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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:06:44 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:06:44 +0000 |
commit | ed5640d8b587fbcfed7dd7967f3de04b37a76f26 (patch) | |
tree | 7a5f7c6c9d02226d7471cb3cc8fbbf631b415303 /svx/source/customshapes/EnhancedCustomShape3d.cxx | |
parent | Initial commit. (diff) | |
download | libreoffice-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/customshapes/EnhancedCustomShape3d.cxx')
-rw-r--r-- | svx/source/customshapes/EnhancedCustomShape3d.cxx | 1037 |
1 files changed, 1037 insertions, 0 deletions
diff --git a/svx/source/customshapes/EnhancedCustomShape3d.cxx b/svx/source/customshapes/EnhancedCustomShape3d.cxx new file mode 100644 index 000000000..00a59ebf5 --- /dev/null +++ b/svx/source/customshapes/EnhancedCustomShape3d.cxx @@ -0,0 +1,1037 @@ +/* -*- 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; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |