xref: /trunk/main/drawinglayer/source/primitive2d/embedded3dprimitive2d.cxx (revision cdf0e10c4e3984b49a9502b011690b615761d4a3)
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27 
28 // MARKER(update_precomp.py): autogen include statement, do not remove
29 #include "precompiled_drawinglayer.hxx"
30 
31 #include <drawinglayer/primitive2d/embedded3dprimitive2d.hxx>
32 #include <basegfx/polygon/b2dpolygon.hxx>
33 #include <basegfx/polygon/b2dpolygontools.hxx>
34 #include <basegfx/color/bcolor.hxx>
35 #include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
36 #include <basegfx/tools/canvastools.hxx>
37 #include <drawinglayer/geometry/viewinformation2d.hxx>
38 #include <drawinglayer/primitive2d/drawinglayer_primitivetypes2d.hxx>
39 #include <drawinglayer/geometry/viewinformation3d.hxx>
40 #include <drawinglayer/processor3d/shadow3dextractor.hxx>
41 
42 //////////////////////////////////////////////////////////////////////////////
43 
44 using namespace com::sun::star;
45 
46 //////////////////////////////////////////////////////////////////////////////
47 
48 namespace drawinglayer
49 {
50     namespace primitive2d
51     {
52         bool Embedded3DPrimitive2D::impGetShadow3D(const geometry::ViewInformation2D& /*rViewInformation*/) const
53         {
54             osl::MutexGuard aGuard( m_aMutex );
55 
56             // create on demand
57             if(!mbShadow3DChecked && getChildren3D().hasElements())
58             {
59                 // create shadow extraction processor
60                 processor3d::Shadow3DExtractingProcessor aShadowProcessor(
61                     getViewInformation3D(),
62                     getObjectTransformation(),
63                     getLightNormal(),
64                     getShadowSlant(),
65                     getScene3DRange());
66 
67                 // process local primitives
68                 aShadowProcessor.process(getChildren3D());
69 
70                 // fetch result and set checked flag
71                 const_cast< Embedded3DPrimitive2D* >(this)->maShadowPrimitives = aShadowProcessor.getPrimitive2DSequence();
72                 const_cast< Embedded3DPrimitive2D* >(this)->mbShadow3DChecked = true;
73             }
74 
75             // return if there are shadow primitives
76             return maShadowPrimitives.hasElements();
77         }
78 
79         Primitive2DSequence Embedded3DPrimitive2D::create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const
80         {
81             // use info to create a yellow 2d rectangle, similar to empty 3d scenes and/or groups
82             const basegfx::B2DRange aLocal2DRange(getB2DRange(rViewInformation));
83             const basegfx::B2DPolygon aOutline(basegfx::tools::createPolygonFromRect(aLocal2DRange));
84             const basegfx::BColor aYellow(1.0, 1.0, 0.0);
85             const Primitive2DReference xRef(new PolygonHairlinePrimitive2D(aOutline, aYellow));
86 
87             return Primitive2DSequence(&xRef, 1L);
88         }
89 
90         Embedded3DPrimitive2D::Embedded3DPrimitive2D(
91             const primitive3d::Primitive3DSequence& rxChildren3D,
92             const basegfx::B2DHomMatrix& rObjectTransformation,
93             const geometry::ViewInformation3D& rViewInformation3D,
94             const basegfx::B3DVector& rLightNormal,
95             double fShadowSlant,
96             const basegfx::B3DRange& rScene3DRange)
97         :   BufferedDecompositionPrimitive2D(),
98             mxChildren3D(rxChildren3D),
99             maObjectTransformation(rObjectTransformation),
100             maViewInformation3D(rViewInformation3D),
101             maLightNormal(rLightNormal),
102             mfShadowSlant(fShadowSlant),
103             maScene3DRange(rScene3DRange),
104             maShadowPrimitives(),
105             maB2DRange(),
106             mbShadow3DChecked(false)
107         {
108             maLightNormal.normalize();
109         }
110 
111         bool Embedded3DPrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const
112         {
113             if(BufferedDecompositionPrimitive2D::operator==(rPrimitive))
114             {
115                 const Embedded3DPrimitive2D& rCompare = static_cast< const Embedded3DPrimitive2D& >(rPrimitive);
116 
117                 return (primitive3d::arePrimitive3DSequencesEqual(getChildren3D(), rCompare.getChildren3D())
118                     && getObjectTransformation() == rCompare.getObjectTransformation()
119                     && getViewInformation3D() == rCompare.getViewInformation3D()
120                     && getLightNormal() == rCompare.getLightNormal()
121                     && getShadowSlant() == rCompare.getShadowSlant()
122                     && getScene3DRange() == rCompare.getScene3DRange());
123             }
124 
125             return false;
126         }
127 
128         basegfx::B2DRange Embedded3DPrimitive2D::getB2DRange(const geometry::ViewInformation2D& rViewInformation) const
129         {
130             if(maB2DRange.isEmpty())
131             {
132                 // use the 3d transformation stack to create a projection of the 3D range
133                 basegfx::B3DRange a3DRange(primitive3d::getB3DRangeFromPrimitive3DSequence(getChildren3D(), getViewInformation3D()));
134                 a3DRange.transform(getViewInformation3D().getObjectToView());
135 
136                 // create 2d range from projected 3d and transform with scene's object transformation
137                 basegfx::B2DRange aNewRange;
138                 aNewRange.expand(basegfx::B2DPoint(a3DRange.getMinX(), a3DRange.getMinY()));
139                 aNewRange.expand(basegfx::B2DPoint(a3DRange.getMaxX(), a3DRange.getMaxY()));
140                 aNewRange.transform(getObjectTransformation());
141 
142                 // cehck for 3D shadows and their 2D projections. If those exist, they need to be
143                 // taken into account
144                 if(impGetShadow3D(rViewInformation))
145                 {
146                     const basegfx::B2DRange aShadow2DRange(getB2DRangeFromPrimitive2DSequence(maShadowPrimitives, rViewInformation));
147 
148                     if(!aShadow2DRange.isEmpty())
149                     {
150                         aNewRange.expand(aShadow2DRange);
151                     }
152                 }
153 
154                 // assign to buffered value
155                 const_cast< Embedded3DPrimitive2D* >(this)->maB2DRange = aNewRange;
156             }
157 
158             return maB2DRange;
159         }
160 
161         // provide unique ID
162         ImplPrimitrive2DIDBlock(Embedded3DPrimitive2D, PRIMITIVE2D_ID_EMBEDDED3DPRIMITIVE2D)
163 
164     } // end of namespace primitive2d
165 } // end of namespace drawinglayer
166 
167 //////////////////////////////////////////////////////////////////////////////
168 // eof
169