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_svx.hxx"
26
27 #include "svx/svdstr.hrc"
28 #include "svx/svdglob.hxx"
29 #include "svx/svditer.hxx"
30
31 #if defined( UNX ) || defined( ICC )
32 #include <stdlib.h>
33 #endif
34 #include "svx/globl3d.hxx"
35 #include <svx/svdpage.hxx>
36 #include <svl/style.hxx>
37 #include <svx/scene3d.hxx>
38 #include <svx/e3dundo.hxx>
39 #include <svx/svdtrans.hxx>
40 #include <svx/svxids.hrc>
41 #include <editeng/colritem.hxx>
42 #include <svx/e3ditem.hxx>
43 #include <svx/xlntrit.hxx>
44 #include <svx/xfltrit.hxx>
45 #include <svx/svx3ditems.hxx>
46 #include <svl/whiter.hxx>
47 #include <svx/xflftrit.hxx>
48 #include <svx/sdr/properties/e3dsceneproperties.hxx>
49 #include <svx/sdr/contact/viewcontactofe3dscene.hxx>
50 #include <svx/svddrag.hxx>
51 #include <helperminimaldepth3d.hxx>
52 #include <algorithm>
53 #include <drawinglayer/geometry/viewinformation3d.hxx>
54 #include <basegfx/polygon/b2dpolypolygontools.hxx>
55 #include <svx/e3dsceneupdater.hxx>
56 #include <svx/svdmodel.hxx>
57
58 #define ITEMVALUE(ItemSet,Id,Cast) ((const Cast&)(ItemSet).Get(Id)).GetValue()
59
60 //////////////////////////////////////////////////////////////////////////////
61 // #110988#
62
63 class ImpRemap3DDepth
64 {
65 sal_uInt32 mnOrdNum;
66 double mfMinimalDepth;
67
68 // bitfield
69 unsigned mbIsScene : 1;
70
71 public:
72 ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth);
73 ImpRemap3DDepth(sal_uInt32 nOrdNum);
74 ~ImpRemap3DDepth();
75
76 // for ::std::sort
77 bool operator<(const ImpRemap3DDepth& rComp) const;
78
GetOrdNum() const79 sal_uInt32 GetOrdNum() const { return mnOrdNum; }
IsScene() const80 sal_Bool IsScene() const { return mbIsScene; }
81 };
82
ImpRemap3DDepth(sal_uInt32 nOrdNum,double fMinimalDepth)83 ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth)
84 : mnOrdNum(nOrdNum),
85 mfMinimalDepth(fMinimalDepth),
86 mbIsScene(sal_False)
87 {
88 }
89
ImpRemap3DDepth(sal_uInt32 nOrdNum)90 ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum)
91 : mnOrdNum(nOrdNum),
92 mbIsScene(sal_True)
93 {
94 }
95
~ImpRemap3DDepth()96 ImpRemap3DDepth::~ImpRemap3DDepth()
97 {
98 }
99
operator <(const ImpRemap3DDepth & rComp) const100 bool ImpRemap3DDepth::operator<(const ImpRemap3DDepth& rComp) const
101 {
102 if(IsScene())
103 {
104 return sal_False;
105 }
106 else
107 {
108 if(rComp.IsScene())
109 {
110 return sal_True;
111 }
112 else
113 {
114 return mfMinimalDepth < rComp.mfMinimalDepth;
115 }
116 }
117 }
118
119 // typedefs for a vector of ImpRemap3DDepths
120 typedef ::std::vector< ImpRemap3DDepth > ImpRemap3DDepthVector;
121
122 //////////////////////////////////////////////////////////////////////////////
123 // #110988#
124
125 class Imp3DDepthRemapper
126 {
127 ImpRemap3DDepthVector maVector;
128
129 public:
130 Imp3DDepthRemapper(E3dScene& rScene);
131 ~Imp3DDepthRemapper();
132
133 sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const;
134 };
135
Imp3DDepthRemapper(E3dScene & rScene)136 Imp3DDepthRemapper::Imp3DDepthRemapper(E3dScene& rScene)
137 {
138 // only called when rScene.GetSubList() and nObjCount > 1L
139 SdrObjList* pList = rScene.GetSubList();
140 const sal_uInt32 nObjCount(pList->GetObjCount());
141
142 for(sal_uInt32 a(0L); a < nObjCount; a++)
143 {
144 SdrObject* pCandidate = pList->GetObj(a);
145
146 if(pCandidate)
147 {
148 if(pCandidate->ISA(E3dCompoundObject))
149 {
150 // single 3d object, calc depth
151 const double fMinimalDepth(getMinimalDepthInViewCoordinates(static_cast< const E3dCompoundObject& >(*pCandidate)));
152 ImpRemap3DDepth aEntry(a, fMinimalDepth);
153 maVector.push_back(aEntry);
154 }
155 else
156 {
157 // scene, use standard entry for scene
158 ImpRemap3DDepth aEntry(a);
159 maVector.push_back(aEntry);
160 }
161 }
162 }
163
164 // now, we need to sort the maVector by it's members minimal depth. The
165 // smaller, the nearer to the viewer.
166 ::std::sort(maVector.begin(), maVector.end());
167 }
168
~Imp3DDepthRemapper()169 Imp3DDepthRemapper::~Imp3DDepthRemapper()
170 {
171 }
172
RemapOrdNum(sal_uInt32 nOrdNum) const173 sal_uInt32 Imp3DDepthRemapper::RemapOrdNum(sal_uInt32 nOrdNum) const
174 {
175 if(nOrdNum < maVector.size())
176 {
177 nOrdNum = maVector[(maVector.size() - 1) - nOrdNum].GetOrdNum();
178 }
179
180 return nOrdNum;
181 }
182
183 //////////////////////////////////////////////////////////////////////////////
184 // BaseProperties section
185
CreateObjectSpecificProperties()186 sdr::properties::BaseProperties* E3dScene::CreateObjectSpecificProperties()
187 {
188 return new sdr::properties::E3dSceneProperties(*this);
189 }
190
191 //////////////////////////////////////////////////////////////////////////////
192 // #110094# DrawContact section
193
CreateObjectSpecificViewContact()194 sdr::contact::ViewContact* E3dScene::CreateObjectSpecificViewContact()
195 {
196 return new sdr::contact::ViewContactOfE3dScene(*this);
197 }
198
199 ////////////////////////////////////////////////////////////////////////////////////////////////////
200
201 TYPEINIT1(E3dScene, E3dObject);
202
203 /*************************************************************************
204 |*
205 |* E3dScene-Konstruktor
206 |*
207 \************************************************************************/
208
E3dScene()209 E3dScene::E3dScene()
210 : E3dObject(),
211 aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
212 mp3DDepthRemapper(0L),
213 bDrawOnlySelected(false)
214 {
215 // Defaults setzen
216 E3dDefaultAttributes aDefault;
217 SetDefaultAttributes(aDefault);
218 }
219
E3dScene(E3dDefaultAttributes & rDefault)220 E3dScene::E3dScene(E3dDefaultAttributes& rDefault)
221 : E3dObject(),
222 aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
223 mp3DDepthRemapper(0L),
224 bDrawOnlySelected(false)
225 {
226 // Defaults setzen
227 SetDefaultAttributes(rDefault);
228 }
229
SetDefaultAttributes(E3dDefaultAttributes &)230 void E3dScene::SetDefaultAttributes(E3dDefaultAttributes& /*rDefault*/)
231 {
232 // Fuer OS/2 die FP-Exceptions abschalten
233 #if defined(OS2)
234 #define SC_FPEXCEPTIONS_ON() _control87( MCW_EM, 0 )
235 #define SC_FPEXCEPTIONS_OFF() _control87( MCW_EM, MCW_EM )
236 SC_FPEXCEPTIONS_OFF();
237 #endif
238
239 // Fuer WIN95/NT die FP-Exceptions abschalten
240 #if defined(WNT)
241 #define SC_FPEXCEPTIONS_ON() _control87( _MCW_EM, 0 )
242 #define SC_FPEXCEPTIONS_OFF() _control87( _MCW_EM, _MCW_EM )
243 SC_FPEXCEPTIONS_OFF();
244 #endif
245
246 // Defaults setzen
247 aCamera.SetViewWindow(-2, -2, 4, 4);
248 aCameraSet.SetDeviceRectangle(-2, 2, -2, 2);
249 aCamera.SetDeviceWindow(Rectangle(0, 0, 10, 10));
250 Rectangle aRect(0, 0, 10, 10);
251 aCameraSet.SetViewportRectangle(aRect);
252
253 // set defaults for Camera from ItemPool
254 aCamera.SetProjection(GetPerspective());
255 basegfx::B3DPoint aActualPosition(aCamera.GetPosition());
256 double fNew = GetDistance();
257
258 if(fabs(fNew - aActualPosition.getZ()) > 1.0)
259 {
260 aCamera.SetPosition( basegfx::B3DPoint( aActualPosition.getX(), aActualPosition.getY(), fNew) );
261 }
262
263 fNew = GetFocalLength() / 100.0;
264 aCamera.SetFocalLength(fNew);
265 }
266
267 /*************************************************************************
268 |*
269 |* Destruktor
270 |*
271 \************************************************************************/
272
~E3dScene()273 E3dScene::~E3dScene()
274 {
275 // #110988#
276 ImpCleanup3DDepthMapper();
277 }
278
TakeXorPoly() const279 basegfx::B2DPolyPolygon E3dScene::TakeXorPoly() const
280 {
281 const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(GetViewContact());
282 const drawinglayer::geometry::ViewInformation3D aViewInfo3D(rVCScene.getViewInformation3D());
283 const basegfx::B3DPolyPolygon aCubePolyPolygon(CreateWireframe());
284
285 basegfx::B2DPolyPolygon aRetval(basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(aCubePolyPolygon,
286 aViewInfo3D.getObjectToView()));
287 aRetval.transform(rVCScene.getObjectTransformation());
288
289 return aRetval;
290 }
291
292 // #110988#
ImpCleanup3DDepthMapper()293 void E3dScene::ImpCleanup3DDepthMapper()
294 {
295 if(mp3DDepthRemapper)
296 {
297 delete mp3DDepthRemapper;
298 mp3DDepthRemapper = 0L;
299 }
300 }
301
302 // #110988#
RemapOrdNum(sal_uInt32 nNewOrdNum) const303 sal_uInt32 E3dScene::RemapOrdNum(sal_uInt32 nNewOrdNum) const
304 {
305 if(!mp3DDepthRemapper)
306 {
307 const sal_uInt32 nObjCount(GetSubList() ? GetSubList()->GetObjCount() : 0L);
308
309 if(nObjCount > 1L)
310 {
311 ((E3dScene*)this)->mp3DDepthRemapper = new Imp3DDepthRemapper((E3dScene&)(*this));
312 }
313 }
314
315 if(mp3DDepthRemapper)
316 {
317 return mp3DDepthRemapper->RemapOrdNum(nNewOrdNum);
318 }
319
320 return nNewOrdNum;
321 }
322
323 /*************************************************************************
324 |*
325 |* Identifier zurueckgeben
326 |*
327 \************************************************************************/
328
GetObjIdentifier() const329 sal_uInt16 E3dScene::GetObjIdentifier() const
330 {
331 return E3D_SCENE_ID;
332 }
333
SetBoundRectDirty()334 void E3dScene::SetBoundRectDirty()
335 {
336 E3dScene* pScene = GetScene();
337
338 if(pScene == this)
339 {
340 // avoid resetting aOutRect which in case of a 3D scene used as 2d object
341 // is model data,not re-creatable view data
342 }
343 else
344 {
345 // if not the outmost scene it is used as group in 3d, call parent
346 E3dObject::SetBoundRectDirty();
347 }
348 }
349
350 /*************************************************************************
351 |*
352 |* SetSnapRect
353 |*
354 \************************************************************************/
355
NbcSetSnapRect(const Rectangle & rRect)356 void E3dScene::NbcSetSnapRect(const Rectangle& rRect)
357 {
358 SetRectsDirty();
359 E3dObject::NbcSetSnapRect(rRect);
360 aCamera.SetDeviceWindow(rRect);
361 aCameraSet.SetViewportRectangle((Rectangle&)rRect);
362
363 // #110988#
364 ImpCleanup3DDepthMapper();
365 }
366
367 /*************************************************************************
368 |*
369 |* Objekt verschieben
370 |*
371 \************************************************************************/
372
NbcMove(const Size & rSize)373 void E3dScene::NbcMove(const Size& rSize)
374 {
375 Rectangle aNewSnapRect = GetSnapRect();
376 MoveRect(aNewSnapRect, rSize);
377 NbcSetSnapRect(aNewSnapRect);
378 }
379
380 /*************************************************************************
381 |*
382 |* Objekt Resizen
383 |*
384 \************************************************************************/
385
NbcResize(const Point & rRef,const Fraction & rXFact,const Fraction & rYFact)386 void E3dScene::NbcResize(const Point& rRef, const Fraction& rXFact,
387 const Fraction& rYFact)
388 {
389 Rectangle aNewSnapRect = GetSnapRect();
390 ResizeRect(aNewSnapRect, rRef, rXFact, rYFact);
391 NbcSetSnapRect(aNewSnapRect);
392 }
393
394 /*************************************************************************
395 |*
396 |* Neue Kamera setzen, und dabei die Szene und ggf. das BoundVolume
397 |* als geaendert markieren
398 |*
399 \************************************************************************/
400
SetCamera(const Camera3D & rNewCamera)401 void E3dScene::SetCamera(const Camera3D& rNewCamera)
402 {
403 // Alte Kamera setzen
404 aCamera = rNewCamera;
405 ((sdr::properties::E3dSceneProperties&)GetProperties()).SetSceneItemsFromCamera();
406
407 SetRectsDirty();
408
409 // Neue Kamera aus alter fuellen
410 Camera3D& rCam = (Camera3D&)GetCamera();
411
412 // Ratio abschalten
413 if(rCam.GetAspectMapping() == AS_NO_MAPPING)
414 GetCameraSet().SetRatio(0.0);
415
416 // Abbildungsgeometrie setzen
417 basegfx::B3DPoint aVRP(rCam.GetViewPoint());
418 basegfx::B3DVector aVPN(aVRP - rCam.GetVRP());
419 basegfx::B3DVector aVUV(rCam.GetVUV());
420
421 // #91047# use SetViewportValues() to set VRP, VPN and VUV as vectors, too.
422 // Else these values would not be exported/imported correctly.
423 GetCameraSet().SetViewportValues(aVRP, aVPN, aVUV);
424
425 // Perspektive setzen
426 GetCameraSet().SetPerspective(rCam.GetProjection() == PR_PERSPECTIVE);
427 GetCameraSet().SetViewportRectangle((Rectangle&)rCam.GetDeviceWindow());
428
429 // #110988#
430 ImpCleanup3DDepthMapper();
431 }
432
433 /*************************************************************************
434 |*
435 |* 3D-Objekt einfuegen
436 |*
437 \************************************************************************/
438
NewObjectInserted(const E3dObject * p3DObj)439 void E3dScene::NewObjectInserted(const E3dObject* p3DObj)
440 {
441 E3dObject::NewObjectInserted(p3DObj);
442
443 if ( p3DObj == this )
444 return;
445
446 // #110988#
447 ImpCleanup3DDepthMapper();
448 }
449
450 /*************************************************************************
451 |*
452 |* Parent ueber Aenderung eines Childs informieren
453 |*
454 \************************************************************************/
455
StructureChanged()456 void E3dScene::StructureChanged()
457 {
458 E3dObject::StructureChanged();
459
460 if(!GetModel() || !GetModel()->isLocked())
461 {
462 // #123539# optimization for 3D chart object generation: do not reset
463 // already calculated scene projection data every time an object gets
464 // initialized
465 SetRectsDirty();
466 }
467
468 // #110988#
469 ImpCleanup3DDepthMapper();
470 }
471
472 /*************************************************************************
473 |*
474 |* Uebergeordnetes Szenenobjekt bestimmen
475 |*
476 \************************************************************************/
477
GetScene() const478 E3dScene* E3dScene::GetScene() const
479 {
480 if(GetParentObj())
481 return GetParentObj()->GetScene();
482 else
483 return (E3dScene*)this;
484 }
485
removeAllNonSelectedObjects()486 void E3dScene::removeAllNonSelectedObjects()
487 {
488 E3DModifySceneSnapRectUpdater aUpdater(this);
489
490 for(sal_uInt32 a(0); a < maSubList.GetObjCount(); a++)
491 {
492 SdrObject* pObj = maSubList.GetObj(a);
493
494 if(pObj)
495 {
496 bool bRemoveObject(false);
497
498 if(pObj->ISA(E3dScene))
499 {
500 E3dScene* pScene = (E3dScene*)pObj;
501
502 // iterate over this sub-scene
503 pScene->removeAllNonSelectedObjects();
504
505 // check object count. Empty scenes can be deleted
506 const sal_uInt32 nObjCount(pScene->GetSubList() ? pScene->GetSubList()->GetObjCount() : 0);
507
508 if(!nObjCount)
509 {
510 // all objects removed, scene can be removed, too
511 bRemoveObject = true;
512 }
513 }
514 else if(pObj->ISA(E3dCompoundObject))
515 {
516 E3dCompoundObject* pCompound = (E3dCompoundObject*)pObj;
517
518 if(!pCompound->GetSelected())
519 {
520 bRemoveObject = true;
521 }
522 }
523
524 if(bRemoveObject)
525 {
526 maSubList.NbcRemoveObject(pObj->GetOrdNum());
527 a--;
528 SdrObject::Free(pObj);
529 }
530 }
531 }
532 }
533
534 /*************************************************************************
535 |*
536 |* Zuweisungsoperator
537 |*
538 \************************************************************************/
539
operator =(const SdrObject & rObj)540 void E3dScene::operator=(const SdrObject& rObj)
541 {
542 E3dObject::operator=(rObj);
543
544 const E3dScene& r3DObj = (const E3dScene&) rObj;
545 aCamera = r3DObj.aCamera;
546
547 // neu ab 377:
548 aCameraSet = r3DObj.aCameraSet;
549 ((sdr::properties::E3dSceneProperties&)GetProperties()).SetSceneItemsFromCamera();
550
551 // SetSnapRect(r3DObj.GetSnapRect());
552 InvalidateBoundVolume();
553 RebuildLists();
554 SetRectsDirty();
555
556 // #110988#
557 ImpCleanup3DDepthMapper();
558
559 // #i101941#
560 // After a Scene as model object is cloned, the used
561 // ViewContactOfE3dScene is created and partially used
562 // to calculate Bound/SnapRects, but - since quite some
563 // values are buffered at the VC - not really well
564 // initialized. It would be possible to always watch for
565 // preconditions of buffered data, but this would be expensive
566 // and would create a lot of short living data structures.
567 // It is currently better to flush that data, e.g. by using
568 // ActionChanged at the VC which will for this class
569 // flush that cached data and initialize its valid reconstruction
570 GetViewContact().ActionChanged();
571 }
572
573 /*************************************************************************
574 |*
575 |* Licht- und Labelobjektlisten neu aufbauen (nach Laden, Zuweisung)
576 |*
577 \************************************************************************/
578
RebuildLists()579 void E3dScene::RebuildLists()
580 {
581 // zuerst loeschen
582 SdrLayerID nCurrLayerID = GetLayer();
583
584 SdrObjListIter a3DIterator(maSubList, IM_FLAT);
585
586 // dann alle Objekte in der Szene pruefen
587 while ( a3DIterator.IsMore() )
588 {
589 E3dObject* p3DObj = (E3dObject*) a3DIterator.Next();
590 p3DObj->NbcSetLayer(nCurrLayerID);
591 NewObjectInserted(p3DObj);
592 }
593 }
594
595 /*************************************************************************
596 |*
597 |* erstelle neues GeoData-Objekt
598 |*
599 \************************************************************************/
600
NewGeoData() const601 SdrObjGeoData *E3dScene::NewGeoData() const
602 {
603 return new E3DSceneGeoData;
604 }
605
606 /*************************************************************************
607 |*
608 |* uebergebe aktuelle werte an das GeoData-Objekt
609 |*
610 \************************************************************************/
611
SaveGeoData(SdrObjGeoData & rGeo) const612 void E3dScene::SaveGeoData(SdrObjGeoData& rGeo) const
613 {
614 E3dObject::SaveGeoData (rGeo);
615
616 ((E3DSceneGeoData &) rGeo).aCamera = aCamera;
617 }
618
619 /*************************************************************************
620 |*
621 |* uebernehme werte aus dem GeoData-Objekt
622 |*
623 \************************************************************************/
624
RestGeoData(const SdrObjGeoData & rGeo)625 void E3dScene::RestGeoData(const SdrObjGeoData& rGeo)
626 {
627 // #i94832# removed E3DModifySceneSnapRectUpdater here.
628 // It should not be needed, is already part of E3dObject::RestGeoData
629 E3dObject::RestGeoData (rGeo);
630 SetCamera (((E3DSceneGeoData &) rGeo).aCamera);
631 }
632
633 /*************************************************************************
634 |*
635 |* Am StyleSheet wurde etwas geaendert, also Scene aendern
636 |*
637 \************************************************************************/
638
Notify(SfxBroadcaster & rBC,const SfxHint & rHint)639 void E3dScene::Notify(SfxBroadcaster &rBC, const SfxHint &rHint)
640 {
641 SetRectsDirty();
642 E3dObject::Notify(rBC, rHint);
643 }
644
645 /*************************************************************************
646 |*
647 \************************************************************************/
648
RotateScene(const Point & rRef,long,double sn,double cs)649 void E3dScene::RotateScene (const Point& rRef, long /*nWink*/, double sn, double cs)
650 {
651 Point UpperLeft, LowerRight, Center, NewCenter;
652
653 UpperLeft = aOutRect.TopLeft();
654 LowerRight = aOutRect.BottomRight();
655
656 long dxOutRectHalf = labs(UpperLeft.X() - LowerRight.X());
657 dxOutRectHalf /= 2;
658 long dyOutRectHalf = labs(UpperLeft.Y() - LowerRight.Y());
659 dyOutRectHalf /= 2;
660
661 Rectangle RectQuelle(aOutRect), RectZiel(aOutRect);
662
663 // Nur der Mittelpunkt wird bewegt. Die Ecken werden von NbcMove bewegt.
664 // Fuer das Drehen wird von mir ein kartesisches Koordinatensystem verwendet in dem der Drehpunkt
665 // der Nullpunkt ist und die Y- Achse nach oben ansteigt, die X-Achse nach rechts.
666 // Dies muss bei den Y-Werten beachtet werden. (Auf dem Blatt zeigt die Y-Achse nach unten
667 Center.X() = (UpperLeft.X() + dxOutRectHalf) - rRef.X();
668 Center.Y() = -((UpperLeft.Y() + dyOutRectHalf) - rRef.Y());
669 // Ein paar Spezialfaelle zuerst abhandeln (n*90 Grad n ganzzahlig)
670 if (sn==1.0 && cs==0.0) { // 90deg
671 NewCenter.X() = -Center.Y();
672 NewCenter.Y() = -Center.X();
673 } else if (sn==0.0 && cs==-1.0) { // 180deg
674 NewCenter.X() = -Center.X();
675 NewCenter.Y() = -Center.Y();
676 } else if (sn==-1.0 && cs==0.0) { // 270deg
677 NewCenter.X() = Center.Y();
678 NewCenter.Y() = -Center.X();
679 }
680 else // Hier wird um einen beliebigen Winkel in mathematisch positiver Richtung gedreht!
681 { // xneu = x * cos(alpha) - y * sin(alpha)
682 // yneu = x * sin(alpha) + y * cos(alpha)
683 // Unten Rechts wird nicht gedreht: die Seiten von RectQuelle muessen parallel
684 // zu den Koordinatenachsen bleiben.
685 NewCenter.X() = (long) (Center.X() * cs - Center.Y() * sn);
686 NewCenter.Y() = (long) (Center.X() * sn + Center.Y() * cs);
687 }
688
689 Size Differenz;
690 Point DiffPoint = (NewCenter - Center);
691 Differenz.Width() = DiffPoint.X();
692 Differenz.Height() = -DiffPoint.Y(); // Man beachte dass die Y-Achse nach unten positiv gezaehlt wird.
693 NbcMove (Differenz); // fuehrt die eigentliche Koordinatentransformation durch.
694 }
695
696 /*************************************************************************
697 |*
698 |* Get the name of the object (singular)
699 |*
700 \************************************************************************/
701
TakeObjNameSingul(XubString & rName) const702 void E3dScene::TakeObjNameSingul(XubString& rName) const
703 {
704 rName=ImpGetResStr(STR_ObjNameSingulScene3d);
705
706 String aName( GetName() );
707 if(aName.Len())
708 {
709 rName += sal_Unicode(' ');
710 rName += sal_Unicode('\'');
711 rName += aName;
712 rName += sal_Unicode('\'');
713 }
714 }
715
716 /*************************************************************************
717 |*
718 |* Get the name of the object (plural)
719 |*
720 \************************************************************************/
721
TakeObjNamePlural(XubString & rName) const722 void E3dScene::TakeObjNamePlural(XubString& rName) const
723 {
724 rName=ImpGetResStr(STR_ObjNamePluralScene3d);
725 }
726
727 /*************************************************************************
728 |*
729 |* Die NbcRotate-Routine ueberlaedt die des SdrObject. Die Idee ist die Scene
730 |* drehen zu koennen und relativ zur Lage der Scene dann auch die Objekte
731 |* in der Scene
732 |*
733 \************************************************************************/
734
NbcSetTransform(const basegfx::B3DHomMatrix & rMatrix)735 void E3dScene::NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix)
736 {
737 if(maTransformation != rMatrix)
738 {
739 // call parent
740 E3dObject::NbcSetTransform(rMatrix);
741 }
742 }
743
SetTransform(const basegfx::B3DHomMatrix & rMatrix)744 void E3dScene::SetTransform(const basegfx::B3DHomMatrix& rMatrix)
745 {
746 if(rMatrix != maTransformation)
747 {
748 // call parent
749 E3dObject::SetTransform(rMatrix);
750 }
751 }
752
NbcRotate(const Point & rRef,long nWink,double sn,double cs)753 void E3dScene::NbcRotate(const Point& rRef, long nWink, double sn, double cs)
754 {
755 // Also derzeit sind die Klebepunkte relativ zum aOutRect der Szene definiert. Vor dem Drehen
756 // werden die Klebepunkte relativ zur Seite definiert. Sie nehmen an der Drehung der Szene noch nicht Teil
757 // dafuer gibt es den
758 SetGlueReallyAbsolute(sal_True);
759
760 // So dass war die Szene, ab jetzt kommen die Objekte in der Szene
761 // 3D-Objekte gibt es nur ein einziges das kann zwar mehrere Flaechen haben aber die Flaechen
762 // muessen ja nicht zusammenhaengend sein
763 // es ermoeglicht den Zugriff auf Kindobjekte
764 // Ich gehe also die gesamte Liste durch und rotiere um die Z-Achse die durch den
765 // Mittelpunkt von aOutRect geht (Satz von Steiner), also RotateZ
766
767 RotateScene (rRef, nWink, sn, cs); // Rotiert die Szene
768 double fWinkelInRad = nWink/100 * F_PI180;
769
770 basegfx::B3DHomMatrix aRotation;
771 aRotation.rotate(0.0, 0.0, fWinkelInRad);
772 NbcSetTransform(aRotation * GetTransform());
773
774 SetRectsDirty(); // Veranlasst eine Neuberechnung aller BoundRects
775 NbcRotateGluePoints(rRef,nWink,sn,cs); // Rotiert die Klebepunkte (die haben noch Koordinaten relativ
776 // zum Urpsung des Blattes
777 SetGlueReallyAbsolute(sal_False); // ab jetzt sind sie wieder relativ zum BoundRect (also dem aOutRect definiert)
778 SetRectsDirty();
779 }
780
781 /*************************************************************************
782 |*
783 |* SnapRect berechnen
784 |*
785 \************************************************************************/
786
RecalcSnapRect()787 void E3dScene::RecalcSnapRect()
788 {
789 E3dScene* pScene = GetScene();
790
791 if(pScene == this)
792 {
793 // Szene wird als 2D-Objekt benutzt, nimm SnapRect aus der
794 // 2D Bildschrimdarstellung
795 Camera3D& rCam = (Camera3D&)pScene->GetCamera();
796 maSnapRect = rCam.GetDeviceWindow();
797 }
798 else
799 {
800 // Szene ist selbst Mitglied einer anderen Szene, hole das
801 // SnapRect als zusammengesetztes Objekt
802 E3dObject::RecalcSnapRect();
803 }
804 }
805
806 /*************************************************************************
807 |*
808 |* Aufbrechen
809 |*
810 \************************************************************************/
811
IsBreakObjPossible()812 sal_Bool E3dScene::IsBreakObjPossible()
813 {
814 // Szene ist aufzubrechen, wenn alle Mitglieder aufzubrechen sind
815 SdrObjListIter a3DIterator(maSubList, IM_DEEPWITHGROUPS);
816
817 while ( a3DIterator.IsMore() )
818 {
819 E3dObject* pObj = (E3dObject*) a3DIterator.Next();
820 DBG_ASSERT(pObj->ISA(E3dObject), "AW: In Szenen sind nur 3D-Objekte erlaubt!");
821 if(!pObj->IsBreakObjPossible())
822 return sal_False;
823 }
824
825 return sal_True;
826 }
827
GetShadowPlaneDirection() const828 basegfx::B3DVector E3dScene::GetShadowPlaneDirection() const
829 {
830 double fWink = (double)GetShadowSlant() * F_PI180;
831 basegfx::B3DVector aShadowPlaneDir(0.0, sin(fWink), cos(fWink));
832 aShadowPlaneDir.normalize();
833 return aShadowPlaneDir;
834 }
835
SetShadowPlaneDirection(const basegfx::B3DVector & rVec)836 void E3dScene::SetShadowPlaneDirection(const basegfx::B3DVector& rVec)
837 {
838 sal_uInt16 nSceneShadowSlant = (sal_uInt16)((atan2(rVec.getY(), rVec.getZ()) / F_PI180) + 0.5);
839 GetProperties().SetObjectItemDirect(Svx3DShadowSlantItem(nSceneShadowSlant));
840 }
841
TakeCreatePoly(const SdrDragStat &) const842 basegfx::B2DPolyPolygon E3dScene::TakeCreatePoly(const SdrDragStat& /*rDrag*/) const
843 {
844 return TakeXorPoly();
845 }
846
BegCreate(SdrDragStat & rStat)847 FASTBOOL E3dScene::BegCreate(SdrDragStat& rStat)
848 {
849 rStat.SetOrtho4Possible();
850 Rectangle aRect1(rStat.GetStart(), rStat.GetNow());
851 aRect1.Justify();
852 rStat.SetActionRect(aRect1);
853 NbcSetSnapRect(aRect1);
854 return sal_True;
855 }
856
MovCreate(SdrDragStat & rStat)857 FASTBOOL E3dScene::MovCreate(SdrDragStat& rStat)
858 {
859 Rectangle aRect1;
860 rStat.TakeCreateRect(aRect1);
861 aRect1.Justify();
862 rStat.SetActionRect(aRect1);
863 NbcSetSnapRect(aRect1);
864 SetBoundRectDirty();
865 bSnapRectDirty=sal_True;
866 return sal_True;
867 }
868
EndCreate(SdrDragStat & rStat,SdrCreateCmd eCmd)869 FASTBOOL E3dScene::EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd)
870 {
871 Rectangle aRect1;
872 rStat.TakeCreateRect(aRect1);
873 aRect1.Justify();
874 NbcSetSnapRect(aRect1);
875 SetRectsDirty();
876 return (eCmd==SDRCREATE_FORCEEND || rStat.GetPointAnz()>=2);
877 }
878
BckCreate(SdrDragStat &)879 FASTBOOL E3dScene::BckCreate(SdrDragStat& /*rStat*/)
880 {
881 return sal_False;
882 }
883
BrkCreate(SdrDragStat &)884 void E3dScene::BrkCreate(SdrDragStat& /*rStat*/)
885 {
886 }
887
888 // eof
889