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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 .
+ */
+
+#pragma once
+
+#include <drawinglayer/processor3d/baseprocessor3d.hxx>
+#include <drawinglayer/primitive2d/Primitive2DContainer.hxx>
+#include <basegfx/matrix/b3dhommatrix.hxx>
+#include <basegfx/polygon/b2dpolygon.hxx>
+#include <basegfx/polygon/b2dpolypolygon.hxx>
+#include <basegfx/matrix/b2dhommatrix.hxx>
+
+namespace basegfx { class B3DPolyPolygon; }
+namespace basegfx { class B3DPolygon; }
+
+
+namespace drawinglayer::processor3d
+ {
+ /** Shadow3DExtractingProcessor class
+
+ This processor extracts the 2D shadow geometry (projected geometry) of all fed primitives.
+ It is used to create the shadow of 3D objects which consists of 2D geometry. It needs quite
+ some data to do so since we do not only offer flat projected 2D shadow, but also projections
+ dependent on the light source
+ */
+ class Shadow3DExtractingProcessor final : public BaseProcessor3D
+ {
+ private:
+ /// result holding vector (2D) and target vector for stacking (inited to &maPrimitive2DSequence)
+ primitive2d::Primitive2DContainer maPrimitive2DSequence;
+ primitive2d::Primitive2DContainer* mpPrimitive2DSequence;
+
+ /// object transformation for scene for 2d definition
+ basegfx::B2DHomMatrix maObjectTransformation;
+
+ /// prepared data (transformations) for 2D/3D shadow calculations
+ basegfx::B3DHomMatrix maWorldToEye;
+ basegfx::B3DHomMatrix maEyeToView;
+ basegfx::B3DVector maLightNormal;
+ basegfx::B3DVector maShadowPlaneNormal;
+ basegfx::B3DPoint maPlanePoint;
+ double mfLightPlaneScalar;
+
+ /// flag if shadow plane projection preparation led to valid results
+ bool mbShadowProjectionIsValid : 1;
+
+ /// flag if conversion is switched on
+ bool mbConvert : 1;
+
+ /// flag if conversion shall use projection
+ bool mbUseProjection : 1;
+
+ /// local helpers
+ basegfx::B2DPolygon impDoShadowProjection(const basegfx::B3DPolygon& rSource);
+ basegfx::B2DPolyPolygon impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource);
+
+ /* as tooling, the process() implementation takes over API handling and calls this
+ virtual render method when the primitive implementation is BasePrimitive3D-based.
+ */
+ virtual void processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate) override;
+
+ public:
+ Shadow3DExtractingProcessor(
+ const geometry::ViewInformation3D& rViewInformation,
+ const basegfx::B2DHomMatrix& rObjectTransformation,
+ const basegfx::B3DVector& rLightNormal,
+ double fShadowSlant,
+ const basegfx::B3DRange& rContained3DRange);
+ virtual ~Shadow3DExtractingProcessor() override;
+
+ /// data read access
+ const primitive2d::Primitive2DContainer& getPrimitive2DSequence() const;
+ const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; }
+ const basegfx::B3DHomMatrix& getWorldToEye() const { return maWorldToEye; }
+ };
+
+} // end of namespace drawinglayer::processor3d
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */