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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 <processor3d/shadow3dextractor.hxx>
+#include <primitive3d/shadowprimitive3d.hxx>
+#include <drawinglayer/primitive2d/shadowprimitive2d.hxx>
+#include <drawinglayer/primitive2d/unifiedtransparenceprimitive2d.hxx>
+#include <drawinglayer/primitive3d/transformprimitive3d.hxx>
+#include <drawinglayer/primitive3d/polygonprimitive3d.hxx>
+#include <basegfx/polygon/b2dpolygontools.hxx>
+#include <drawinglayer/primitive3d/polypolygonprimitive3d.hxx>
+#include <basegfx/polygon/b2dpolypolygontools.hxx>
+#include <drawinglayer/primitive2d/PolygonHairlinePrimitive2D.hxx>
+#include <drawinglayer/primitive2d/PolyPolygonColorPrimitive2D.hxx>
+#include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
+#include <rtl/ref.hxx>
+
+
+using namespace com::sun::star;
+
+
+namespace drawinglayer::processor3d
+{
+ // as tooling, the process() implementation takes over API handling and calls this
+ // virtual render method when the primitive implementation is BasePrimitive3D-based.
+ void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate)
+ {
+ // it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
+ switch(rCandidate.getPrimitive3DID())
+ {
+ case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D :
+ {
+ // shadow3d object. Call recursive with content and start conversion
+ const primitive3d::ShadowPrimitive3D& rPrimitive = static_cast< const primitive3d::ShadowPrimitive3D& >(rCandidate);
+
+ // set new target
+ primitive2d::Primitive2DContainer aNewSubList;
+ primitive2d::Primitive2DContainer* pLastTargetSequence = mpPrimitive2DSequence;
+ mpPrimitive2DSequence = &aNewSubList;
+
+ // activate convert
+ const bool bLastConvert(mbConvert);
+ mbConvert = true;
+
+ // set projection flag
+ const bool bLastUseProjection(mbUseProjection);
+ mbUseProjection = rPrimitive.getShadow3D();
+
+ // process content
+ process(rPrimitive.getChildren());
+
+ // restore values
+ mbUseProjection = bLastUseProjection;
+ mbConvert = bLastConvert;
+ mpPrimitive2DSequence = pLastTargetSequence;
+
+ // create 2d shadow primitive with result. This also fetches all entries
+ // from aNewSubList, so there is no need to delete them
+ rtl::Reference<primitive2d::BasePrimitive2D> pNew = new primitive2d::ShadowPrimitive2D(
+ rPrimitive.getShadowTransform(),
+ rPrimitive.getShadowColor(),
+ 0, // shadow3d doesn't have rPrimitive.getShadowBlur() yet.
+ std::move(aNewSubList));
+
+ if(basegfx::fTools::more(rPrimitive.getShadowTransparence(), 0.0))
+ {
+ // create simpleTransparencePrimitive, add created primitives
+ primitive2d::Primitive2DContainer aNewTransPrimitiveVector { pNew };
+
+ pNew = new primitive2d::UnifiedTransparencePrimitive2D(
+ std::move(aNewTransPrimitiveVector),
+ rPrimitive.getShadowTransparence());
+ }
+
+ mpPrimitive2DSequence->push_back(pNew);
+
+ break;
+ }
+ case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D :
+ {
+ // transform group. Remember current transformations
+ const primitive3d::TransformPrimitive3D& rPrimitive = static_cast< const primitive3d::TransformPrimitive3D& >(rCandidate);
+ const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D());
+
+ // create new transformation; add new object transform from right side
+ const geometry::ViewInformation3D aNewViewInformation3D(
+ aLastViewInformation3D.getObjectTransformation() * rPrimitive.getTransformation(),
+ aLastViewInformation3D.getOrientation(),
+ aLastViewInformation3D.getProjection(),
+ aLastViewInformation3D.getDeviceToView(),
+ aLastViewInformation3D.getViewTime(),
+ aLastViewInformation3D.getExtendedInformationSequence());
+ updateViewInformation(aNewViewInformation3D);
+
+ if(mbShadowProjectionIsValid)
+ {
+ // update buffered WorldToEye and EyeToView
+ maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
+ maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
+ }
+
+ // let break down
+ process(rPrimitive.getChildren());
+
+ // restore transformations
+ updateViewInformation(aLastViewInformation3D);
+
+ if(mbShadowProjectionIsValid)
+ {
+ // update buffered WorldToEye and EyeToView
+ maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
+ maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
+ }
+ break;
+ }
+ case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D :
+ {
+ // PolygonHairlinePrimitive3D
+ if(mbConvert)
+ {
+ const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rCandidate);
+ basegfx::B2DPolygon a2DHairline;
+
+ if(mbUseProjection)
+ {
+ if(mbShadowProjectionIsValid)
+ {
+ a2DHairline = impDoShadowProjection(rPrimitive.getB3DPolygon());
+ }
+ }
+ else
+ {
+ a2DHairline = basegfx::utils::createB2DPolygonFromB3DPolygon(rPrimitive.getB3DPolygon(), getViewInformation3D().getObjectToView());
+ }
+
+ if(a2DHairline.count())
+ {
+ a2DHairline.transform(getObjectTransformation());
+ mpPrimitive2DSequence->push_back(
+ new primitive2d::PolygonHairlinePrimitive2D(
+ a2DHairline,
+ basegfx::BColor()));
+ }
+ }
+ break;
+ }
+ case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D :
+ {
+ // PolyPolygonMaterialPrimitive3D
+ if(mbConvert)
+ {
+ const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rCandidate);
+ basegfx::B2DPolyPolygon a2DFill;
+
+ if(mbUseProjection)
+ {
+ if(mbShadowProjectionIsValid)
+ {
+ a2DFill = impDoShadowProjection(rPrimitive.getB3DPolyPolygon());
+ }
+ }
+ else
+ {
+ a2DFill = basegfx::utils::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive.getB3DPolyPolygon(), getViewInformation3D().getObjectToView());
+ }
+
+ if(a2DFill.count())
+ {
+ a2DFill.transform(getObjectTransformation());
+ mpPrimitive2DSequence->push_back(
+ new primitive2d::PolyPolygonColorPrimitive2D(
+ a2DFill,
+ basegfx::BColor()));
+ }
+ }
+ break;
+ }
+ default :
+ {
+ // process recursively
+ process(rCandidate.get3DDecomposition(getViewInformation3D()));
+ break;
+ }
+ }
+ }
+
+ Shadow3DExtractingProcessor::Shadow3DExtractingProcessor(
+ const geometry::ViewInformation3D& rViewInformation,
+ const basegfx::B2DHomMatrix& rObjectTransformation,
+ const basegfx::B3DVector& rLightNormal,
+ double fShadowSlant,
+ const basegfx::B3DRange& rContained3DRange)
+ : BaseProcessor3D(rViewInformation),
+ mpPrimitive2DSequence(&maPrimitive2DSequence),
+ maObjectTransformation(rObjectTransformation),
+ maLightNormal(rLightNormal),
+ mfLightPlaneScalar(0.0),
+ mbShadowProjectionIsValid(false),
+ mbConvert(false),
+ mbUseProjection(false)
+ {
+ // normalize light normal, get and normalize shadow plane normal and calculate scalar from it
+ maLightNormal.normalize();
+ maShadowPlaneNormal = basegfx::B3DVector(0.0, sin(fShadowSlant), cos(fShadowSlant));
+ maShadowPlaneNormal.normalize();
+ mfLightPlaneScalar = maLightNormal.scalar(maShadowPlaneNormal);
+
+ // use only when scalar is > 0.0, so the light is in front of the object
+ if(!basegfx::fTools::more(mfLightPlaneScalar, 0.0))
+ return;
+
+ // prepare buffered WorldToEye and EyeToView
+ maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
+ maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
+
+ // calculate range to get front edge around which to rotate the shadow's projection
+ basegfx::B3DRange aContained3DRange(rContained3DRange);
+ aContained3DRange.transform(getWorldToEye());
+ maPlanePoint.setX(maShadowPlaneNormal.getX() < 0.0 ? aContained3DRange.getMinX() : aContained3DRange.getMaxX());
+ maPlanePoint.setY(maShadowPlaneNormal.getY() > 0.0 ? aContained3DRange.getMinY() : aContained3DRange.getMaxY());
+ maPlanePoint.setZ(aContained3DRange.getMinZ() - (aContained3DRange.getDepth() / 8.0));
+
+ // set flag that shadow projection is prepared and allowed
+ mbShadowProjectionIsValid = true;
+ }
+
+ Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor()
+ {
+ OSL_ENSURE(maPrimitive2DSequence.empty(),
+ "OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)");
+ }
+
+ basegfx::B2DPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon& rSource)
+ {
+ basegfx::B2DPolygon aRetval;
+
+ for(sal_uInt32 a(0); a < rSource.count(); a++)
+ {
+ // get point, transform to eye coordinate system
+ basegfx::B3DPoint aCandidate(rSource.getB3DPoint(a));
+ aCandidate *= getWorldToEye();
+
+ // we are in eye coordinates
+ // ray is (aCandidate + fCut * maLightNormal)
+ // plane is (maPlanePoint, maShadowPlaneNormal)
+ // maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0
+ // get cut point of ray with shadow plane
+ const double fCut(basegfx::B3DVector(maPlanePoint - aCandidate).scalar(maShadowPlaneNormal) / mfLightPlaneScalar);
+ aCandidate += maLightNormal * fCut;
+
+ // transform to view, use 2d coordinates
+ aCandidate *= maEyeToView;
+ aRetval.append(basegfx::B2DPoint(aCandidate.getX(), aCandidate.getY()));
+ }
+
+ // copy closed flag
+ aRetval.setClosed(rSource.isClosed());
+
+ return aRetval;
+ }
+
+ basegfx::B2DPolyPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource)
+ {
+ basegfx::B2DPolyPolygon aRetval;
+
+ for(sal_uInt32 a(0); a < rSource.count(); a++)
+ {
+ aRetval.append(impDoShadowProjection(rSource.getB3DPolygon(a)));
+ }
+
+ return aRetval;
+ }
+
+ const primitive2d::Primitive2DContainer& Shadow3DExtractingProcessor::getPrimitive2DSequence() const
+ {
+ return maPrimitive2DSequence;
+ }
+
+} // end of namespace
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */