/************************************************************** * * 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 * * Unless required by applicable law or agreed to in writing, * software distributed under the License is distributed on an * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY * KIND, either express or implied. See the License for the * specific language governing permissions and limitations * under the License. * *************************************************************/ // MARKER(update_precomp.py): autogen include statement, do not remove #include "precompiled_svx.hxx" #include "svx/svdstr.hrc" #include "svx/svdglob.hxx" #include "svx/svditer.hxx" #if defined( UNX ) || defined( ICC ) #include #endif #include "svx/globl3d.hxx" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #define ITEMVALUE(ItemSet,Id,Cast) ((const Cast&)(ItemSet).Get(Id)).GetValue() ////////////////////////////////////////////////////////////////////////////// // #110988# class ImpRemap3DDepth { sal_uInt32 mnOrdNum; double mfMinimalDepth; // bitfield unsigned mbIsScene : 1; public: ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth); ImpRemap3DDepth(sal_uInt32 nOrdNum); ~ImpRemap3DDepth(); // for ::std::sort bool operator<(const ImpRemap3DDepth& rComp) const; sal_uInt32 GetOrdNum() const { return mnOrdNum; } sal_Bool IsScene() const { return mbIsScene; } }; ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth) : mnOrdNum(nOrdNum), mfMinimalDepth(fMinimalDepth), mbIsScene(sal_False) { } ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum) : mnOrdNum(nOrdNum), mbIsScene(sal_True) { } ImpRemap3DDepth::~ImpRemap3DDepth() { } bool ImpRemap3DDepth::operator<(const ImpRemap3DDepth& rComp) const { if(IsScene()) { return sal_False; } else { if(rComp.IsScene()) { return sal_True; } else { return mfMinimalDepth < rComp.mfMinimalDepth; } } } // typedefs for a vector of ImpRemap3DDepths typedef ::std::vector< ImpRemap3DDepth > ImpRemap3DDepthVector; ////////////////////////////////////////////////////////////////////////////// // #110988# class Imp3DDepthRemapper { ImpRemap3DDepthVector maVector; public: Imp3DDepthRemapper(E3dScene& rScene); ~Imp3DDepthRemapper(); sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const; }; Imp3DDepthRemapper::Imp3DDepthRemapper(E3dScene& rScene) { // only called when rScene.GetSubList() and nObjCount > 1L SdrObjList* pList = rScene.GetSubList(); const sal_uInt32 nObjCount(pList->GetObjCount()); for(sal_uInt32 a(0L); a < nObjCount; a++) { SdrObject* pCandidate = pList->GetObj(a); if(pCandidate) { if(pCandidate->ISA(E3dCompoundObject)) { // single 3d object, calc depth const double fMinimalDepth(getMinimalDepthInViewCoordinates(static_cast< const E3dCompoundObject& >(*pCandidate))); 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 it's members minimal depth. The // smaller, the nearer to the viewer. ::std::sort(maVector.begin(), maVector.end()); } Imp3DDepthRemapper::~Imp3DDepthRemapper() { } sal_uInt32 Imp3DDepthRemapper::RemapOrdNum(sal_uInt32 nOrdNum) const { if(nOrdNum < maVector.size()) { nOrdNum = maVector[(maVector.size() - 1) - nOrdNum].GetOrdNum(); } return nOrdNum; } ////////////////////////////////////////////////////////////////////////////// // BaseProperties section sdr::properties::BaseProperties* E3dScene::CreateObjectSpecificProperties() { return new sdr::properties::E3dSceneProperties(*this); } ////////////////////////////////////////////////////////////////////////////// // #110094# DrawContact section sdr::contact::ViewContact* E3dScene::CreateObjectSpecificViewContact() { return new sdr::contact::ViewContactOfE3dScene(*this); } //////////////////////////////////////////////////////////////////////////////////////////////////// TYPEINIT1(E3dScene, E3dObject); /************************************************************************* |* |* E3dScene-Konstruktor |* \************************************************************************/ E3dScene::E3dScene() : E3dObject(), aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()), mp3DDepthRemapper(0L), bDrawOnlySelected(false) { // Defaults setzen E3dDefaultAttributes aDefault; SetDefaultAttributes(aDefault); } E3dScene::E3dScene(E3dDefaultAttributes& rDefault) : E3dObject(), aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()), mp3DDepthRemapper(0L), bDrawOnlySelected(false) { // Defaults setzen SetDefaultAttributes(rDefault); } void E3dScene::SetDefaultAttributes(E3dDefaultAttributes& /*rDefault*/) { // Fuer OS/2 die FP-Exceptions abschalten #if defined(OS2) #define SC_FPEXCEPTIONS_ON() _control87( MCW_EM, 0 ) #define SC_FPEXCEPTIONS_OFF() _control87( MCW_EM, MCW_EM ) SC_FPEXCEPTIONS_OFF(); #endif // Fuer WIN95/NT die FP-Exceptions abschalten #if defined(WNT) #define SC_FPEXCEPTIONS_ON() _control87( _MCW_EM, 0 ) #define SC_FPEXCEPTIONS_OFF() _control87( _MCW_EM, _MCW_EM ) SC_FPEXCEPTIONS_OFF(); #endif // Defaults setzen aCamera.SetViewWindow(-2, -2, 4, 4); aCameraSet.SetDeviceRectangle(-2, 2, -2, 2); aCamera.SetDeviceWindow(Rectangle(0, 0, 10, 10)); 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); } /************************************************************************* |* |* Destruktor |* \************************************************************************/ E3dScene::~E3dScene() { // #110988# ImpCleanup3DDepthMapper(); } 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::tools::createB2DPolyPolygonFromB3DPolyPolygon(aCubePolyPolygon, aViewInfo3D.getObjectToView())); aRetval.transform(rVCScene.getObjectTransformation()); return aRetval; } // #110988# void E3dScene::ImpCleanup3DDepthMapper() { if(mp3DDepthRemapper) { delete mp3DDepthRemapper; mp3DDepthRemapper = 0L; } } // #110988# sal_uInt32 E3dScene::RemapOrdNum(sal_uInt32 nNewOrdNum) const { if(!mp3DDepthRemapper) { const sal_uInt32 nObjCount(GetSubList() ? GetSubList()->GetObjCount() : 0L); if(nObjCount > 1L) { ((E3dScene*)this)->mp3DDepthRemapper = new Imp3DDepthRemapper((E3dScene&)(*this)); } } if(mp3DDepthRemapper) { return mp3DDepthRemapper->RemapOrdNum(nNewOrdNum); } return nNewOrdNum; } /************************************************************************* |* |* Identifier zurueckgeben |* \************************************************************************/ sal_uInt16 E3dScene::GetObjIdentifier() const { return E3D_SCENE_ID; } void E3dScene::SetBoundRectDirty() { E3dScene* pScene = GetScene(); 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(); } } /************************************************************************* |* |* SetSnapRect |* \************************************************************************/ void E3dScene::NbcSetSnapRect(const Rectangle& rRect) { SetRectsDirty(); E3dObject::NbcSetSnapRect(rRect); aCamera.SetDeviceWindow(rRect); aCameraSet.SetViewportRectangle((Rectangle&)rRect); // #110988# ImpCleanup3DDepthMapper(); } /************************************************************************* |* |* Objekt verschieben |* \************************************************************************/ void E3dScene::NbcMove(const Size& rSize) { Rectangle aNewSnapRect = GetSnapRect(); MoveRect(aNewSnapRect, rSize); NbcSetSnapRect(aNewSnapRect); } /************************************************************************* |* |* Objekt Resizen |* \************************************************************************/ void E3dScene::NbcResize(const Point& rRef, const Fraction& rXFact, const Fraction& rYFact) { Rectangle aNewSnapRect = GetSnapRect(); ResizeRect(aNewSnapRect, rRef, rXFact, rYFact); NbcSetSnapRect(aNewSnapRect); } /************************************************************************* |* |* Neue Kamera setzen, und dabei die Szene und ggf. das BoundVolume |* als geaendert markieren |* \************************************************************************/ void E3dScene::SetCamera(const Camera3D& rNewCamera) { // Alte Kamera setzen aCamera = rNewCamera; ((sdr::properties::E3dSceneProperties&)GetProperties()).SetSceneItemsFromCamera(); SetRectsDirty(); // Neue Kamera aus alter fuellen Camera3D& rCam = (Camera3D&)GetCamera(); // Ratio abschalten if(rCam.GetAspectMapping() == AS_NO_MAPPING) GetCameraSet().SetRatio(0.0); // Abbildungsgeometrie setzen basegfx::B3DPoint aVRP(rCam.GetViewPoint()); basegfx::B3DVector aVPN(aVRP - rCam.GetVRP()); basegfx::B3DVector aVUV(rCam.GetVUV()); // #91047# 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); // Perspektive setzen GetCameraSet().SetPerspective(rCam.GetProjection() == PR_PERSPECTIVE); GetCameraSet().SetViewportRectangle((Rectangle&)rCam.GetDeviceWindow()); // #110988# ImpCleanup3DDepthMapper(); } /************************************************************************* |* |* 3D-Objekt einfuegen |* \************************************************************************/ void E3dScene::NewObjectInserted(const E3dObject* p3DObj) { E3dObject::NewObjectInserted(p3DObj); if ( p3DObj == this ) return; // #110988# ImpCleanup3DDepthMapper(); } /************************************************************************* |* |* Parent ueber Aenderung eines Childs informieren |* \************************************************************************/ void E3dScene::StructureChanged() { E3dObject::StructureChanged(); SetRectsDirty(); // #110988# ImpCleanup3DDepthMapper(); } /************************************************************************* |* |* Uebergeordnetes Szenenobjekt bestimmen |* \************************************************************************/ E3dScene* E3dScene::GetScene() const { if(GetParentObj()) return GetParentObj()->GetScene(); else return (E3dScene*)this; } void E3dScene::removeAllNonSelectedObjects() { E3DModifySceneSnapRectUpdater aUpdater(this); for(sal_uInt32 a(0); a < maSubList.GetObjCount(); a++) { SdrObject* pObj = maSubList.GetObj(a); if(pObj) { bool bRemoveObject(false); if(pObj->ISA(E3dScene)) { E3dScene* pScene = (E3dScene*)pObj; // iterate over this sub-scene pScene->removeAllNonSelectedObjects(); // check object count. Empty scenes can be deleted const sal_uInt32 nObjCount(pScene->GetSubList() ? pScene->GetSubList()->GetObjCount() : 0); if(!nObjCount) { // all objects removed, scene can be removed, too bRemoveObject = true; } } else if(pObj->ISA(E3dCompoundObject)) { E3dCompoundObject* pCompound = (E3dCompoundObject*)pObj; if(!pCompound->GetSelected()) { bRemoveObject = true; } } if(bRemoveObject) { maSubList.NbcRemoveObject(pObj->GetOrdNum()); a--; SdrObject::Free(pObj); } } } } /************************************************************************* |* |* Zuweisungsoperator |* \************************************************************************/ void E3dScene::operator=(const SdrObject& rObj) { E3dObject::operator=(rObj); const E3dScene& r3DObj = (const E3dScene&) rObj; aCamera = r3DObj.aCamera; // neu ab 377: aCameraSet = r3DObj.aCameraSet; ((sdr::properties::E3dSceneProperties&)GetProperties()).SetSceneItemsFromCamera(); // SetSnapRect(r3DObj.GetSnapRect()); InvalidateBoundVolume(); RebuildLists(); SetRectsDirty(); // #110988# ImpCleanup3DDepthMapper(); // #i101941# // After a Scene as model object is cloned, the used // ViewContactOfE3dScene is created and partially used // to calculate Bound/SnapRects, but - since quite some // values are buffered at the VC - not really well // initialized. It would be possible to always watch for // preconditions of buffered data, but this would be expensive // and would create a lot of short living data structures. // It is currently better to flush that data, e.g. by using // ActionChanged at the VC which will for this class // flush that cached data and initalize it's valid reconstruction GetViewContact().ActionChanged(); } /************************************************************************* |* |* Licht- und Labelobjektlisten neu aufbauen (nach Laden, Zuweisung) |* \************************************************************************/ void E3dScene::RebuildLists() { // zuerst loeschen SdrLayerID nCurrLayerID = GetLayer(); SdrObjListIter a3DIterator(maSubList, IM_FLAT); // dann alle Objekte in der Szene pruefen while ( a3DIterator.IsMore() ) { E3dObject* p3DObj = (E3dObject*) a3DIterator.Next(); p3DObj->NbcSetLayer(nCurrLayerID); NewObjectInserted(p3DObj); } } /************************************************************************* |* |* erstelle neues GeoData-Objekt |* \************************************************************************/ SdrObjGeoData *E3dScene::NewGeoData() const { return new E3DSceneGeoData; } /************************************************************************* |* |* uebergebe aktuelle werte an das GeoData-Objekt |* \************************************************************************/ void E3dScene::SaveGeoData(SdrObjGeoData& rGeo) const { E3dObject::SaveGeoData (rGeo); ((E3DSceneGeoData &) rGeo).aCamera = aCamera; } /************************************************************************* |* |* uebernehme werte aus dem GeoData-Objekt |* \************************************************************************/ void E3dScene::RestGeoData(const SdrObjGeoData& rGeo) { // #i94832# removed E3DModifySceneSnapRectUpdater here. // It should not be needed, is already part of E3dObject::RestGeoData E3dObject::RestGeoData (rGeo); SetCamera (((E3DSceneGeoData &) rGeo).aCamera); } /************************************************************************* |* |* Am StyleSheet wurde etwas geaendert, also Scene aendern |* \************************************************************************/ void E3dScene::Notify(SfxBroadcaster &rBC, const SfxHint &rHint) { SetRectsDirty(); E3dObject::Notify(rBC, rHint); } /************************************************************************* |* \************************************************************************/ void E3dScene::RotateScene (const Point& rRef, long /*nWink*/, double sn, double cs) { Point UpperLeft, LowerRight, Center, NewCenter; UpperLeft = aOutRect.TopLeft(); LowerRight = aOutRect.BottomRight(); long dxOutRectHalf = labs(UpperLeft.X() - LowerRight.X()); dxOutRectHalf /= 2; long dyOutRectHalf = labs(UpperLeft.Y() - LowerRight.Y()); dyOutRectHalf /= 2; Rectangle RectQuelle(aOutRect), RectZiel(aOutRect); // Nur der Mittelpunkt wird bewegt. Die Ecken werden von NbcMove bewegt. // Fuer das Drehen wird von mir ein kartesisches Koordinatensystem verwendet in dem der Drehpunkt // der Nullpunkt ist und die Y- Achse nach oben ansteigt, die X-Achse nach rechts. // Dies muss bei den Y-Werten beachtet werden. (Auf dem Blatt zeigt die Y-Achse nach unten Center.X() = (UpperLeft.X() + dxOutRectHalf) - rRef.X(); Center.Y() = -((UpperLeft.Y() + dyOutRectHalf) - rRef.Y()); // Ein paar Spezialfaelle zuerst abhandeln (n*90 Grad n ganzzahlig) if (sn==1.0 && cs==0.0) { // 90deg NewCenter.X() = -Center.Y(); NewCenter.Y() = -Center.X(); } else if (sn==0.0 && cs==-1.0) { // 180deg NewCenter.X() = -Center.X(); NewCenter.Y() = -Center.Y(); } else if (sn==-1.0 && cs==0.0) { // 270deg NewCenter.X() = Center.Y(); NewCenter.Y() = -Center.X(); } else // Hier wird um einen beliebigen Winkel in mathematisch positiver Richtung gedreht! { // xneu = x * cos(alpha) - y * sin(alpha) // yneu = x * sin(alpha) + y * cos(alpha) // Unten Rechts wird nicht gedreht: die Seiten von RectQuelle muessen parallel // zu den Koordinatenachsen bleiben. NewCenter.X() = (long) (Center.X() * cs - Center.Y() * sn); NewCenter.Y() = (long) (Center.X() * sn + Center.Y() * cs); } Size Differenz; Point DiffPoint = (NewCenter - Center); Differenz.Width() = DiffPoint.X(); Differenz.Height() = -DiffPoint.Y(); // Man beachte dass die Y-Achse nach unten positiv gezaehlt wird. NbcMove (Differenz); // fuehrt die eigentliche Koordinatentransformation durch. } /************************************************************************* |* |* Get the name of the object (singular) |* \************************************************************************/ void E3dScene::TakeObjNameSingul(XubString& rName) const { rName=ImpGetResStr(STR_ObjNameSingulScene3d); String aName( GetName() ); if(aName.Len()) { rName += sal_Unicode(' '); rName += sal_Unicode('\''); rName += aName; rName += sal_Unicode('\''); } } /************************************************************************* |* |* Get the name of the object (plural) |* \************************************************************************/ void E3dScene::TakeObjNamePlural(XubString& rName) const { rName=ImpGetResStr(STR_ObjNamePluralScene3d); } /************************************************************************* |* |* Die NbcRotate-Routine ueberlaedt die des SdrObject. Die Idee ist die Scene |* drehen zu koennen und relativ zur Lage der Scene dann auch die Objekte |* in der 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, long nWink, double sn, double cs) { // Also derzeit sind die Klebepunkte relativ zum aOutRect der Szene definiert. Vor dem Drehen // werden die Klebepunkte relativ zur Seite definiert. Sie nehmen an der Drehung der Szene noch nicht Teil // dafuer gibt es den SetGlueReallyAbsolute(sal_True); // So dass war die Szene, ab jetzt kommen die Objekte in der Szene // 3D-Objekte gibt es nur ein einziges das kann zwar mehrere Flaechen haben aber die Flaechen // muessen ja nicht zusammenhaengend sein // es ermoeglicht den Zugriff auf Kindobjekte // Ich gehe also die gesamte Liste durch und rotiere um die Z-Achse die durch den // Mittelpunkt von aOutRect geht (Satz von Steiner), also RotateZ RotateScene (rRef, nWink, sn, cs); // Rotiert die Szene double fWinkelInRad = nWink/100 * F_PI180; basegfx::B3DHomMatrix aRotation; aRotation.rotate(0.0, 0.0, fWinkelInRad); NbcSetTransform(aRotation * GetTransform()); SetRectsDirty(); // Veranlasst eine Neuberechnung aller BoundRects NbcRotateGluePoints(rRef,nWink,sn,cs); // Rotiert die Klebepunkte (die haben noch Koordinaten relativ // zum Urpsung des Blattes SetGlueReallyAbsolute(sal_False); // ab jetzt sind sie wieder relativ zum BoundRect (also dem aOutRect definiert) SetRectsDirty(); } /************************************************************************* |* |* SnapRect berechnen |* \************************************************************************/ void E3dScene::RecalcSnapRect() { E3dScene* pScene = GetScene(); if(pScene == this) { // Szene wird als 2D-Objekt benutzt, nimm SnapRect aus der // 2D Bildschrimdarstellung Camera3D& rCam = (Camera3D&)pScene->GetCamera(); maSnapRect = rCam.GetDeviceWindow(); } else { // Szene ist selbst Mitglied einer anderen Szene, hole das // SnapRect als zusammengesetztes Objekt E3dObject::RecalcSnapRect(); } } /************************************************************************* |* |* Aufbrechen |* \************************************************************************/ sal_Bool E3dScene::IsBreakObjPossible() { // Szene ist aufzubrechen, wenn alle Mitglieder aufzubrechen sind SdrObjListIter a3DIterator(maSubList, IM_DEEPWITHGROUPS); while ( a3DIterator.IsMore() ) { E3dObject* pObj = (E3dObject*) a3DIterator.Next(); DBG_ASSERT(pObj->ISA(E3dObject), "AW: In Szenen sind nur 3D-Objekte erlaubt!"); if(!pObj->IsBreakObjPossible()) return sal_False; } return sal_True; } basegfx::B3DVector E3dScene::GetShadowPlaneDirection() const { double fWink = (double)GetShadowSlant() * F_PI180; basegfx::B3DVector aShadowPlaneDir(0.0, sin(fWink), cos(fWink)); aShadowPlaneDir.normalize(); return aShadowPlaneDir; } void E3dScene::SetShadowPlaneDirection(const basegfx::B3DVector& rVec) { sal_uInt16 nSceneShadowSlant = (sal_uInt16)((atan2(rVec.getY(), rVec.getZ()) / F_PI180) + 0.5); GetProperties().SetObjectItemDirect(Svx3DShadowSlantItem(nSceneShadowSlant)); } basegfx::B2DPolyPolygon E3dScene::TakeCreatePoly(const SdrDragStat& /*rDrag*/) const { return TakeXorPoly(); } FASTBOOL E3dScene::BegCreate(SdrDragStat& rStat) { rStat.SetOrtho4Possible(); Rectangle aRect1(rStat.GetStart(), rStat.GetNow()); aRect1.Justify(); rStat.SetActionRect(aRect1); NbcSetSnapRect(aRect1); return sal_True; } FASTBOOL E3dScene::MovCreate(SdrDragStat& rStat) { Rectangle aRect1; rStat.TakeCreateRect(aRect1); aRect1.Justify(); rStat.SetActionRect(aRect1); NbcSetSnapRect(aRect1); SetBoundRectDirty(); bSnapRectDirty=sal_True; return sal_True; } FASTBOOL E3dScene::EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd) { Rectangle aRect1; rStat.TakeCreateRect(aRect1); aRect1.Justify(); NbcSetSnapRect(aRect1); SetRectsDirty(); return (eCmd==SDRCREATE_FORCEEND || rStat.GetPointAnz()>=2); } FASTBOOL E3dScene::BckCreate(SdrDragStat& /*rStat*/) { return sal_False; } void E3dScene::BrkCreate(SdrDragStat& /*rStat*/) { } // eof