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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/drawinglayerdllapi.h>
+
+#include <drawinglayer/primitive2d/BufferedDecompositionPrimitive2D.hxx>
+#include <drawinglayer/primitive3d/baseprimitive3d.hxx>
+#include <drawinglayer/geometry/viewinformation3d.hxx>
+#include <basegfx/matrix/b2dhommatrix.hxx>
+#include <vcl/bitmapex.hxx>
+#include <drawinglayer/attribute/sdrsceneattribute3d.hxx>
+#include <drawinglayer/attribute/sdrlightingattribute3d.hxx>
+
+namespace drawinglayer::primitive2d
+{
+ /** ScenePrimitive2D class
+
+ This primitive defines a 3D scene as a 2D primitive and is the anchor point
+ for a 3D visualisation. The decomposition is view-dependent and will try to
+ re-use already rendered 3D content.
+
+ The rendering is done using the default-3D renderer from basegfx which supports
+ AntiAliasing.
+
+ The 2D primitive's geometric range is defined completely by the
+ ObjectTransformation combined with evtl. 2D shadows from the 3D objects. The
+ shadows of 3D objects are 2D polygons, projected with the 3D transformation.
+
+ This is the class a renderer may process directly when he wants to implement
+ an own (e.g. system-specific) 3D renderer.
+ */
+ class DRAWINGLAYER_DLLPUBLIC ScenePrimitive2D final : public BufferedDecompositionPrimitive2D
+ {
+ private:
+ /// the 3D geometry definition
+ primitive3d::Primitive3DContainer mxChildren3D;
+
+ /// 3D scene attribute set
+ attribute::SdrSceneAttribute maSdrSceneAttribute;
+
+ /// lighting attribute set
+ attribute::SdrLightingAttribute maSdrLightingAttribute;
+
+ /// object transformation for scene for 2D definition
+ basegfx::B2DHomMatrix maObjectTransformation;
+
+ /// scene transformation set and object transformation
+ geometry::ViewInformation3D maViewInformation3D;
+
+ /// the primitiveSequence for on-demand created shadow primitives (see mbShadow3DChecked)
+ Primitive2DContainer maShadowPrimitives;
+
+ /** flag if given 3D geometry is already checked for shadow definitions and 2d shadows
+ are created in maShadowPrimitives
+ */
+ bool mbShadow3DChecked : 1;
+
+ /// the last used NewDiscreteSize and NewUnitVisiblePart definitions for decomposition
+ double mfOldDiscreteSizeX;
+ double mfOldDiscreteSizeY;
+ basegfx::B2DRange maOldUnitVisiblePart;
+
+ /** the last created BitmapEx, e.g. for fast HitTest. This does not really need
+ memory since BitmapEx is internally RefCounted
+ */
+ BitmapEx maOldRenderedBitmap;
+
+ /// private helpers
+ bool impGetShadow3D() const;
+ void calculateDiscreteSizes(
+ const geometry::ViewInformation2D& rViewInformation,
+ basegfx::B2DRange& rDiscreteRange,
+ basegfx::B2DRange& rVisibleDiscreteRange,
+ basegfx::B2DRange& rUnitVisibleRange) const;
+
+ /// local decomposition.
+ virtual void create2DDecomposition(Primitive2DContainer& rContainer, const geometry::ViewInformation2D& rViewInformation) const override;
+
+ public:
+ /// public helpers
+ /** Geometry extractor. Shadow will be added as in create2DDecomposition, but
+ the 3D content is not converted to a bitmap visualisation but to projected 2D geometry. This
+ helper is useful e.g. for Contour extraction or HitTests.
+ */
+ Primitive2DContainer getGeometry2D() const;
+ Primitive2DContainer getShadow2D() const;
+
+ /** Fast HitTest which uses the last buffered BitmapEx from the last
+ rendered area if available. The return value describes if the check
+ could be done with the current information, so do NOT use o_rResult
+ when it returns false. o_rResult will be changed on return true and
+ then contains a definitive answer if content of this scene is hit or
+ not. On return false, it is normally necessary to use the geometric
+ HitTest (see CutFindProcessor usages). The given HitPoint
+ has to be in logic coordinates in scene's ObjectCoordinateSystem.
+ */
+ bool tryToCheckLastVisualisationDirectHit(const basegfx::B2DPoint& rLogicHitPoint, bool& o_rResult) const;
+
+ /// constructor
+ ScenePrimitive2D(
+ const primitive3d::Primitive3DContainer& rxChildren3D,
+ const attribute::SdrSceneAttribute& rSdrSceneAttribute,
+ const attribute::SdrLightingAttribute& rSdrLightingAttribute,
+ const basegfx::B2DHomMatrix& rObjectTransformation,
+ const geometry::ViewInformation3D& rViewInformation3D);
+
+ /// data read access
+ const primitive3d::Primitive3DContainer& getChildren3D() const { return mxChildren3D; }
+ const attribute::SdrSceneAttribute& getSdrSceneAttribute() const { return maSdrSceneAttribute; }
+ const attribute::SdrLightingAttribute& getSdrLightingAttribute() const { return maSdrLightingAttribute; }
+ const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; }
+ const geometry::ViewInformation3D& getViewInformation3D() const { return maViewInformation3D; }
+
+ /// compare operator
+ virtual bool operator==(const BasePrimitive2D& rPrimitive) const override;
+
+ /// get range
+ virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const override;
+
+ /// provide unique ID
+ virtual sal_uInt32 getPrimitive2DID() const override;
+
+ /// get local decomposition. Override since this decomposition is view-dependent
+ virtual void get2DDecomposition(Primitive2DDecompositionVisitor& rVisitor, const geometry::ViewInformation2D& rViewInformation) const override;
+ };
+} // end of namespace drawinglayer::primitive2d
+
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */