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diff --git a/drawinglayer/source/primitive2d/embedded3dprimitive2d.cxx b/drawinglayer/source/primitive2d/embedded3dprimitive2d.cxx
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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 <drawinglayer/primitive2d/embedded3dprimitive2d.hxx>
+#include <basegfx/polygon/b2dpolygon.hxx>
+#include <basegfx/polygon/b2dpolygontools.hxx>
+#include <basegfx/color/bcolor.hxx>
+#include <drawinglayer/primitive2d/PolygonHairlinePrimitive2D.hxx>
+#include <drawinglayer/geometry/viewinformation2d.hxx>
+#include <drawinglayer/primitive2d/drawinglayer_primitivetypes2d.hxx>
+#include <drawinglayer/geometry/viewinformation3d.hxx>
+#include <processor3d/shadow3dextractor.hxx>
+
+
+using namespace com::sun::star;
+
+
+namespace drawinglayer::primitive2d
+{
+ bool Embedded3DPrimitive2D::impGetShadow3D() const
+ {
+ // create on demand
+ if(!mbShadow3DChecked && !getChildren3D().empty())
+ {
+ // create shadow extraction processor
+ processor3d::Shadow3DExtractingProcessor aShadowProcessor(
+ getViewInformation3D(),
+ getObjectTransformation(),
+ getLightNormal(),
+ getShadowSlant(),
+ getScene3DRange());
+
+ // process local primitives
+ aShadowProcessor.process(getChildren3D());
+
+ // fetch result and set checked flag
+ const_cast< Embedded3DPrimitive2D* >(this)->maShadowPrimitives = aShadowProcessor.getPrimitive2DSequence();
+ const_cast< Embedded3DPrimitive2D* >(this)->mbShadow3DChecked = true;
+ }
+
+ // return if there are shadow primitives
+ return !maShadowPrimitives.empty();
+ }
+
+ void Embedded3DPrimitive2D::create2DDecomposition(Primitive2DContainer& rContainer, const geometry::ViewInformation2D& rViewInformation) const
+ {
+ // use info to create a yellow 2d rectangle, similar to empty 3d scenes and/or groups
+ const basegfx::B2DRange aLocal2DRange(getB2DRange(rViewInformation));
+ const basegfx::B2DPolygon aOutline(basegfx::utils::createPolygonFromRect(aLocal2DRange));
+ const basegfx::BColor aYellow(1.0, 1.0, 0.0);
+ rContainer.push_back(new PolygonHairlinePrimitive2D(aOutline, aYellow));
+ }
+
+ Embedded3DPrimitive2D::Embedded3DPrimitive2D(
+ const primitive3d::Primitive3DContainer& rxChildren3D,
+ const basegfx::B2DHomMatrix& rObjectTransformation,
+ const geometry::ViewInformation3D& rViewInformation3D,
+ const basegfx::B3DVector& rLightNormal,
+ double fShadowSlant,
+ const basegfx::B3DRange& rScene3DRange)
+ : mxChildren3D(rxChildren3D),
+ maObjectTransformation(rObjectTransformation),
+ maViewInformation3D(rViewInformation3D),
+ maLightNormal(rLightNormal),
+ mfShadowSlant(fShadowSlant),
+ maScene3DRange(rScene3DRange),
+ mbShadow3DChecked(false)
+ {
+ maLightNormal.normalize();
+ }
+
+ bool Embedded3DPrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const
+ {
+ if(BufferedDecompositionPrimitive2D::operator==(rPrimitive))
+ {
+ const Embedded3DPrimitive2D& rCompare = static_cast< const Embedded3DPrimitive2D& >(rPrimitive);
+
+ return (getChildren3D() == rCompare.getChildren3D()
+ && getObjectTransformation() == rCompare.getObjectTransformation()
+ && getViewInformation3D() == rCompare.getViewInformation3D()
+ && getLightNormal() == rCompare.getLightNormal()
+ && getShadowSlant() == rCompare.getShadowSlant()
+ && getScene3DRange() == rCompare.getScene3DRange());
+ }
+
+ return false;
+ }
+
+ basegfx::B2DRange Embedded3DPrimitive2D::getB2DRange(const geometry::ViewInformation2D& rViewInformation) const
+ {
+ if(maB2DRange.isEmpty())
+ {
+ // use the 3d transformation stack to create a projection of the 3D range
+ basegfx::B3DRange a3DRange(getChildren3D().getB3DRange(getViewInformation3D()));
+ a3DRange.transform(getViewInformation3D().getObjectToView());
+
+ // create 2d range from projected 3d and transform with scene's object transformation
+ basegfx::B2DRange aNewRange;
+ aNewRange.expand(basegfx::B2DPoint(a3DRange.getMinX(), a3DRange.getMinY()));
+ aNewRange.expand(basegfx::B2DPoint(a3DRange.getMaxX(), a3DRange.getMaxY()));
+ aNewRange.transform(getObjectTransformation());
+
+ // check for 3D shadows and their 2D projections. If those exist, they need to be
+ // taken into account
+ if(impGetShadow3D())
+ {
+ const basegfx::B2DRange aShadow2DRange(maShadowPrimitives.getB2DRange(rViewInformation));
+
+ if(!aShadow2DRange.isEmpty())
+ {
+ aNewRange.expand(aShadow2DRange);
+ }
+ }
+
+ // assign to buffered value
+ const_cast< Embedded3DPrimitive2D* >(this)->maB2DRange = aNewRange;
+ }
+
+ return maB2DRange;
+ }
+
+ // provide unique ID
+ sal_uInt32 Embedded3DPrimitive2D::getPrimitive2DID() const
+ {
+ return PRIMITIVE2D_ID_EMBEDDED3DPRIMITIVE2D;
+ }
+
+} // end of namespace
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */