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Diffstat (limited to 'drawinglayer/inc/processor3d/shadow3dextractor.hxx')
-rw-r--r-- | drawinglayer/inc/processor3d/shadow3dextractor.hxx | 95 |
1 files changed, 95 insertions, 0 deletions
diff --git a/drawinglayer/inc/processor3d/shadow3dextractor.hxx b/drawinglayer/inc/processor3d/shadow3dextractor.hxx new file mode 100644 index 000000000..9fa877fec --- /dev/null +++ b/drawinglayer/inc/processor3d/shadow3dextractor.hxx @@ -0,0 +1,95 @@ +/* -*- 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: */ |