/* -*- 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 #include #include #include #include #include #include #include #include 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: */