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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 <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/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 <basegfx/color/bcolor.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 )
*pAny >>= eRet;
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;
}
}
SdrObject* EnhancedCustomShape3d::Create3DObject(
const SdrObject* pShape2d,
const SdrObjCustomShape& rSdrObjCustomShape)
{
SdrObject* pRet(nullptr);
const SdrCustomShapeGeometryItem& rGeometryItem(rSdrObjCustomShape.GetMergedItem(SDRATTR_CUSTOMSHAPE_GEOMETRY));
double fMap(1.0), *pMap = nullptr;
Fraction aFraction( rSdrObjCustomShape.getSdrModelFromSdrObject().GetScaleFraction() );
if ( aFraction.GetNumerator() != 1 || aFraction.GetDenominator() != 1 )
{
fMap *= double(aFraction);
pMap = &fMap;
}
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() );
//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 )
*pAny >>= eProjectionMode;
// pShape2d Convert in scenes which include 3D Objects
E3dDefaultAttributes a3DDefaultAttr;
a3DDefaultAttr.SetDefaultLatheCharacterMode( true );
a3DDefaultAttr.SetDefaultExtrudeCharacterMode( true );
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);
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)
{
SdrObject* pNewObj = pNext->ConvertToContourObj(const_cast< SdrObject* >(pNext));
SdrPathObj* pNewPathObj = dynamic_cast< SdrPathObj* >(pNewObj);
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));
}
}
SdrObject::Free(pNewObj);
}
else
{
aPolyPoly = pPathObj->GetPathPoly();
}
}
else
{
SdrObjectUniquePtr 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
E3dCompoundObject* p3DObj = new E3dExtrudeObj(
rSdrObjCustomShape.getSdrModelFromSdrObject(),
a3DDefaultAttr,
aPolyPoly,
bUseTwoFillStyles ? 0 : fDepth );
p3DObj->NbcSetLayer( pShape2d->GetLayer() );
p3DObj->SetMergedItemSet( aLocalSet );
if ( bIsPlaceholderObject )
aPlaceholderObjectList.push_back( p3DObj );
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 );
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 );
// #i122777# depth 0 is okay for planes when using double-sided
p3DObj = new E3dExtrudeObj(
rSdrObjCustomShape.getSdrModelFromSdrObject(),
a3DDefaultAttr,
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 );
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.getWidth();
double fH = aBoundRect2d.getHeight();
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.getWidth();
aRotationCenter.DirectionY *= aSnapRect.getHeight();
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() );
// always use SdrObject::Free(...) for SdrObjects (!)
SdrObject* pTemp2(pTemp);
SdrObject::Free(pTemp2);
}
}
else
{
// always use SdrObject::Free(...) for SdrObjects (!)
SdrObject* pTemp(pScene);
SdrObject::Free(pTemp);
}
}
return pRet;
}
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