOutRectHalf) - rRef.Y()) );
+ // A few special cases has to be dealt with first (n * 90 degrees n integer)
+ if (sn==1.0 && cs==0.0) { // 90deg
+ NewCenter.setX( -Center.Y() );
+ NewCenter.setY( -Center.X() );
+ } else if (sn==0.0 && cs==-1.0) { // 180deg
+ NewCenter.setX( -Center.X() );
+ NewCenter.setY( -Center.Y() );
+ } else if (sn==-1.0 && cs==0.0) { // 270deg
+ NewCenter.setX( Center.Y() );
+ NewCenter.setY( -Center.X() );
+ }
+ else // Here it is rotated to any angle in the mathematically
+ // positive direction!
+ { // xnew = x * cos(alpha) - y * sin(alpha)
+ // ynew = x * sin(alpha) + y * cos(alpha)
+ // Bottom Right is not rotated: the pages of aOutRect must
+ // remain parallel to the coordinate axes.
+ NewCenter.setX( static_cast<tools::Long>(Center.X() * cs - Center.Y() * sn) );
+ NewCenter.setY( static_cast<tools::Long>(Center.X() * sn + Center.Y() * cs) );
+ }
+
+ Size Differenz;
+ Point DiffPoint = NewCenter - Center;
+ Differenz.setWidth( DiffPoint.X() );
+ Differenz.setHeight( -DiffPoint.Y() ); // Note that the Y-axis is counted ad positive downward.
+ NbcMove (Differenz); // Actually executes the coordinate transformation.
+}
+
+OUString E3dScene::TakeObjNameSingul() const
+{
+ OUString sName(SvxResId(STR_ObjNameSingulScene3d));
+
+ OUString aName(GetName());
+ if (!aName.isEmpty())
+ sName += " '" + aName + "'";
+ return sName;
+}
+
+OUString E3dScene::TakeObjNamePlural() const
+{
+ return SvxResId(STR_ObjNamePluralScene3d);
+}
+
+// The NbcRotate routine overrides the one of the SdrObject. The idea is
+// to be able to rotate the scene relative to the position of the scene
+// and then the objects in the scene
+
+void E3dScene::NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix)
+{
+ if(maTransformation != rMatrix)
+ {
+ // call parent
+ E3dObject::NbcSetTransform(rMatrix);
+ }
+}
+
+void E3dScene::SetTransform(const basegfx::B3DHomMatrix& rMatrix)
+{
+ if(rMatrix != maTransformation)
+ {
+ // call parent
+ E3dObject::SetTransform(rMatrix);
+ }
+}
+
+void E3dScene::NbcRotate(const Point& rRef, Degree100 nAngle, double sn, double cs)
+{
+ // So currently the gluepoints are defined relative to the scene aOutRect.
+ // Before turning the gluepoints are defined relative to the page. They
+ // take no part in the rotation of the scene. To ensure this, there is the
+ // SetGlueReallyAbsolute(sal_True);
+
+ // So that was the scene, now the objects used in the scene
+ // 3D objects, if there is only one it can still have multiple surfaces but
+ // the surfaces do not have to be connected. This allows you to access child
+ // objects. So going through the entire list and rotate around the Z axis
+ // through the enter of aOutRect's (Steiner's theorem), so RotateZ
+
+ RotateScene (rRef, sn, cs); // Rotates the scene
+ double fAngleInRad = toRadians(nAngle);
+
+ basegfx::B3DHomMatrix aRotation;
+ aRotation.rotate(0.0, 0.0, fAngleInRad);
+ NbcSetTransform(aRotation * GetTransform());
+
+ SetBoundAndSnapRectsDirty(); // This forces a recalculation of all BoundRects
+ NbcRotateGluePoints(rRef,nAngle,sn,cs); // Rotate the gluepoints (who still
+ // have coordinates relative to the
+ // original page)
+ SetGlueReallyAbsolute(false); // from now they are again relative to BoundRect (that is defined as aOutRect)
+ SetBoundAndSnapRectsDirty();
+}
+
+void E3dScene::RecalcSnapRect()
+{
+ E3dScene* pScene(getRootE3dSceneFromE3dObject());
+
+ if(pScene == this)
+ {
+ // The Scene is used as a 2D-Object, take the SnapRect from the
+ // 2D Display settings
+ maSnapRect = pScene->aCamera.GetDeviceWindow();
+ }
+ else
+ {
+ // The Scene itself is a member of another scene, get the SnapRect
+ // as a composite object
+ // call parent
+ E3dObject::RecalcSnapRect();
+
+ for(size_t a = 0; a < GetObjCount(); ++a)
+ {
+ E3dObject* pCandidate(dynamic_cast< E3dObject* >(GetObj(a)));
+
+ if(pCandidate)
+ {
+ maSnapRect.Union(pCandidate->GetSnapRect());
+ }
+ }
+ }
+}
+
+bool E3dScene::IsBreakObjPossible()
+{
+ // Break scene, if all members are able to break
+ SdrObjListIter a3DIterator(GetSubList(), SdrIterMode::DeepWithGroups);
+
+ while ( a3DIterator.IsMore() )
+ {
+ E3dObject* pObj = static_cast<E3dObject*>(a3DIterator.Next());
+ if(!pObj->IsBreakObjPossible())
+ return false;
+ }
+
+ return true;
+}
+
+basegfx::B2DPolyPolygon E3dScene::TakeCreatePoly(const SdrDragStat& /*rDrag*/) const
+{
+ return TakeXorPoly();
+}
+
+bool E3dScene::BegCreate(SdrDragStat& rStat)
+{
+ rStat.SetOrtho4Possible();
+ tools::Rectangle aRect1(rStat.GetStart(), rStat.GetNow());
+ aRect1.Justify();
+ rStat.SetActionRect(aRect1);
+ NbcSetSnapRect(aRect1);
+ return true;
+}
+
+bool E3dScene::MovCreate(SdrDragStat& rStat)
+{
+ tools::Rectangle aRect1;
+ rStat.TakeCreateRect(aRect1);
+ aRect1.Justify();
+ rStat.SetActionRect(aRect1);
+ NbcSetSnapRect(aRect1);
+ SetBoundRectDirty();
+ m_bSnapRectDirty=true;
+ return true;
+}
+
+bool E3dScene::EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd)
+{
+ tools::Rectangle aRect1;
+ rStat.TakeCreateRect(aRect1);
+ aRect1.Justify();
+ NbcSetSnapRect(aRect1);
+ SetBoundAndSnapRectsDirty();
+ return (eCmd==SdrCreateCmd::ForceEnd || rStat.GetPointCount()>=2);
+}
+
+bool E3dScene::BckCreate(SdrDragStat& /*rStat*/)
+{
+ return false;
+}
+
+void E3dScene::BrkCreate(SdrDragStat& /*rStat*/)
+{
+}
+
+void E3dScene::SetSelected(bool bNew)
+{
+ // call parent
+ E3dObject::SetSelected(bNew);
+
+ for(size_t a(0); a < GetObjCount(); a++)
+ {
+ E3dObject* pCandidate(dynamic_cast< E3dObject* >(GetObj(a)));
+
+ if(pCandidate)
+ {
+ pCandidate->SetSelected(bNew);
+ }
+ }
+}
+
+void E3dScene::NbcInsertObject(SdrObject* pObj, size_t nPos)
+{
+ // Is it even a 3D object?
+ if(nullptr != dynamic_cast< const E3dObject* >(pObj))
+ {
+ // Normal 3D object, insert means call parent
+ SdrObjList::NbcInsertObject(pObj, nPos);
+
+ // local needed stuff
+ InvalidateBoundVolume();
+ StructureChanged();
+ }
+ else
+ {
+ // No 3D object, inserted a page in place in a scene ...
+ getSdrObjectFromSdrObjList()->getSdrPageFromSdrObject()->InsertObject(pObj, nPos);
+ }
+}
+
+void E3dScene::InsertObject(SdrObject* pObj, size_t nPos)
+{
+ // Is it even a 3D object?
+ if(nullptr != dynamic_cast< const E3dObject* >(pObj))
+ {
+ // call parent
+ SdrObjList::InsertObject(pObj, nPos);
+
+ // local needed stuff
+ InvalidateBoundVolume();
+ StructureChanged();
+ }
+ else
+ {
+ // No 3D object, inserted a page in place in a scene ...
+ getSdrObjectFromSdrObjList()->getSdrPageFromSdrObject()->InsertObject(pObj, nPos);
+ }
+}
+
+SdrObject* E3dScene::NbcRemoveObject(size_t nObjNum)
+{
+ // call parent
+ SdrObject* pRetval = SdrObjList::NbcRemoveObject(nObjNum);
+
+ InvalidateBoundVolume();
+ StructureChanged();
+
+ return pRetval;
+}
+
+SdrObject* E3dScene::RemoveObject(size_t nObjNum)
+{
+ // call parent
+ SdrObject* pRetval(SdrObjList::RemoveObject(nObjNum));
+
+ InvalidateBoundVolume();
+ StructureChanged();
+
+ return pRetval;
+}
+
+void E3dScene::SetBoundAndSnapRectsDirty(bool bNotMyself, bool bRecursive)
+{
+ // call parent
+ E3dObject::SetBoundAndSnapRectsDirty(bNotMyself, bRecursive);
+
+ for(size_t a = 0; a < GetObjCount(); ++a)
+ {
+ E3dObject* pCandidate = dynamic_cast< E3dObject* >(GetObj(a));
+
+ if(pCandidate)
+ {
+ pCandidate->SetBoundAndSnapRectsDirty(bNotMyself, false);
+ }
+ }
+}
+
+void E3dScene::NbcSetLayer(SdrLayerID nLayer)
+{
+ // call parent
+ E3dObject::NbcSetLayer(nLayer);
+
+ for(size_t a = 0; a < GetObjCount(); ++a)
+ {
+ E3dObject* pCandidate = dynamic_cast< E3dObject* >(GetObj(a));
+
+ if(pCandidate)
+ {
+ pCandidate->NbcSetLayer(nLayer);
+ }
+ }
+}
+
+void E3dScene::handlePageChange(SdrPage* pOldPage, SdrPage* pNewPage)
+{
+ if(pOldPage == pNewPage)
+ return;
+
+ // call parent
+ E3dObject::handlePageChange(pOldPage, pNewPage);
+
+ for(size_t a(0); a < GetObjCount(); a++)
+ {
+ E3dObject* pCandidate = dynamic_cast< E3dObject* >(GetObj(a));
+
+ if(pCandidate)
+ {
+ pCandidate->handlePageChange(pOldPage, pNewPage);
+ }
+ else
+ {
+ OSL_ENSURE(false, "E3dScene::handlePageChange invalid object list (!)");
+ }
+ }
+}
+
+SdrObjList* E3dScene::GetSubList() const
+{
+ return const_cast< E3dScene* >(this);
+}
+
+basegfx::B3DRange E3dScene::RecalcBoundVolume() const
+{
+ basegfx::B3DRange aRetval;
+ const size_t nObjCnt(GetObjCount());
+
+ for(size_t a = 0; a < nObjCnt; ++a)
+ {
+ const E3dObject* p3DObject = dynamic_cast< const E3dObject* >(GetObj(a));
+
+ if(p3DObject)
+ {
+ basegfx::B3DRange aLocalRange(p3DObject->GetBoundVolume());
+ aLocalRange.transform(p3DObject->GetTransform());
+ aRetval.expand(aLocalRange);
+ }
+ }
+
+ return aRetval;
+}
+
+void E3dScene::SetTransformChanged()
+{
+ // call parent
+ E3dObject::SetTransformChanged();
+
+ for(size_t a = 0; a < GetObjCount(); ++a)
+ {
+ E3dObject* pCandidate = dynamic_cast< E3dObject* >(GetObj(a));
+
+ if(pCandidate)
+ {
+ pCandidate->SetTransformChanged();
+ }
+ }
+}
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */