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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 <sal/config.h>
#include <cstdlib>
#include <svx/strings.hrc>
#include <svx/dialmgr.hxx>
#include <svx/svditer.hxx>
#include <svx/svdobjkind.hxx>
#include <svx/svdpage.hxx>
#include <svx/scene3d.hxx>
#include <svx/svdtrans.hxx>
#include <sdr/properties/e3dsceneproperties.hxx>
#include <svx/sdr/contact/viewcontactofe3dscene.hxx>
#include <svx/svddrag.hxx>
#include "helperminimaldepth3d.hxx"
#include <algorithm>
#include <drawinglayer/geometry/viewinformation3d.hxx>
#include <basegfx/polygon/b2dpolypolygontools.hxx>
#include <svx/e3dsceneupdater.hxx>
#include <svx/svdmodel.hxx>
namespace {
class ImpRemap3DDepth
{
sal_uInt32 mnOrdNum;
double mfMinimalDepth;
// bit field
bool mbIsScene : 1;
public:
ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth);
explicit ImpRemap3DDepth(sal_uInt32 nOrdNum);
// for ::std::sort
bool operator<(const ImpRemap3DDepth& rComp) const;
sal_uInt32 GetOrdNum() const { return mnOrdNum; }
bool IsScene() const { return mbIsScene; }
};
}
ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth)
: mnOrdNum(nOrdNum),
mfMinimalDepth(fMinimalDepth),
mbIsScene(false)
{
}
ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum)
: mnOrdNum(nOrdNum),
mfMinimalDepth(0.0),
mbIsScene(true)
{
}
bool ImpRemap3DDepth::operator<(const ImpRemap3DDepth& rComp) const
{
if(IsScene())
{
return false;
}
else
{
if(rComp.IsScene())
{
return true;
}
else
{
return mfMinimalDepth < rComp.mfMinimalDepth;
}
}
}
class Imp3DDepthRemapper
{
std::vector< ImpRemap3DDepth > maVector;
public:
explicit Imp3DDepthRemapper(E3dScene const & rScene);
sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const;
};
Imp3DDepthRemapper::Imp3DDepthRemapper(E3dScene const & rScene)
{
// only called when rScene.GetSubList() and nObjCount > 1
SdrObjList* pList = rScene.GetSubList();
const size_t nObjCount(pList->GetObjCount());
for(size_t a = 0; a < nObjCount; ++a)
{
SdrObject* pCandidate = pList->GetObj(a);
if(pCandidate)
{
if(auto pCompoundObj = dynamic_cast< const E3dCompoundObject*>(pCandidate))
{
// single 3d object, calc depth
const double fMinimalDepth(getMinimalDepthInViewCoordinates(*pCompoundObj));
ImpRemap3DDepth aEntry(a, fMinimalDepth);
maVector.push_back(aEntry);
}
else
{
// scene, use standard entry for scene
ImpRemap3DDepth aEntry(a);
maVector.push_back(aEntry);
}
}
}
// now, we need to sort the maVector by its members minimal depth. The
// smaller, the nearer to the viewer.
::std::sort(maVector.begin(), maVector.end());
}
sal_uInt32 Imp3DDepthRemapper::RemapOrdNum(sal_uInt32 nOrdNum) const
{
if(nOrdNum < maVector.size())
{
nOrdNum = maVector[(maVector.size() - 1) - nOrdNum].GetOrdNum();
}
return nOrdNum;
}
// BaseProperties section
std::unique_ptr<sdr::properties::BaseProperties> E3dScene::CreateObjectSpecificProperties()
{
return std::make_unique<sdr::properties::E3dSceneProperties>(*this);
}
// DrawContact section
std::unique_ptr<sdr::contact::ViewContact> E3dScene::CreateObjectSpecificViewContact()
{
return std::make_unique<sdr::contact::ViewContactOfE3dScene>(*this);
}
E3dScene::E3dScene(SdrModel& rSdrModel)
: E3dObject(rSdrModel),
aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
bDrawOnlySelected(false),
mbSkipSettingDirty(false)
{
// Set defaults
SetDefaultAttributes();
}
E3dScene::E3dScene(SdrModel& rSdrModel, E3dScene const & rSource)
: E3dObject(rSdrModel, rSource),
aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
bDrawOnlySelected(false),
mbSkipSettingDirty(false)
{
// Set defaults
SetDefaultAttributes();
// copy child SdrObjects
if (rSource.GetSubList())
{
CopyObjects(*rSource.GetSubList());
// tdf#116979: needed here, we need bSnapRectDirty to be true
// which it is after using SdrObject::operator= (see above),
// but set to false again using CopyObjects
SetBoundAndSnapRectsDirty();
}
// copy local data
aCamera = rSource.aCamera;
aCameraSet = rSource.aCameraSet;
static_cast<sdr::properties::E3dSceneProperties&>(GetProperties()).SetSceneItemsFromCamera();
InvalidateBoundVolume();
RebuildLists();
ImpCleanup3DDepthMapper();
GetViewContact().ActionChanged();
}
void E3dScene::SetDefaultAttributes()
{
// For WIN95/NT turn off the FP-Exceptions
#if defined(_WIN32)
_control87( _MCW_EM, _MCW_EM );
#endif
// Set defaults
aCamera.SetViewWindow(-2, -2, 4, 4);
aCameraSet.SetDeviceRectangle(-2, 2, -2, 2);
aCamera.SetDeviceWindow(tools::Rectangle(0, 0, 10, 10));
tools::Rectangle aRect(0, 0, 10, 10);
aCameraSet.SetViewportRectangle(aRect);
// set defaults for Camera from ItemPool
aCamera.SetProjection(GetPerspective());
basegfx::B3DPoint aActualPosition(aCamera.GetPosition());
double fNew = GetDistance();
if(fabs(fNew - aActualPosition.getZ()) > 1.0)
{
aCamera.SetPosition( basegfx::B3DPoint( aActualPosition.getX(), aActualPosition.getY(), fNew) );
}
fNew = GetFocalLength() / 100.0;
aCamera.SetFocalLength(fNew);
}
E3dScene::~E3dScene()
{
ImpCleanup3DDepthMapper();
}
SdrPage* E3dScene::getSdrPageFromSdrObjList() const
{
return getSdrPageFromSdrObject();
}
SdrObject* E3dScene::getSdrObjectFromSdrObjList() const
{
return const_cast< E3dScene* >(this);
}
SdrObjList* E3dScene::getChildrenOfSdrObject() const
{
return const_cast< E3dScene* >(this);
}
basegfx::B2DPolyPolygon E3dScene::TakeXorPoly() const
{
const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(GetViewContact());
const drawinglayer::geometry::ViewInformation3D& aViewInfo3D(rVCScene.getViewInformation3D());
const basegfx::B3DPolyPolygon aCubePolyPolygon(CreateWireframe());
basegfx::B2DPolyPolygon aRetval(basegfx::utils::createB2DPolyPolygonFromB3DPolyPolygon(aCubePolyPolygon,
aViewInfo3D.getObjectToView()));
aRetval.transform(rVCScene.getObjectTransformation());
return aRetval;
}
void E3dScene::ImpCleanup3DDepthMapper()
{
mp3DDepthRemapper.reset();
}
sal_uInt32 E3dScene::RemapOrdNum(sal_uInt32 nNewOrdNum) const
{
if(!mp3DDepthRemapper)
{
const size_t nObjCount(GetSubList() ? GetSubList()->GetObjCount() : 0);
if(nObjCount > 1)
{
mp3DDepthRemapper.reset(new Imp3DDepthRemapper(*this));
}
}
if(mp3DDepthRemapper)
{
return mp3DDepthRemapper->RemapOrdNum(nNewOrdNum);
}
return nNewOrdNum;
}
SdrObjKind E3dScene::GetObjIdentifier() const
{
return SdrObjKind::E3D_Scene;
}
void E3dScene::SetBoundRectDirty()
{
E3dScene* pScene(getRootE3dSceneFromE3dObject());
if(pScene == this)
{
// avoid resetting aOutRect which in case of a 3D scene used as 2d object
// is model data,not re-creatable view data
}
else
{
// if not the outmost scene it is used as group in 3d, call parent
E3dObject::SetBoundRectDirty();
}
}
void E3dScene::NbcSetSnapRect(const tools::Rectangle& rRect)
{
SetBoundAndSnapRectsDirty();
E3dObject::NbcSetSnapRect(rRect);
aCamera.SetDeviceWindow(rRect);
aCameraSet.SetViewportRectangle(rRect);
ImpCleanup3DDepthMapper();
}
void E3dScene::NbcMove(const Size& rSize)
{
tools::Rectangle aNewSnapRect = GetSnapRect();
aNewSnapRect.Move(rSize);
NbcSetSnapRect(aNewSnapRect);
}
void E3dScene::NbcResize(const Point& rRef, const Fraction& rXFact,
const Fraction& rYFact)
{
tools::Rectangle aNewSnapRect = GetSnapRect();
ResizeRect(aNewSnapRect, rRef, rXFact, rYFact);
NbcSetSnapRect(aNewSnapRect);
}
// Set new camera, and thus mark the scene and if possible the bound volume
// as changed
void E3dScene::SetCamera(const Camera3D& rNewCamera)
{
aCamera = rNewCamera;
static_cast<sdr::properties::E3dSceneProperties&>(GetProperties()).SetSceneItemsFromCamera();
SetBoundAndSnapRectsDirty();
// Turn off ratio
GetCameraSet().SetRatio(0.0);
// Set Imaging geometry
basegfx::B3DPoint aVRP(aCamera.GetViewPoint());
basegfx::B3DVector aVPN(aVRP - aCamera.GetVRP());
basegfx::B3DVector aVUV(aCamera.GetVUV());
// use SetViewportValues() to set VRP, VPN and VUV as vectors, too.
// Else these values would not be exported/imported correctly.
GetCameraSet().SetViewportValues(aVRP, aVPN, aVUV);
// Set perspective
GetCameraSet().SetPerspective(aCamera.GetProjection() == ProjectionType::Perspective);
GetCameraSet().SetViewportRectangle(aCamera.GetDeviceWindow());
ImpCleanup3DDepthMapper();
}
// Inform parent of changes of a child
void E3dScene::StructureChanged()
{
E3dObject::StructureChanged();
E3dScene* pScene(getRootE3dSceneFromE3dObject());
if(nullptr != pScene && !pScene->mbSkipSettingDirty)
{
SetBoundAndSnapRectsDirty();
}
ImpCleanup3DDepthMapper();
}
// Determine the overall scene object
E3dScene* E3dScene::getRootE3dSceneFromE3dObject() const
{
E3dScene* pParent(getParentE3dSceneFromE3dObject());
if(nullptr != pParent)
{
return pParent->getRootE3dSceneFromE3dObject();
}
return const_cast< E3dScene* >(this);
}
void E3dScene::removeAllNonSelectedObjects()
{
E3DModifySceneSnapRectUpdater aUpdater(this);
for(size_t a = 0; a < GetObjCount(); ++a)
{
SdrObject* pObj = GetObj(a);
if(pObj)
{
bool bRemoveObject(false);
if(auto pScene = dynamic_cast<E3dScene*>(pObj))
{
// iterate over this sub-scene
pScene->removeAllNonSelectedObjects();
// check object count. Empty scenes can be deleted
const size_t nObjCount(pScene->GetSubList() ? pScene->GetSubList()->GetObjCount() : 0);
if(!nObjCount)
{
// all objects removed, scene can be removed, too
bRemoveObject = true;
}
}
else if(auto pCompound = dynamic_cast<E3dCompoundObject*>(pObj))
{
if(!pCompound->GetSelected())
{
bRemoveObject = true;
}
}
if(bRemoveObject)
{
NbcRemoveObject(pObj->GetOrdNum());
a--;
SdrObject::Free(pObj);
}
}
}
}
E3dScene* E3dScene::CloneSdrObject(SdrModel& rTargetModel) const
{
return new E3dScene(rTargetModel, *this);
}
void E3dScene::SuspendReportingDirtyRects()
{
E3dScene* pScene(getRootE3dSceneFromE3dObject());
if(nullptr != pScene)
{
pScene->mbSkipSettingDirty = true;
}
}
void E3dScene::ResumeReportingDirtyRects()
{
E3dScene* pScene(getRootE3dSceneFromE3dObject());
if(nullptr != pScene)
{
pScene->mbSkipSettingDirty = false;
}
}
void E3dScene::SetAllSceneRectsDirty()
{
E3dScene* pScene(getRootE3dSceneFromE3dObject());
if(nullptr != pScene)
{
pScene->SetBoundAndSnapRectsDirty();
}
}
// Rebuild Light- and label- object lists rebuild (after loading, allocation)
void E3dScene::RebuildLists()
{
// first delete
const SdrLayerID nCurrLayerID(GetLayer());
SdrObjListIter a3DIterator(GetSubList(), SdrIterMode::Flat);
// then examine all the objects in the scene
while(a3DIterator.IsMore())
{
E3dObject* p3DObj(static_cast< E3dObject* >(a3DIterator.Next()));
p3DObj->NbcSetLayer(nCurrLayerID);
}
ImpCleanup3DDepthMapper();
}
std::unique_ptr<SdrObjGeoData> E3dScene::NewGeoData() const
{
return std::make_unique<E3DSceneGeoData>();
}
void E3dScene::SaveGeoData(SdrObjGeoData& rGeo) const
{
E3dObject::SaveGeoData (rGeo);
static_cast<E3DSceneGeoData &>(rGeo).aCamera = aCamera;
}
void E3dScene::RestoreGeoData(const SdrObjGeoData& rGeo)
{
// #i94832# removed E3DModifySceneSnapRectUpdater here.
// It should not be needed, is already part of E3dObject::RestoreGeoData
E3dObject::RestoreGeoData (rGeo);
SetCamera (static_cast<const E3DSceneGeoData &>(rGeo).aCamera);
}
// Something was changed in the style sheet, so change scene
void E3dScene::Notify(SfxBroadcaster &rBC, const SfxHint &rHint)
{
SetBoundAndSnapRectsDirty();
E3dObject::Notify(rBC, rHint);
}
void E3dScene::RotateScene (const Point& rRef, double sn, double cs)
{
Point UpperLeft, LowerRight, Center, NewCenter;
UpperLeft = m_aOutRect.TopLeft();
LowerRight = m_aOutRect.BottomRight();
tools::Long dxOutRectHalf = std::abs(UpperLeft.X() - LowerRight.X());
dxOutRectHalf /= 2;
tools::Long dyOutRectHalf = std::abs(UpperLeft.Y() - LowerRight.Y());
dyOutRectHalf /= 2;
// Only the center is moved. The corners are moved by NbcMove. For the
// rotation a cartesian coordinate system is used in which the pivot
// point is the origin, and the y-axis increases upward, the X-axis to
// the right. This must be especially noted for the Y-values.
// (When considering a flat piece of paper the Y-axis pointing downwards
Center.setX( (UpperLeft.X() + dxOutRectHalf) - rRef.X() );
Center.setY( -((UpperLeft.Y() + dyOutRectHalf) - rRef.Y()) );
// A few special cases has to be dealt with first (n * 90 degrees n integer)
if (sn==1.0 && cs==0.0) { // 90deg
NewCenter.setX( -Center.Y() );
NewCenter.setY( -Center.X() );
} else if (sn==0.0 && cs==-1.0) { // 180deg
NewCenter.setX( -Center.X() );
NewCenter.setY( -Center.Y() );
} else if (sn==-1.0 && cs==0.0) { // 270deg
NewCenter.setX( Center.Y() );
NewCenter.setY( -Center.X() );
}
else // Here it is rotated to any angle in the mathematically
// positive direction!
{ // xnew = x * cos(alpha) - y * sin(alpha)
// ynew = x * sin(alpha) + y * cos(alpha)
// Bottom Right is not rotated: the pages of aOutRect must
// remain parallel to the coordinate axes.
NewCenter.setX( static_cast<tools::Long>(Center.X() * cs - Center.Y() * sn) );
NewCenter.setY( static_cast<tools::Long>(Center.X() * sn + Center.Y() * cs) );
}
Size Differenz;
Point DiffPoint = NewCenter - Center;
Differenz.setWidth( DiffPoint.X() );
Differenz.setHeight( -DiffPoint.Y() ); // Note that the Y-axis is counted ad positive downward.
NbcMove (Differenz); // Actually executes the coordinate transformation.
}
OUString E3dScene::TakeObjNameSingul() const
{
OUString sName(SvxResId(STR_ObjNameSingulScene3d));
OUString aName(GetName());
if (!aName.isEmpty())
sName += " '" + aName + "'";
return sName;
}
OUString E3dScene::TakeObjNamePlural() const
{
return SvxResId(STR_ObjNamePluralScene3d);
}
// The NbcRotate routine overrides the one of the SdrObject. The idea is
// to be able to rotate the scene relative to the position of the scene
// and then the objects in the scene
void E3dScene::NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix)
{
if(maTransformation != rMatrix)
{
// call parent
E3dObject::NbcSetTransform(rMatrix);
}
}
void E3dScene::SetTransform(const basegfx::B3DHomMatrix& rMatrix)
{
if(rMatrix != maTransformation)
{
// call parent
E3dObject::SetTransform(rMatrix);
}
}
void E3dScene::NbcRotate(const Point& rRef, Degree100 nAngle, double sn, double cs)
{
// So currently the gluepoints are defined relative to the scene aOutRect.
// Before turning the gluepoints are defined relative to the page. They
// take no part in the rotation of the scene. To ensure this, there is the
// SetGlueReallyAbsolute(sal_True);
// So that was the scene, now the objects used in the scene
// 3D objects, if there is only one it can still have multiple surfaces but
// the surfaces do not have to be connected. This allows you to access child
// objects. So going through the entire list and rotate around the Z axis
// through the enter of aOutRect's (Steiner's theorem), so RotateZ
RotateScene (rRef, sn, cs); // Rotates the scene
double fAngleInRad = toRadians(nAngle);
basegfx::B3DHomMatrix aRotation;
aRotation.rotate(0.0, 0.0, fAngleInRad);
NbcSetTransform(aRotation * GetTransform());
SetBoundAndSnapRectsDirty(); // This forces a recalculation of all BoundRects
NbcRotateGluePoints(rRef,nAngle,sn,cs); // Rotate the gluepoints (who still
// have coordinates relative to the
// original page)
SetGlueReallyAbsolute(false); // from now they are again relative to BoundRect (that is defined as aOutRect)
SetBoundAndSnapRectsDirty();
}
void E3dScene::RecalcSnapRect()
{
E3dScene* pScene(getRootE3dSceneFromE3dObject());
if(pScene == this)
{
// The Scene is used as a 2D-Object, take the SnapRect from the
// 2D Display settings
maSnapRect = pScene->aCamera.GetDeviceWindow();
}
else
{
// The Scene itself is a member of another scene, get the SnapRect
// as a composite object
// call parent
E3dObject::RecalcSnapRect();
for(size_t a = 0; a < GetObjCount(); ++a)
{
E3dObject* pCandidate(dynamic_cast< E3dObject* >(GetObj(a)));
if(pCandidate)
{
maSnapRect.Union(pCandidate->GetSnapRect());
}
}
}
}
bool E3dScene::IsBreakObjPossible()
{
// Break scene, if all members are able to break
SdrObjListIter a3DIterator(GetSubList(), SdrIterMode::DeepWithGroups);
while ( a3DIterator.IsMore() )
{
E3dObject* pObj = static_cast<E3dObject*>(a3DIterator.Next());
if(!pObj->IsBreakObjPossible())
return false;
}
return true;
}
basegfx::B2DPolyPolygon E3dScene::TakeCreatePoly(const SdrDragStat& /*rDrag*/) const
{
return TakeXorPoly();
}
bool E3dScene::BegCreate(SdrDragStat& rStat)
{
rStat.SetOrtho4Possible();
tools::Rectangle aRect1(rStat.GetStart(), rStat.GetNow());
aRect1.Justify();
rStat.SetActionRect(aRect1);
NbcSetSnapRect(aRect1);
return true;
}
bool E3dScene::MovCreate(SdrDragStat& rStat)
{
tools::Rectangle aRect1;
rStat.TakeCreateRect(aRect1);
aRect1.Justify();
rStat.SetActionRect(aRect1);
NbcSetSnapRect(aRect1);
SetBoundRectDirty();
m_bSnapRectDirty=true;
return true;
}
bool E3dScene::EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd)
{
tools::Rectangle aRect1;
rStat.TakeCreateRect(aRect1);
aRect1.Justify();
NbcSetSnapRect(aRect1);
SetBoundAndSnapRectsDirty();
return (eCmd==SdrCreateCmd::ForceEnd || rStat.GetPointCount()>=2);
}
bool E3dScene::BckCreate(SdrDragStat& /*rStat*/)
{
return false;
}
void E3dScene::BrkCreate(SdrDragStat& /*rStat*/)
{
}
void E3dScene::SetSelected(bool bNew)
{
// call parent
E3dObject::SetSelected(bNew);
for(size_t a(0); a < GetObjCount(); a++)
{
E3dObject* pCandidate(dynamic_cast< E3dObject* >(GetObj(a)));
if(pCandidate)
{
pCandidate->SetSelected(bNew);
}
}
}
void E3dScene::NbcInsertObject(SdrObject* pObj, size_t nPos)
{
// Is it even a 3D object?
if(nullptr != dynamic_cast< const E3dObject* >(pObj))
{
// Normal 3D object, insert means call parent
SdrObjList::NbcInsertObject(pObj, nPos);
// local needed stuff
InvalidateBoundVolume();
StructureChanged();
}
else
{
// No 3D object, inserted a page in place in a scene ...
getSdrObjectFromSdrObjList()->getSdrPageFromSdrObject()->InsertObject(pObj, nPos);
}
}
void E3dScene::InsertObject(SdrObject* pObj, size_t nPos)
{
// Is it even a 3D object?
if(nullptr != dynamic_cast< const E3dObject* >(pObj))
{
// call parent
SdrObjList::InsertObject(pObj, nPos);
// local needed stuff
InvalidateBoundVolume();
StructureChanged();
}
else
{
// No 3D object, inserted a page in place in a scene ...
getSdrObjectFromSdrObjList()->getSdrPageFromSdrObject()->InsertObject(pObj, nPos);
}
}
SdrObject* E3dScene::NbcRemoveObject(size_t nObjNum)
{
// call parent
SdrObject* pRetval = SdrObjList::NbcRemoveObject(nObjNum);
InvalidateBoundVolume();
StructureChanged();
return pRetval;
}
SdrObject* E3dScene::RemoveObject(size_t nObjNum)
{
// call parent
SdrObject* pRetval(SdrObjList::RemoveObject(nObjNum));
InvalidateBoundVolume();
StructureChanged();
return pRetval;
}
void E3dScene::SetBoundAndSnapRectsDirty(bool bNotMyself, bool bRecursive)
{
// call parent
E3dObject::SetBoundAndSnapRectsDirty(bNotMyself, bRecursive);
for(size_t a = 0; a < GetObjCount(); ++a)
{
E3dObject* pCandidate = dynamic_cast< E3dObject* >(GetObj(a));
if(pCandidate)
{
pCandidate->SetBoundAndSnapRectsDirty(bNotMyself, false);
}
}
}
void E3dScene::NbcSetLayer(SdrLayerID nLayer)
{
// call parent
E3dObject::NbcSetLayer(nLayer);
for(size_t a = 0; a < GetObjCount(); ++a)
{
E3dObject* pCandidate = dynamic_cast< E3dObject* >(GetObj(a));
if(pCandidate)
{
pCandidate->NbcSetLayer(nLayer);
}
}
}
void E3dScene::handlePageChange(SdrPage* pOldPage, SdrPage* pNewPage)
{
if(pOldPage == pNewPage)
return;
// call parent
E3dObject::handlePageChange(pOldPage, pNewPage);
for(size_t a(0); a < GetObjCount(); a++)
{
E3dObject* pCandidate = dynamic_cast< E3dObject* >(GetObj(a));
if(pCandidate)
{
pCandidate->handlePageChange(pOldPage, pNewPage);
}
else
{
OSL_ENSURE(false, "E3dScene::handlePageChange invalid object list (!)");
}
}
}
SdrObjList* E3dScene::GetSubList() const
{
return const_cast< E3dScene* >(this);
}
basegfx::B3DRange E3dScene::RecalcBoundVolume() const
{
basegfx::B3DRange aRetval;
const size_t nObjCnt(GetObjCount());
for(size_t a = 0; a < nObjCnt; ++a)
{
const E3dObject* p3DObject = dynamic_cast< const E3dObject* >(GetObj(a));
if(p3DObject)
{
basegfx::B3DRange aLocalRange(p3DObject->GetBoundVolume());
aLocalRange.transform(p3DObject->GetTransform());
aRetval.expand(aLocalRange);
}
}
return aRetval;
}
void E3dScene::SetTransformChanged()
{
// call parent
E3dObject::SetTransformChanged();
for(size_t a = 0; a < GetObjCount(); ++a)
{
E3dObject* pCandidate = dynamic_cast< E3dObject* >(GetObj(a));
if(pCandidate)
{
pCandidate->SetTransformChanged();
}
}
}
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