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 /// helper to convert from BasePrimitive2DVector to primitive2d::Primitive2DSequence 51 const primitive2d::Primitive2DSequence Shadow3DExtractingProcessor::getPrimitive2DSequenceFromBasePrimitive2DVector( 52 const BasePrimitive2DVector& rVector) const 53 { 54 const sal_uInt32 nCount(rVector.size()); 55 primitive2d::Primitive2DSequence aRetval(nCount); 56 57 for(sal_uInt32 a(0); a < nCount; a++) 58 { 59 aRetval[a] = rVector[a]; 60 } 61 62 // all entries taken over; no need to delete entries, just reset to 63 // mark as empty 64 const_cast< BasePrimitive2DVector& >(rVector).clear(); 65 66 return aRetval; 67 } 68 69 // as tooling, the process() implementation takes over API handling and calls this 70 // virtual render method when the primitive implementation is BasePrimitive3D-based. 71 void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate) 72 { 73 // it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch 74 switch(rCandidate.getPrimitive3DID()) 75 { 76 case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D : 77 { 78 // shadow3d object. Call recursive with content and start conversion 79 const primitive3d::ShadowPrimitive3D& rPrimitive = static_cast< const primitive3d::ShadowPrimitive3D& >(rCandidate); 80 81 // set new target 82 BasePrimitive2DVector aNewSubList; 83 BasePrimitive2DVector* pLastTargetSequence = mpPrimitive2DSequence; 84 mpPrimitive2DSequence = &aNewSubList; 85 86 // activate convert 87 const bool bLastConvert(mbConvert); 88 mbConvert = true; 89 90 // set projection flag 91 const bool bLastUseProjection(mbUseProjection); 92 mbUseProjection = rPrimitive.getShadow3D(); 93 94 // process content 95 process(rPrimitive.getChildren()); 96 97 // restore values 98 mbUseProjection = bLastUseProjection; 99 mbConvert = bLastConvert; 100 mpPrimitive2DSequence = pLastTargetSequence; 101 102 // create 2d shadow primitive with result. This also fetches all entries 103 // from aNewSubList, so there is no need to delete them 104 primitive2d::BasePrimitive2D* pNew = new primitive2d::ShadowPrimitive2D( 105 rPrimitive.getShadowTransform(), 106 rPrimitive.getShadowColor(), 107 getPrimitive2DSequenceFromBasePrimitive2DVector(aNewSubList)); 108 109 if(basegfx::fTools::more(rPrimitive.getShadowTransparence(), 0.0)) 110 { 111 // create simpleTransparencePrimitive, add created primitives 112 const primitive2d::Primitive2DReference xRef(pNew); 113 const primitive2d::Primitive2DSequence aNewTransPrimitiveVector(&xRef, 1); 114 115 pNew = new primitive2d::UnifiedTransparencePrimitive2D( 116 aNewTransPrimitiveVector, 117 rPrimitive.getShadowTransparence()); 118 } 119 120 mpPrimitive2DSequence->push_back(pNew); 121 122 break; 123 } 124 case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D : 125 { 126 // transform group. Remember current transformations 127 const primitive3d::TransformPrimitive3D& rPrimitive = static_cast< const primitive3d::TransformPrimitive3D& >(rCandidate); 128 const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D()); 129 130 // create new transformation; add new object transform from right side 131 const geometry::ViewInformation3D aNewViewInformation3D( 132 aLastViewInformation3D.getObjectTransformation() * rPrimitive.getTransformation(), 133 aLastViewInformation3D.getOrientation(), 134 aLastViewInformation3D.getProjection(), 135 aLastViewInformation3D.getDeviceToView(), 136 aLastViewInformation3D.getViewTime(), 137 aLastViewInformation3D.getExtendedInformationSequence()); 138 updateViewInformation(aNewViewInformation3D); 139 140 if(mbShadowProjectionIsValid) 141 { 142 // update buffered WorldToEye and EyeToView 143 maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation(); 144 maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection(); 145 } 146 147 // let break down 148 process(rPrimitive.getChildren()); 149 150 // restore transformations 151 updateViewInformation(aLastViewInformation3D); 152 153 if(mbShadowProjectionIsValid) 154 { 155 // update buffered WorldToEye and EyeToView 156 maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation(); 157 maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection(); 158 } 159 break; 160 } 161 case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D : 162 { 163 // PolygonHairlinePrimitive3D 164 if(mbConvert) 165 { 166 const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rCandidate); 167 basegfx::B2DPolygon a2DHairline; 168 169 if(mbUseProjection) 170 { 171 if(mbShadowProjectionIsValid) 172 { 173 a2DHairline = impDoShadowProjection(rPrimitive.getB3DPolygon()); 174 } 175 } 176 else 177 { 178 a2DHairline = basegfx::tools::createB2DPolygonFromB3DPolygon(rPrimitive.getB3DPolygon(), getViewInformation3D().getObjectToView()); 179 } 180 181 if(a2DHairline.count()) 182 { 183 a2DHairline.transform(getObjectTransformation()); 184 mpPrimitive2DSequence->push_back( 185 new primitive2d::PolygonHairlinePrimitive2D( 186 a2DHairline, 187 maPrimitiveColor)); 188 } 189 } 190 break; 191 } 192 case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D : 193 { 194 // PolyPolygonMaterialPrimitive3D 195 if(mbConvert) 196 { 197 const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rCandidate); 198 basegfx::B2DPolyPolygon a2DFill; 199 200 if(mbUseProjection) 201 { 202 if(mbShadowProjectionIsValid) 203 { 204 a2DFill = impDoShadowProjection(rPrimitive.getB3DPolyPolygon()); 205 } 206 } 207 else 208 { 209 a2DFill = basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive.getB3DPolyPolygon(), getViewInformation3D().getObjectToView()); 210 } 211 212 if(a2DFill.count()) 213 { 214 a2DFill.transform(getObjectTransformation()); 215 mpPrimitive2DSequence->push_back( 216 new primitive2d::PolyPolygonColorPrimitive2D( 217 a2DFill, 218 maPrimitiveColor)); 219 } 220 } 221 break; 222 } 223 default : 224 { 225 // process recursively 226 process(rCandidate.get3DDecomposition(getViewInformation3D())); 227 break; 228 } 229 } 230 } 231 232 Shadow3DExtractingProcessor::Shadow3DExtractingProcessor( 233 const geometry::ViewInformation3D& rViewInformation, 234 const basegfx::B2DHomMatrix& rObjectTransformation, 235 const basegfx::B3DVector& rLightNormal, 236 double fShadowSlant, 237 const basegfx::B3DRange& rContained3DRange) 238 : BaseProcessor3D(rViewInformation), 239 maPrimitive2DSequence(), 240 mpPrimitive2DSequence(&maPrimitive2DSequence), 241 maObjectTransformation(rObjectTransformation), 242 maWorldToEye(), 243 maEyeToView(), 244 maLightNormal(rLightNormal), 245 maShadowPlaneNormal(), 246 maPlanePoint(), 247 mfLightPlaneScalar(0.0), 248 maPrimitiveColor(), 249 mbShadowProjectionIsValid(false), 250 mbConvert(false), 251 mbUseProjection(false) 252 { 253 // normalize light normal, get and normalize shadow plane normal and calculate scalar from it 254 maLightNormal.normalize(); 255 maShadowPlaneNormal = basegfx::B3DVector(0.0, sin(fShadowSlant), cos(fShadowSlant)); 256 maShadowPlaneNormal.normalize(); 257 mfLightPlaneScalar = maLightNormal.scalar(maShadowPlaneNormal); 258 259 // use only when scalar is > 0.0, so the light is in front of the object 260 if(basegfx::fTools::more(mfLightPlaneScalar, 0.0)) 261 { 262 // prepare buffered WorldToEye and EyeToView 263 maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation(); 264 maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection(); 265 266 // calculate range to get front edge around which to rotate the shadow's projection 267 basegfx::B3DRange aContained3DRange(rContained3DRange); 268 aContained3DRange.transform(getWorldToEye()); 269 maPlanePoint.setX(maShadowPlaneNormal.getX() < 0.0 ? aContained3DRange.getMinX() : aContained3DRange.getMaxX()); 270 maPlanePoint.setY(maShadowPlaneNormal.getY() > 0.0 ? aContained3DRange.getMinY() : aContained3DRange.getMaxY()); 271 maPlanePoint.setZ(aContained3DRange.getMinZ() - (aContained3DRange.getDepth() / 8.0)); 272 273 // set flag that shadow projection is prepared and allowed 274 mbShadowProjectionIsValid = true; 275 } 276 } 277 278 Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor() 279 { 280 OSL_ENSURE(0 == maPrimitive2DSequence.size(), 281 "OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)"); 282 for(sal_uInt32 a(0); a < maPrimitive2DSequence.size(); a++) 283 { 284 delete maPrimitive2DSequence[a]; 285 } 286 } 287 288 basegfx::B2DPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon& rSource) 289 { 290 basegfx::B2DPolygon aRetval; 291 292 for(sal_uInt32 a(0L); a < rSource.count(); a++) 293 { 294 // get point, transform to eye coordinate system 295 basegfx::B3DPoint aCandidate(rSource.getB3DPoint(a)); 296 aCandidate *= getWorldToEye(); 297 298 // we are in eye coordinates 299 // ray is (aCandidate + fCut * maLightNormal) 300 // plane is (maPlanePoint, maShadowPlaneNormal) 301 // maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0 302 // get cut point of ray with shadow plane 303 const double fCut(basegfx::B3DVector(maPlanePoint - aCandidate).scalar(maShadowPlaneNormal) / mfLightPlaneScalar); 304 aCandidate += maLightNormal * fCut; 305 306 // transform to view, use 2d coordinates 307 aCandidate *= getEyeToView(); 308 aRetval.append(basegfx::B2DPoint(aCandidate.getX(), aCandidate.getY())); 309 } 310 311 // copy closed flag 312 aRetval.setClosed(rSource.isClosed()); 313 314 return aRetval; 315 } 316 317 basegfx::B2DPolyPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource) 318 { 319 basegfx::B2DPolyPolygon aRetval; 320 321 for(sal_uInt32 a(0L); a < rSource.count(); a++) 322 { 323 aRetval.append(impDoShadowProjection(rSource.getB3DPolygon(a))); 324 } 325 326 return aRetval; 327 } 328 329 const primitive2d::Primitive2DSequence Shadow3DExtractingProcessor::getPrimitive2DSequence() const 330 { 331 return getPrimitive2DSequenceFromBasePrimitive2DVector(maPrimitive2DSequence); 332 } 333 334 } // end of namespace processor3d 335 } // end of namespace drawinglayer 336 337 ////////////////////////////////////////////////////////////////////////////// 338 // eof 339