/* -*- 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( const primitive3d::Primitive3DContainer& rxChildren3D, const attribute::SdrSceneAttribute& rSdrSceneAttribute, const attribute::SdrLightingAttribute& rSdrLightingAttribute, const basegfx::B2DHomMatrix& rObjectTransformation, const geometry::ViewInformation3D& rViewInformation3D); /// 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: */