1 /************************************************************** 2 * 3 * Licensed to the Apache Software Foundation (ASF) under one 4 * or more contributor license agreements. See the NOTICE file 5 * distributed with this work for additional information 6 * regarding copyright ownership. The ASF licenses this file 7 * to you under the Apache License, Version 2.0 (the 8 * "License"); you may not use this file except in compliance 9 * with the License. You may obtain a copy of the License at 10 * 11 * http://www.apache.org/licenses/LICENSE-2.0 12 * 13 * Unless required by applicable law or agreed to in writing, 14 * software distributed under the License is distributed on an 15 * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY 16 * KIND, either express or implied. See the License for the 17 * specific language governing permissions and limitations 18 * under the License. 19 * 20 *************************************************************/ 21 22 23 24 // MARKER(update_precomp.py): autogen include statement, do not remove 25 #include "precompiled_drawinglayer.hxx" 26 27 #include <drawinglayer/processor3d/shadow3dextractor.hxx> 28 #include <drawinglayer/primitive3d/shadowprimitive3d.hxx> 29 #include <drawinglayer/primitive2d/shadowprimitive2d.hxx> 30 #include <drawinglayer/primitive2d/unifiedtransparenceprimitive2d.hxx> 31 #include <drawinglayer/primitive3d/transformprimitive3d.hxx> 32 #include <drawinglayer/primitive3d/polygonprimitive3d.hxx> 33 #include <basegfx/polygon/b2dpolygontools.hxx> 34 #include <drawinglayer/primitive2d/polygonprimitive2d.hxx> 35 #include <drawinglayer/primitive3d/polypolygonprimitive3d.hxx> 36 #include <basegfx/polygon/b2dpolypolygontools.hxx> 37 #include <drawinglayer/primitive2d/polypolygonprimitive2d.hxx> 38 #include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx> 39 40 ////////////////////////////////////////////////////////////////////////////// 41 42 using namespace com::sun::star; 43 44 ////////////////////////////////////////////////////////////////////////////// 45 46 namespace drawinglayer 47 { 48 namespace processor3d 49 { 50 // as tooling, the process() implementation takes over API handling and calls this 51 // virtual render method when the primitive implementation is BasePrimitive3D-based. processBasePrimitive3D(const primitive3d::BasePrimitive3D & rCandidate)52 void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate) 53 { 54 // it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch 55 switch(rCandidate.getPrimitive3DID()) 56 { 57 case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D : 58 { 59 // shadow3d object. Call recursive with content and start conversion 60 const primitive3d::ShadowPrimitive3D& rPrimitive = static_cast< const primitive3d::ShadowPrimitive3D& >(rCandidate); 61 62 // set new target 63 primitive2d::Primitive2DVector aNewSubList; 64 primitive2d::Primitive2DVector* pLastTargetSequence = mpPrimitive2DSequence; 65 mpPrimitive2DSequence = &aNewSubList; 66 67 // activate convert 68 const bool bLastConvert(mbConvert); 69 mbConvert = true; 70 71 // set projection flag 72 const bool bLastUseProjection(mbUseProjection); 73 mbUseProjection = rPrimitive.getShadow3D(); 74 75 // process content 76 process(rPrimitive.getChildren()); 77 78 // restore values 79 mbUseProjection = bLastUseProjection; 80 mbConvert = bLastConvert; 81 mpPrimitive2DSequence = pLastTargetSequence; 82 83 // create 2d shadow primitive with result. This also fetches all entries 84 // from aNewSubList, so there is no need to delete them 85 primitive2d::BasePrimitive2D* pNew = new primitive2d::ShadowPrimitive2D( 86 rPrimitive.getShadowTransform(), 87 rPrimitive.getShadowColor(), 88 primitive2d::Primitive2DVectorToPrimitive2DSequence(aNewSubList)); 89 90 if(basegfx::fTools::more(rPrimitive.getShadowTransparence(), 0.0)) 91 { 92 // create simpleTransparencePrimitive, add created primitives 93 const primitive2d::Primitive2DReference xRef(pNew); 94 const primitive2d::Primitive2DSequence aNewTransPrimitiveVector(&xRef, 1); 95 96 pNew = new primitive2d::UnifiedTransparencePrimitive2D( 97 aNewTransPrimitiveVector, 98 rPrimitive.getShadowTransparence()); 99 } 100 101 mpPrimitive2DSequence->push_back(pNew); 102 103 break; 104 } 105 case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D : 106 { 107 // transform group. Remember current transformations 108 const primitive3d::TransformPrimitive3D& rPrimitive = static_cast< const primitive3d::TransformPrimitive3D& >(rCandidate); 109 const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D()); 110 111 // create new transformation; add new object transform from right side 112 const geometry::ViewInformation3D aNewViewInformation3D( 113 aLastViewInformation3D.getObjectTransformation() * rPrimitive.getTransformation(), 114 aLastViewInformation3D.getOrientation(), 115 aLastViewInformation3D.getProjection(), 116 aLastViewInformation3D.getDeviceToView(), 117 aLastViewInformation3D.getViewTime(), 118 aLastViewInformation3D.getExtendedInformationSequence()); 119 updateViewInformation(aNewViewInformation3D); 120 121 if(mbShadowProjectionIsValid) 122 { 123 // update buffered WorldToEye and EyeToView 124 maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation(); 125 maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection(); 126 } 127 128 // let break down 129 process(rPrimitive.getChildren()); 130 131 // restore transformations 132 updateViewInformation(aLastViewInformation3D); 133 134 if(mbShadowProjectionIsValid) 135 { 136 // update buffered WorldToEye and EyeToView 137 maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation(); 138 maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection(); 139 } 140 break; 141 } 142 case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D : 143 { 144 // PolygonHairlinePrimitive3D 145 if(mbConvert) 146 { 147 const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rCandidate); 148 basegfx::B2DPolygon a2DHairline; 149 150 if(mbUseProjection) 151 { 152 if(mbShadowProjectionIsValid) 153 { 154 a2DHairline = impDoShadowProjection(rPrimitive.getB3DPolygon()); 155 } 156 } 157 else 158 { 159 a2DHairline = basegfx::tools::createB2DPolygonFromB3DPolygon(rPrimitive.getB3DPolygon(), getViewInformation3D().getObjectToView()); 160 } 161 162 if(a2DHairline.count()) 163 { 164 a2DHairline.transform(getObjectTransformation()); 165 mpPrimitive2DSequence->push_back( 166 new primitive2d::PolygonHairlinePrimitive2D( 167 a2DHairline, 168 maPrimitiveColor)); 169 } 170 } 171 break; 172 } 173 case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D : 174 { 175 // PolyPolygonMaterialPrimitive3D 176 if(mbConvert) 177 { 178 const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rCandidate); 179 basegfx::B2DPolyPolygon a2DFill; 180 181 if(mbUseProjection) 182 { 183 if(mbShadowProjectionIsValid) 184 { 185 a2DFill = impDoShadowProjection(rPrimitive.getB3DPolyPolygon()); 186 } 187 } 188 else 189 { 190 a2DFill = basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive.getB3DPolyPolygon(), getViewInformation3D().getObjectToView()); 191 } 192 193 if(a2DFill.count()) 194 { 195 a2DFill.transform(getObjectTransformation()); 196 mpPrimitive2DSequence->push_back( 197 new primitive2d::PolyPolygonColorPrimitive2D( 198 a2DFill, 199 maPrimitiveColor)); 200 } 201 } 202 break; 203 } 204 default : 205 { 206 // process recursively 207 process(rCandidate.get3DDecomposition(getViewInformation3D())); 208 break; 209 } 210 } 211 } 212 Shadow3DExtractingProcessor(const geometry::ViewInformation3D & rViewInformation,const basegfx::B2DHomMatrix & rObjectTransformation,const basegfx::B3DVector & rLightNormal,double fShadowSlant,const basegfx::B3DRange & rContained3DRange)213 Shadow3DExtractingProcessor::Shadow3DExtractingProcessor( 214 const geometry::ViewInformation3D& rViewInformation, 215 const basegfx::B2DHomMatrix& rObjectTransformation, 216 const basegfx::B3DVector& rLightNormal, 217 double fShadowSlant, 218 const basegfx::B3DRange& rContained3DRange) 219 : BaseProcessor3D(rViewInformation), 220 maPrimitive2DSequence(), 221 mpPrimitive2DSequence(&maPrimitive2DSequence), 222 maObjectTransformation(rObjectTransformation), 223 maWorldToEye(), 224 maEyeToView(), 225 maLightNormal(rLightNormal), 226 maShadowPlaneNormal(), 227 maPlanePoint(), 228 mfLightPlaneScalar(0.0), 229 maPrimitiveColor(), 230 mbShadowProjectionIsValid(false), 231 mbConvert(false), 232 mbUseProjection(false) 233 { 234 // normalize light normal, get and normalize shadow plane normal and calculate scalar from it 235 maLightNormal.normalize(); 236 maShadowPlaneNormal = basegfx::B3DVector(0.0, sin(fShadowSlant), cos(fShadowSlant)); 237 maShadowPlaneNormal.normalize(); 238 mfLightPlaneScalar = maLightNormal.scalar(maShadowPlaneNormal); 239 240 // use only when scalar is > 0.0, so the light is in front of the object 241 if(basegfx::fTools::more(mfLightPlaneScalar, 0.0)) 242 { 243 // prepare buffered WorldToEye and EyeToView 244 maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation(); 245 maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection(); 246 247 // calculate range to get front edge around which to rotate the shadow's projection 248 basegfx::B3DRange aContained3DRange(rContained3DRange); 249 aContained3DRange.transform(getWorldToEye()); 250 maPlanePoint.setX(maShadowPlaneNormal.getX() < 0.0 ? aContained3DRange.getMinX() : aContained3DRange.getMaxX()); 251 maPlanePoint.setY(maShadowPlaneNormal.getY() > 0.0 ? aContained3DRange.getMinY() : aContained3DRange.getMaxY()); 252 maPlanePoint.setZ(aContained3DRange.getMinZ() - (aContained3DRange.getDepth() / 8.0)); 253 254 // set flag that shadow projection is prepared and allowed 255 mbShadowProjectionIsValid = true; 256 } 257 } 258 ~Shadow3DExtractingProcessor()259 Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor() 260 { 261 OSL_ENSURE(0 == maPrimitive2DSequence.size(), 262 "OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)"); 263 for(sal_uInt32 a(0); a < maPrimitive2DSequence.size(); a++) 264 { 265 delete maPrimitive2DSequence[a]; 266 } 267 } 268 impDoShadowProjection(const basegfx::B3DPolygon & rSource)269 basegfx::B2DPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon& rSource) 270 { 271 basegfx::B2DPolygon aRetval; 272 273 for(sal_uInt32 a(0L); a < rSource.count(); a++) 274 { 275 // get point, transform to eye coordinate system 276 basegfx::B3DPoint aCandidate(rSource.getB3DPoint(a)); 277 aCandidate *= getWorldToEye(); 278 279 // we are in eye coordinates 280 // ray is (aCandidate + fCut * maLightNormal) 281 // plane is (maPlanePoint, maShadowPlaneNormal) 282 // maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0 283 // get cut point of ray with shadow plane 284 const double fCut(basegfx::B3DVector(maPlanePoint - aCandidate).scalar(maShadowPlaneNormal) / mfLightPlaneScalar); 285 aCandidate += maLightNormal * fCut; 286 287 // transform to view, use 2d coordinates 288 aCandidate *= getEyeToView(); 289 aRetval.append(basegfx::B2DPoint(aCandidate.getX(), aCandidate.getY())); 290 } 291 292 // copy closed flag 293 aRetval.setClosed(rSource.isClosed()); 294 295 return aRetval; 296 } 297 impDoShadowProjection(const basegfx::B3DPolyPolygon & rSource)298 basegfx::B2DPolyPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource) 299 { 300 basegfx::B2DPolyPolygon aRetval; 301 302 for(sal_uInt32 a(0L); a < rSource.count(); a++) 303 { 304 aRetval.append(impDoShadowProjection(rSource.getB3DPolygon(a))); 305 } 306 307 return aRetval; 308 } 309 getPrimitive2DSequence() const310 const primitive2d::Primitive2DSequence Shadow3DExtractingProcessor::getPrimitive2DSequence() const 311 { 312 return Primitive2DVectorToPrimitive2DSequence(maPrimitive2DSequence); 313 } 314 315 } // end of namespace processor3d 316 } // end of namespace drawinglayer 317 318 ////////////////////////////////////////////////////////////////////////////// 319 // eof 320