1f6e50924SAndrew Rist /************************************************************** 2cdf0e10cSrcweir * 3f6e50924SAndrew Rist * Licensed to the Apache Software Foundation (ASF) under one 4f6e50924SAndrew Rist * or more contributor license agreements. See the NOTICE file 5f6e50924SAndrew Rist * distributed with this work for additional information 6f6e50924SAndrew Rist * regarding copyright ownership. The ASF licenses this file 7f6e50924SAndrew Rist * to you under the Apache License, Version 2.0 (the 8f6e50924SAndrew Rist * "License"); you may not use this file except in compliance 9f6e50924SAndrew Rist * with the License. You may obtain a copy of the License at 10cdf0e10cSrcweir * 11f6e50924SAndrew Rist * http://www.apache.org/licenses/LICENSE-2.0 12cdf0e10cSrcweir * 13f6e50924SAndrew Rist * Unless required by applicable law or agreed to in writing, 14f6e50924SAndrew Rist * software distributed under the License is distributed on an 15f6e50924SAndrew Rist * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY 16f6e50924SAndrew Rist * KIND, either express or implied. See the License for the 17f6e50924SAndrew Rist * specific language governing permissions and limitations 18f6e50924SAndrew Rist * under the License. 19cdf0e10cSrcweir * 20f6e50924SAndrew Rist *************************************************************/ 21f6e50924SAndrew Rist 22f6e50924SAndrew Rist 23cdf0e10cSrcweir 24cdf0e10cSrcweir // MARKER(update_precomp.py): autogen include statement, do not remove 25cdf0e10cSrcweir #include "precompiled_svx.hxx" 26cdf0e10cSrcweir 27cdf0e10cSrcweir #include "svx/svdstr.hrc" 28cdf0e10cSrcweir #include "svx/svdglob.hxx" 29cdf0e10cSrcweir #include "svx/svditer.hxx" 30cdf0e10cSrcweir 31cdf0e10cSrcweir #if defined( UNX ) || defined( ICC ) 32cdf0e10cSrcweir #include <stdlib.h> 33cdf0e10cSrcweir #endif 34cdf0e10cSrcweir #include "svx/globl3d.hxx" 35cdf0e10cSrcweir #include <svx/svdpage.hxx> 36cdf0e10cSrcweir #include <svl/style.hxx> 37cdf0e10cSrcweir #include <svx/scene3d.hxx> 38cdf0e10cSrcweir #include <svx/e3dundo.hxx> 39cdf0e10cSrcweir #include <svx/svdtrans.hxx> 40cdf0e10cSrcweir #include <svx/svxids.hrc> 41cdf0e10cSrcweir #include <editeng/colritem.hxx> 42cdf0e10cSrcweir #include <svx/e3ditem.hxx> 43cdf0e10cSrcweir #include <svx/xlntrit.hxx> 44cdf0e10cSrcweir #include <svx/xfltrit.hxx> 45cdf0e10cSrcweir #include <svx/svx3ditems.hxx> 46cdf0e10cSrcweir #include <svl/whiter.hxx> 47cdf0e10cSrcweir #include <svx/xflftrit.hxx> 48cdf0e10cSrcweir #include <svx/sdr/properties/e3dsceneproperties.hxx> 49cdf0e10cSrcweir #include <svx/sdr/contact/viewcontactofe3dscene.hxx> 50cdf0e10cSrcweir #include <svx/svddrag.hxx> 51cdf0e10cSrcweir #include <helperminimaldepth3d.hxx> 52cdf0e10cSrcweir #include <algorithm> 53cdf0e10cSrcweir #include <drawinglayer/geometry/viewinformation3d.hxx> 54cdf0e10cSrcweir #include <basegfx/polygon/b2dpolypolygontools.hxx> 55cdf0e10cSrcweir #include <svx/e3dsceneupdater.hxx> 56*28cc6868SArmin Le Grand #include <svx/svdmodel.hxx> 57cdf0e10cSrcweir 58cdf0e10cSrcweir #define ITEMVALUE(ItemSet,Id,Cast) ((const Cast&)(ItemSet).Get(Id)).GetValue() 59cdf0e10cSrcweir 60cdf0e10cSrcweir ////////////////////////////////////////////////////////////////////////////// 61cdf0e10cSrcweir // #110988# 62cdf0e10cSrcweir 63cdf0e10cSrcweir class ImpRemap3DDepth 64cdf0e10cSrcweir { 65cdf0e10cSrcweir sal_uInt32 mnOrdNum; 66cdf0e10cSrcweir double mfMinimalDepth; 67cdf0e10cSrcweir 68cdf0e10cSrcweir // bitfield 69cdf0e10cSrcweir unsigned mbIsScene : 1; 70cdf0e10cSrcweir 71cdf0e10cSrcweir public: 72cdf0e10cSrcweir ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth); 73cdf0e10cSrcweir ImpRemap3DDepth(sal_uInt32 nOrdNum); 74cdf0e10cSrcweir ~ImpRemap3DDepth(); 75cdf0e10cSrcweir 76cdf0e10cSrcweir // for ::std::sort 77cdf0e10cSrcweir bool operator<(const ImpRemap3DDepth& rComp) const; 78cdf0e10cSrcweir 79cdf0e10cSrcweir sal_uInt32 GetOrdNum() const { return mnOrdNum; } 80cdf0e10cSrcweir sal_Bool IsScene() const { return mbIsScene; } 81cdf0e10cSrcweir }; 82cdf0e10cSrcweir 83cdf0e10cSrcweir ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth) 84cdf0e10cSrcweir : mnOrdNum(nOrdNum), 85cdf0e10cSrcweir mfMinimalDepth(fMinimalDepth), 86cdf0e10cSrcweir mbIsScene(sal_False) 87cdf0e10cSrcweir { 88cdf0e10cSrcweir } 89cdf0e10cSrcweir 90cdf0e10cSrcweir ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum) 91cdf0e10cSrcweir : mnOrdNum(nOrdNum), 92cdf0e10cSrcweir mbIsScene(sal_True) 93cdf0e10cSrcweir { 94cdf0e10cSrcweir } 95cdf0e10cSrcweir 96cdf0e10cSrcweir ImpRemap3DDepth::~ImpRemap3DDepth() 97cdf0e10cSrcweir { 98cdf0e10cSrcweir } 99cdf0e10cSrcweir 100cdf0e10cSrcweir bool ImpRemap3DDepth::operator<(const ImpRemap3DDepth& rComp) const 101cdf0e10cSrcweir { 102cdf0e10cSrcweir if(IsScene()) 103cdf0e10cSrcweir { 104cdf0e10cSrcweir return sal_False; 105cdf0e10cSrcweir } 106cdf0e10cSrcweir else 107cdf0e10cSrcweir { 108cdf0e10cSrcweir if(rComp.IsScene()) 109cdf0e10cSrcweir { 110cdf0e10cSrcweir return sal_True; 111cdf0e10cSrcweir } 112cdf0e10cSrcweir else 113cdf0e10cSrcweir { 114cdf0e10cSrcweir return mfMinimalDepth < rComp.mfMinimalDepth; 115cdf0e10cSrcweir } 116cdf0e10cSrcweir } 117cdf0e10cSrcweir } 118cdf0e10cSrcweir 119cdf0e10cSrcweir // typedefs for a vector of ImpRemap3DDepths 120cdf0e10cSrcweir typedef ::std::vector< ImpRemap3DDepth > ImpRemap3DDepthVector; 121cdf0e10cSrcweir 122cdf0e10cSrcweir ////////////////////////////////////////////////////////////////////////////// 123cdf0e10cSrcweir // #110988# 124cdf0e10cSrcweir 125cdf0e10cSrcweir class Imp3DDepthRemapper 126cdf0e10cSrcweir { 127cdf0e10cSrcweir ImpRemap3DDepthVector maVector; 128cdf0e10cSrcweir 129cdf0e10cSrcweir public: 130cdf0e10cSrcweir Imp3DDepthRemapper(E3dScene& rScene); 131cdf0e10cSrcweir ~Imp3DDepthRemapper(); 132cdf0e10cSrcweir 133cdf0e10cSrcweir sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const; 134cdf0e10cSrcweir }; 135cdf0e10cSrcweir 136cdf0e10cSrcweir Imp3DDepthRemapper::Imp3DDepthRemapper(E3dScene& rScene) 137cdf0e10cSrcweir { 138cdf0e10cSrcweir // only called when rScene.GetSubList() and nObjCount > 1L 139cdf0e10cSrcweir SdrObjList* pList = rScene.GetSubList(); 140cdf0e10cSrcweir const sal_uInt32 nObjCount(pList->GetObjCount()); 141cdf0e10cSrcweir 142cdf0e10cSrcweir for(sal_uInt32 a(0L); a < nObjCount; a++) 143cdf0e10cSrcweir { 144cdf0e10cSrcweir SdrObject* pCandidate = pList->GetObj(a); 145cdf0e10cSrcweir 146cdf0e10cSrcweir if(pCandidate) 147cdf0e10cSrcweir { 148cdf0e10cSrcweir if(pCandidate->ISA(E3dCompoundObject)) 149cdf0e10cSrcweir { 150cdf0e10cSrcweir // single 3d object, calc depth 151cdf0e10cSrcweir const double fMinimalDepth(getMinimalDepthInViewCoordinates(static_cast< const E3dCompoundObject& >(*pCandidate))); 152cdf0e10cSrcweir ImpRemap3DDepth aEntry(a, fMinimalDepth); 153cdf0e10cSrcweir maVector.push_back(aEntry); 154cdf0e10cSrcweir } 155cdf0e10cSrcweir else 156cdf0e10cSrcweir { 157cdf0e10cSrcweir // scene, use standard entry for scene 158cdf0e10cSrcweir ImpRemap3DDepth aEntry(a); 159cdf0e10cSrcweir maVector.push_back(aEntry); 160cdf0e10cSrcweir } 161cdf0e10cSrcweir } 162cdf0e10cSrcweir } 163cdf0e10cSrcweir 164cdf0e10cSrcweir // now, we need to sort the maVector by it's members minimal depth. The 165cdf0e10cSrcweir // smaller, the nearer to the viewer. 166cdf0e10cSrcweir ::std::sort(maVector.begin(), maVector.end()); 167cdf0e10cSrcweir } 168cdf0e10cSrcweir 169cdf0e10cSrcweir Imp3DDepthRemapper::~Imp3DDepthRemapper() 170cdf0e10cSrcweir { 171cdf0e10cSrcweir } 172cdf0e10cSrcweir 173cdf0e10cSrcweir sal_uInt32 Imp3DDepthRemapper::RemapOrdNum(sal_uInt32 nOrdNum) const 174cdf0e10cSrcweir { 175cdf0e10cSrcweir if(nOrdNum < maVector.size()) 176cdf0e10cSrcweir { 177cdf0e10cSrcweir nOrdNum = maVector[(maVector.size() - 1) - nOrdNum].GetOrdNum(); 178cdf0e10cSrcweir } 179cdf0e10cSrcweir 180cdf0e10cSrcweir return nOrdNum; 181cdf0e10cSrcweir } 182cdf0e10cSrcweir 183cdf0e10cSrcweir ////////////////////////////////////////////////////////////////////////////// 184cdf0e10cSrcweir // BaseProperties section 185cdf0e10cSrcweir 186cdf0e10cSrcweir sdr::properties::BaseProperties* E3dScene::CreateObjectSpecificProperties() 187cdf0e10cSrcweir { 188cdf0e10cSrcweir return new sdr::properties::E3dSceneProperties(*this); 189cdf0e10cSrcweir } 190cdf0e10cSrcweir 191cdf0e10cSrcweir ////////////////////////////////////////////////////////////////////////////// 192cdf0e10cSrcweir // #110094# DrawContact section 193cdf0e10cSrcweir 194cdf0e10cSrcweir sdr::contact::ViewContact* E3dScene::CreateObjectSpecificViewContact() 195cdf0e10cSrcweir { 196cdf0e10cSrcweir return new sdr::contact::ViewContactOfE3dScene(*this); 197cdf0e10cSrcweir } 198cdf0e10cSrcweir 199cdf0e10cSrcweir //////////////////////////////////////////////////////////////////////////////////////////////////// 200cdf0e10cSrcweir 201cdf0e10cSrcweir TYPEINIT1(E3dScene, E3dObject); 202cdf0e10cSrcweir 203cdf0e10cSrcweir /************************************************************************* 204cdf0e10cSrcweir |* 205cdf0e10cSrcweir |* E3dScene-Konstruktor 206cdf0e10cSrcweir |* 207cdf0e10cSrcweir \************************************************************************/ 208cdf0e10cSrcweir 209cdf0e10cSrcweir E3dScene::E3dScene() 210cdf0e10cSrcweir : E3dObject(), 211cdf0e10cSrcweir aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()), 212cdf0e10cSrcweir mp3DDepthRemapper(0L), 213cdf0e10cSrcweir bDrawOnlySelected(false) 214cdf0e10cSrcweir { 215cdf0e10cSrcweir // Defaults setzen 216cdf0e10cSrcweir E3dDefaultAttributes aDefault; 217cdf0e10cSrcweir SetDefaultAttributes(aDefault); 218cdf0e10cSrcweir } 219cdf0e10cSrcweir 220cdf0e10cSrcweir E3dScene::E3dScene(E3dDefaultAttributes& rDefault) 221cdf0e10cSrcweir : E3dObject(), 222cdf0e10cSrcweir aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()), 223cdf0e10cSrcweir mp3DDepthRemapper(0L), 224cdf0e10cSrcweir bDrawOnlySelected(false) 225cdf0e10cSrcweir { 226cdf0e10cSrcweir // Defaults setzen 227cdf0e10cSrcweir SetDefaultAttributes(rDefault); 228cdf0e10cSrcweir } 229cdf0e10cSrcweir 230cdf0e10cSrcweir void E3dScene::SetDefaultAttributes(E3dDefaultAttributes& /*rDefault*/) 231cdf0e10cSrcweir { 232cdf0e10cSrcweir // Fuer OS/2 die FP-Exceptions abschalten 233cdf0e10cSrcweir #if defined(OS2) 234cdf0e10cSrcweir #define SC_FPEXCEPTIONS_ON() _control87( MCW_EM, 0 ) 235cdf0e10cSrcweir #define SC_FPEXCEPTIONS_OFF() _control87( MCW_EM, MCW_EM ) 236cdf0e10cSrcweir SC_FPEXCEPTIONS_OFF(); 237cdf0e10cSrcweir #endif 238cdf0e10cSrcweir 239cdf0e10cSrcweir // Fuer WIN95/NT die FP-Exceptions abschalten 240cdf0e10cSrcweir #if defined(WNT) 241cdf0e10cSrcweir #define SC_FPEXCEPTIONS_ON() _control87( _MCW_EM, 0 ) 242cdf0e10cSrcweir #define SC_FPEXCEPTIONS_OFF() _control87( _MCW_EM, _MCW_EM ) 243cdf0e10cSrcweir SC_FPEXCEPTIONS_OFF(); 244cdf0e10cSrcweir #endif 245cdf0e10cSrcweir 246cdf0e10cSrcweir // Defaults setzen 247cdf0e10cSrcweir aCamera.SetViewWindow(-2, -2, 4, 4); 248cdf0e10cSrcweir aCameraSet.SetDeviceRectangle(-2, 2, -2, 2); 249cdf0e10cSrcweir aCamera.SetDeviceWindow(Rectangle(0, 0, 10, 10)); 250cdf0e10cSrcweir Rectangle aRect(0, 0, 10, 10); 251cdf0e10cSrcweir aCameraSet.SetViewportRectangle(aRect); 252cdf0e10cSrcweir 253cdf0e10cSrcweir // set defaults for Camera from ItemPool 254cdf0e10cSrcweir aCamera.SetProjection(GetPerspective()); 255cdf0e10cSrcweir basegfx::B3DPoint aActualPosition(aCamera.GetPosition()); 256cdf0e10cSrcweir double fNew = GetDistance(); 257cdf0e10cSrcweir 258cdf0e10cSrcweir if(fabs(fNew - aActualPosition.getZ()) > 1.0) 259cdf0e10cSrcweir { 260cdf0e10cSrcweir aCamera.SetPosition( basegfx::B3DPoint( aActualPosition.getX(), aActualPosition.getY(), fNew) ); 261cdf0e10cSrcweir } 262cdf0e10cSrcweir 263cdf0e10cSrcweir fNew = GetFocalLength() / 100.0; 264cdf0e10cSrcweir aCamera.SetFocalLength(fNew); 265cdf0e10cSrcweir } 266cdf0e10cSrcweir 267cdf0e10cSrcweir /************************************************************************* 268cdf0e10cSrcweir |* 269cdf0e10cSrcweir |* Destruktor 270cdf0e10cSrcweir |* 271cdf0e10cSrcweir \************************************************************************/ 272cdf0e10cSrcweir 273cdf0e10cSrcweir E3dScene::~E3dScene() 274cdf0e10cSrcweir { 275cdf0e10cSrcweir // #110988# 276cdf0e10cSrcweir ImpCleanup3DDepthMapper(); 277cdf0e10cSrcweir } 278cdf0e10cSrcweir 279cdf0e10cSrcweir basegfx::B2DPolyPolygon E3dScene::TakeXorPoly() const 280cdf0e10cSrcweir { 281cdf0e10cSrcweir const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(GetViewContact()); 282cdf0e10cSrcweir const drawinglayer::geometry::ViewInformation3D aViewInfo3D(rVCScene.getViewInformation3D()); 283cdf0e10cSrcweir const basegfx::B3DPolyPolygon aCubePolyPolygon(CreateWireframe()); 284cdf0e10cSrcweir 285cdf0e10cSrcweir basegfx::B2DPolyPolygon aRetval(basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(aCubePolyPolygon, 286cdf0e10cSrcweir aViewInfo3D.getObjectToView())); 287cdf0e10cSrcweir aRetval.transform(rVCScene.getObjectTransformation()); 288cdf0e10cSrcweir 289cdf0e10cSrcweir return aRetval; 290cdf0e10cSrcweir } 291cdf0e10cSrcweir 292cdf0e10cSrcweir // #110988# 293cdf0e10cSrcweir void E3dScene::ImpCleanup3DDepthMapper() 294cdf0e10cSrcweir { 295cdf0e10cSrcweir if(mp3DDepthRemapper) 296cdf0e10cSrcweir { 297cdf0e10cSrcweir delete mp3DDepthRemapper; 298cdf0e10cSrcweir mp3DDepthRemapper = 0L; 299cdf0e10cSrcweir } 300cdf0e10cSrcweir } 301cdf0e10cSrcweir 302cdf0e10cSrcweir // #110988# 303cdf0e10cSrcweir sal_uInt32 E3dScene::RemapOrdNum(sal_uInt32 nNewOrdNum) const 304cdf0e10cSrcweir { 305cdf0e10cSrcweir if(!mp3DDepthRemapper) 306cdf0e10cSrcweir { 307cdf0e10cSrcweir const sal_uInt32 nObjCount(GetSubList() ? GetSubList()->GetObjCount() : 0L); 308cdf0e10cSrcweir 309cdf0e10cSrcweir if(nObjCount > 1L) 310cdf0e10cSrcweir { 311cdf0e10cSrcweir ((E3dScene*)this)->mp3DDepthRemapper = new Imp3DDepthRemapper((E3dScene&)(*this)); 312cdf0e10cSrcweir } 313cdf0e10cSrcweir } 314cdf0e10cSrcweir 315cdf0e10cSrcweir if(mp3DDepthRemapper) 316cdf0e10cSrcweir { 317cdf0e10cSrcweir return mp3DDepthRemapper->RemapOrdNum(nNewOrdNum); 318cdf0e10cSrcweir } 319cdf0e10cSrcweir 320cdf0e10cSrcweir return nNewOrdNum; 321cdf0e10cSrcweir } 322cdf0e10cSrcweir 323cdf0e10cSrcweir /************************************************************************* 324cdf0e10cSrcweir |* 325cdf0e10cSrcweir |* Identifier zurueckgeben 326cdf0e10cSrcweir |* 327cdf0e10cSrcweir \************************************************************************/ 328cdf0e10cSrcweir 329cdf0e10cSrcweir sal_uInt16 E3dScene::GetObjIdentifier() const 330cdf0e10cSrcweir { 331cdf0e10cSrcweir return E3D_SCENE_ID; 332cdf0e10cSrcweir } 333cdf0e10cSrcweir 334cdf0e10cSrcweir void E3dScene::SetBoundRectDirty() 335cdf0e10cSrcweir { 336cdf0e10cSrcweir E3dScene* pScene = GetScene(); 337cdf0e10cSrcweir 338cdf0e10cSrcweir if(pScene == this) 339cdf0e10cSrcweir { 340cdf0e10cSrcweir // avoid resetting aOutRect which in case of a 3D scene used as 2d object 341cdf0e10cSrcweir // is model data,not re-creatable view data 342cdf0e10cSrcweir } 343cdf0e10cSrcweir else 344cdf0e10cSrcweir { 345cdf0e10cSrcweir // if not the outmost scene it is used as group in 3d, call parent 346cdf0e10cSrcweir E3dObject::SetBoundRectDirty(); 347cdf0e10cSrcweir } 348cdf0e10cSrcweir } 349cdf0e10cSrcweir 350cdf0e10cSrcweir /************************************************************************* 351cdf0e10cSrcweir |* 352cdf0e10cSrcweir |* SetSnapRect 353cdf0e10cSrcweir |* 354cdf0e10cSrcweir \************************************************************************/ 355cdf0e10cSrcweir 356cdf0e10cSrcweir void E3dScene::NbcSetSnapRect(const Rectangle& rRect) 357cdf0e10cSrcweir { 358cdf0e10cSrcweir SetRectsDirty(); 359cdf0e10cSrcweir E3dObject::NbcSetSnapRect(rRect); 360cdf0e10cSrcweir aCamera.SetDeviceWindow(rRect); 361cdf0e10cSrcweir aCameraSet.SetViewportRectangle((Rectangle&)rRect); 362cdf0e10cSrcweir 363cdf0e10cSrcweir // #110988# 364cdf0e10cSrcweir ImpCleanup3DDepthMapper(); 365cdf0e10cSrcweir } 366cdf0e10cSrcweir 367cdf0e10cSrcweir /************************************************************************* 368cdf0e10cSrcweir |* 369cdf0e10cSrcweir |* Objekt verschieben 370cdf0e10cSrcweir |* 371cdf0e10cSrcweir \************************************************************************/ 372cdf0e10cSrcweir 373cdf0e10cSrcweir void E3dScene::NbcMove(const Size& rSize) 374cdf0e10cSrcweir { 375cdf0e10cSrcweir Rectangle aNewSnapRect = GetSnapRect(); 376cdf0e10cSrcweir MoveRect(aNewSnapRect, rSize); 377cdf0e10cSrcweir NbcSetSnapRect(aNewSnapRect); 378cdf0e10cSrcweir } 379cdf0e10cSrcweir 380cdf0e10cSrcweir /************************************************************************* 381cdf0e10cSrcweir |* 382cdf0e10cSrcweir |* Objekt Resizen 383cdf0e10cSrcweir |* 384cdf0e10cSrcweir \************************************************************************/ 385cdf0e10cSrcweir 386cdf0e10cSrcweir void E3dScene::NbcResize(const Point& rRef, const Fraction& rXFact, 387cdf0e10cSrcweir const Fraction& rYFact) 388cdf0e10cSrcweir { 389cdf0e10cSrcweir Rectangle aNewSnapRect = GetSnapRect(); 390cdf0e10cSrcweir ResizeRect(aNewSnapRect, rRef, rXFact, rYFact); 391cdf0e10cSrcweir NbcSetSnapRect(aNewSnapRect); 392cdf0e10cSrcweir } 393cdf0e10cSrcweir 394cdf0e10cSrcweir /************************************************************************* 395cdf0e10cSrcweir |* 396cdf0e10cSrcweir |* Neue Kamera setzen, und dabei die Szene und ggf. das BoundVolume 397cdf0e10cSrcweir |* als geaendert markieren 398cdf0e10cSrcweir |* 399cdf0e10cSrcweir \************************************************************************/ 400cdf0e10cSrcweir 401cdf0e10cSrcweir void E3dScene::SetCamera(const Camera3D& rNewCamera) 402cdf0e10cSrcweir { 403cdf0e10cSrcweir // Alte Kamera setzen 404cdf0e10cSrcweir aCamera = rNewCamera; 405cdf0e10cSrcweir ((sdr::properties::E3dSceneProperties&)GetProperties()).SetSceneItemsFromCamera(); 406cdf0e10cSrcweir 407cdf0e10cSrcweir SetRectsDirty(); 408cdf0e10cSrcweir 409cdf0e10cSrcweir // Neue Kamera aus alter fuellen 410cdf0e10cSrcweir Camera3D& rCam = (Camera3D&)GetCamera(); 411cdf0e10cSrcweir 412cdf0e10cSrcweir // Ratio abschalten 413cdf0e10cSrcweir if(rCam.GetAspectMapping() == AS_NO_MAPPING) 414cdf0e10cSrcweir GetCameraSet().SetRatio(0.0); 415cdf0e10cSrcweir 416cdf0e10cSrcweir // Abbildungsgeometrie setzen 417cdf0e10cSrcweir basegfx::B3DPoint aVRP(rCam.GetViewPoint()); 418cdf0e10cSrcweir basegfx::B3DVector aVPN(aVRP - rCam.GetVRP()); 419cdf0e10cSrcweir basegfx::B3DVector aVUV(rCam.GetVUV()); 420cdf0e10cSrcweir 421cdf0e10cSrcweir // #91047# use SetViewportValues() to set VRP, VPN and VUV as vectors, too. 422cdf0e10cSrcweir // Else these values would not be exported/imported correctly. 423cdf0e10cSrcweir GetCameraSet().SetViewportValues(aVRP, aVPN, aVUV); 424cdf0e10cSrcweir 425cdf0e10cSrcweir // Perspektive setzen 426cdf0e10cSrcweir GetCameraSet().SetPerspective(rCam.GetProjection() == PR_PERSPECTIVE); 427cdf0e10cSrcweir GetCameraSet().SetViewportRectangle((Rectangle&)rCam.GetDeviceWindow()); 428cdf0e10cSrcweir 429cdf0e10cSrcweir // #110988# 430cdf0e10cSrcweir ImpCleanup3DDepthMapper(); 431cdf0e10cSrcweir } 432cdf0e10cSrcweir 433cdf0e10cSrcweir /************************************************************************* 434cdf0e10cSrcweir |* 435cdf0e10cSrcweir |* 3D-Objekt einfuegen 436cdf0e10cSrcweir |* 437cdf0e10cSrcweir \************************************************************************/ 438cdf0e10cSrcweir 439cdf0e10cSrcweir void E3dScene::NewObjectInserted(const E3dObject* p3DObj) 440cdf0e10cSrcweir { 441cdf0e10cSrcweir E3dObject::NewObjectInserted(p3DObj); 442cdf0e10cSrcweir 443cdf0e10cSrcweir if ( p3DObj == this ) 444cdf0e10cSrcweir return; 445cdf0e10cSrcweir 446cdf0e10cSrcweir // #110988# 447cdf0e10cSrcweir ImpCleanup3DDepthMapper(); 448cdf0e10cSrcweir } 449cdf0e10cSrcweir 450cdf0e10cSrcweir /************************************************************************* 451cdf0e10cSrcweir |* 452cdf0e10cSrcweir |* Parent ueber Aenderung eines Childs informieren 453cdf0e10cSrcweir |* 454cdf0e10cSrcweir \************************************************************************/ 455cdf0e10cSrcweir 456cdf0e10cSrcweir void E3dScene::StructureChanged() 457cdf0e10cSrcweir { 458cdf0e10cSrcweir E3dObject::StructureChanged(); 459*28cc6868SArmin Le Grand 460*28cc6868SArmin Le Grand if(!GetModel() || !GetModel()->isLocked()) 461*28cc6868SArmin Le Grand { 462*28cc6868SArmin Le Grand // #123539# optimization for 3D chart object generation: do not reset 463*28cc6868SArmin Le Grand // already calculated scene projection data every time an object gets 464*28cc6868SArmin Le Grand // initialized 465cdf0e10cSrcweir SetRectsDirty(); 466*28cc6868SArmin Le Grand } 467cdf0e10cSrcweir 468cdf0e10cSrcweir // #110988# 469cdf0e10cSrcweir ImpCleanup3DDepthMapper(); 470cdf0e10cSrcweir } 471cdf0e10cSrcweir 472cdf0e10cSrcweir /************************************************************************* 473cdf0e10cSrcweir |* 474cdf0e10cSrcweir |* Uebergeordnetes Szenenobjekt bestimmen 475cdf0e10cSrcweir |* 476cdf0e10cSrcweir \************************************************************************/ 477cdf0e10cSrcweir 478cdf0e10cSrcweir E3dScene* E3dScene::GetScene() const 479cdf0e10cSrcweir { 480cdf0e10cSrcweir if(GetParentObj()) 481cdf0e10cSrcweir return GetParentObj()->GetScene(); 482cdf0e10cSrcweir else 483cdf0e10cSrcweir return (E3dScene*)this; 484cdf0e10cSrcweir } 485cdf0e10cSrcweir 486cdf0e10cSrcweir void E3dScene::removeAllNonSelectedObjects() 487cdf0e10cSrcweir { 488cdf0e10cSrcweir E3DModifySceneSnapRectUpdater aUpdater(this); 489cdf0e10cSrcweir 490cdf0e10cSrcweir for(sal_uInt32 a(0); a < maSubList.GetObjCount(); a++) 491cdf0e10cSrcweir { 492cdf0e10cSrcweir SdrObject* pObj = maSubList.GetObj(a); 493cdf0e10cSrcweir 494cdf0e10cSrcweir if(pObj) 495cdf0e10cSrcweir { 496cdf0e10cSrcweir bool bRemoveObject(false); 497cdf0e10cSrcweir 498cdf0e10cSrcweir if(pObj->ISA(E3dScene)) 499cdf0e10cSrcweir { 500cdf0e10cSrcweir E3dScene* pScene = (E3dScene*)pObj; 501cdf0e10cSrcweir 502cdf0e10cSrcweir // iterate over this sub-scene 503cdf0e10cSrcweir pScene->removeAllNonSelectedObjects(); 504cdf0e10cSrcweir 505cdf0e10cSrcweir // check object count. Empty scenes can be deleted 506cdf0e10cSrcweir const sal_uInt32 nObjCount(pScene->GetSubList() ? pScene->GetSubList()->GetObjCount() : 0); 507cdf0e10cSrcweir 508cdf0e10cSrcweir if(!nObjCount) 509cdf0e10cSrcweir { 510cdf0e10cSrcweir // all objects removed, scene can be removed, too 511cdf0e10cSrcweir bRemoveObject = true; 512cdf0e10cSrcweir } 513cdf0e10cSrcweir } 514cdf0e10cSrcweir else if(pObj->ISA(E3dCompoundObject)) 515cdf0e10cSrcweir { 516cdf0e10cSrcweir E3dCompoundObject* pCompound = (E3dCompoundObject*)pObj; 517cdf0e10cSrcweir 518cdf0e10cSrcweir if(!pCompound->GetSelected()) 519cdf0e10cSrcweir { 520cdf0e10cSrcweir bRemoveObject = true; 521cdf0e10cSrcweir } 522cdf0e10cSrcweir } 523cdf0e10cSrcweir 524cdf0e10cSrcweir if(bRemoveObject) 525cdf0e10cSrcweir { 526cdf0e10cSrcweir maSubList.NbcRemoveObject(pObj->GetOrdNum()); 527cdf0e10cSrcweir a--; 528cdf0e10cSrcweir SdrObject::Free(pObj); 529cdf0e10cSrcweir } 530cdf0e10cSrcweir } 531cdf0e10cSrcweir } 532cdf0e10cSrcweir } 533cdf0e10cSrcweir 534cdf0e10cSrcweir /************************************************************************* 535cdf0e10cSrcweir |* 536cdf0e10cSrcweir |* Zuweisungsoperator 537cdf0e10cSrcweir |* 538cdf0e10cSrcweir \************************************************************************/ 539cdf0e10cSrcweir 540cdf0e10cSrcweir void E3dScene::operator=(const SdrObject& rObj) 541cdf0e10cSrcweir { 542cdf0e10cSrcweir E3dObject::operator=(rObj); 543cdf0e10cSrcweir 544cdf0e10cSrcweir const E3dScene& r3DObj = (const E3dScene&) rObj; 545cdf0e10cSrcweir aCamera = r3DObj.aCamera; 546cdf0e10cSrcweir 547cdf0e10cSrcweir // neu ab 377: 548cdf0e10cSrcweir aCameraSet = r3DObj.aCameraSet; 549cdf0e10cSrcweir ((sdr::properties::E3dSceneProperties&)GetProperties()).SetSceneItemsFromCamera(); 550cdf0e10cSrcweir 551cdf0e10cSrcweir // SetSnapRect(r3DObj.GetSnapRect()); 552cdf0e10cSrcweir InvalidateBoundVolume(); 553cdf0e10cSrcweir RebuildLists(); 554cdf0e10cSrcweir SetRectsDirty(); 555cdf0e10cSrcweir 556cdf0e10cSrcweir // #110988# 557cdf0e10cSrcweir ImpCleanup3DDepthMapper(); 558cdf0e10cSrcweir 559cdf0e10cSrcweir // #i101941# 560cdf0e10cSrcweir // After a Scene as model object is cloned, the used 561cdf0e10cSrcweir // ViewContactOfE3dScene is created and partially used 562cdf0e10cSrcweir // to calculate Bound/SnapRects, but - since quite some 563cdf0e10cSrcweir // values are buffered at the VC - not really well 564cdf0e10cSrcweir // initialized. It would be possible to always watch for 565cdf0e10cSrcweir // preconditions of buffered data, but this would be expensive 566cdf0e10cSrcweir // and would create a lot of short living data structures. 567cdf0e10cSrcweir // It is currently better to flush that data, e.g. by using 568cdf0e10cSrcweir // ActionChanged at the VC which will for this class 569cdf0e10cSrcweir // flush that cached data and initalize it's valid reconstruction 570cdf0e10cSrcweir GetViewContact().ActionChanged(); 571cdf0e10cSrcweir } 572cdf0e10cSrcweir 573cdf0e10cSrcweir /************************************************************************* 574cdf0e10cSrcweir |* 575cdf0e10cSrcweir |* Licht- und Labelobjektlisten neu aufbauen (nach Laden, Zuweisung) 576cdf0e10cSrcweir |* 577cdf0e10cSrcweir \************************************************************************/ 578cdf0e10cSrcweir 579cdf0e10cSrcweir void E3dScene::RebuildLists() 580cdf0e10cSrcweir { 581cdf0e10cSrcweir // zuerst loeschen 582cdf0e10cSrcweir SdrLayerID nCurrLayerID = GetLayer(); 583cdf0e10cSrcweir 584cdf0e10cSrcweir SdrObjListIter a3DIterator(maSubList, IM_FLAT); 585cdf0e10cSrcweir 586cdf0e10cSrcweir // dann alle Objekte in der Szene pruefen 587cdf0e10cSrcweir while ( a3DIterator.IsMore() ) 588cdf0e10cSrcweir { 589cdf0e10cSrcweir E3dObject* p3DObj = (E3dObject*) a3DIterator.Next(); 590cdf0e10cSrcweir p3DObj->NbcSetLayer(nCurrLayerID); 591cdf0e10cSrcweir NewObjectInserted(p3DObj); 592cdf0e10cSrcweir } 593cdf0e10cSrcweir } 594cdf0e10cSrcweir 595cdf0e10cSrcweir /************************************************************************* 596cdf0e10cSrcweir |* 597cdf0e10cSrcweir |* erstelle neues GeoData-Objekt 598cdf0e10cSrcweir |* 599cdf0e10cSrcweir \************************************************************************/ 600cdf0e10cSrcweir 601cdf0e10cSrcweir SdrObjGeoData *E3dScene::NewGeoData() const 602cdf0e10cSrcweir { 603cdf0e10cSrcweir return new E3DSceneGeoData; 604cdf0e10cSrcweir } 605cdf0e10cSrcweir 606cdf0e10cSrcweir /************************************************************************* 607cdf0e10cSrcweir |* 608cdf0e10cSrcweir |* uebergebe aktuelle werte an das GeoData-Objekt 609cdf0e10cSrcweir |* 610cdf0e10cSrcweir \************************************************************************/ 611cdf0e10cSrcweir 612cdf0e10cSrcweir void E3dScene::SaveGeoData(SdrObjGeoData& rGeo) const 613cdf0e10cSrcweir { 614cdf0e10cSrcweir E3dObject::SaveGeoData (rGeo); 615cdf0e10cSrcweir 616cdf0e10cSrcweir ((E3DSceneGeoData &) rGeo).aCamera = aCamera; 617cdf0e10cSrcweir } 618cdf0e10cSrcweir 619cdf0e10cSrcweir /************************************************************************* 620cdf0e10cSrcweir |* 621cdf0e10cSrcweir |* uebernehme werte aus dem GeoData-Objekt 622cdf0e10cSrcweir |* 623cdf0e10cSrcweir \************************************************************************/ 624cdf0e10cSrcweir 625cdf0e10cSrcweir void E3dScene::RestGeoData(const SdrObjGeoData& rGeo) 626cdf0e10cSrcweir { 627cdf0e10cSrcweir // #i94832# removed E3DModifySceneSnapRectUpdater here. 628cdf0e10cSrcweir // It should not be needed, is already part of E3dObject::RestGeoData 629cdf0e10cSrcweir E3dObject::RestGeoData (rGeo); 630cdf0e10cSrcweir SetCamera (((E3DSceneGeoData &) rGeo).aCamera); 631cdf0e10cSrcweir } 632cdf0e10cSrcweir 633cdf0e10cSrcweir /************************************************************************* 634cdf0e10cSrcweir |* 635cdf0e10cSrcweir |* Am StyleSheet wurde etwas geaendert, also Scene aendern 636cdf0e10cSrcweir |* 637cdf0e10cSrcweir \************************************************************************/ 638cdf0e10cSrcweir 639cdf0e10cSrcweir void E3dScene::Notify(SfxBroadcaster &rBC, const SfxHint &rHint) 640cdf0e10cSrcweir { 641cdf0e10cSrcweir SetRectsDirty(); 642cdf0e10cSrcweir E3dObject::Notify(rBC, rHint); 643cdf0e10cSrcweir } 644cdf0e10cSrcweir 645cdf0e10cSrcweir /************************************************************************* 646cdf0e10cSrcweir |* 647cdf0e10cSrcweir \************************************************************************/ 648cdf0e10cSrcweir 649cdf0e10cSrcweir void E3dScene::RotateScene (const Point& rRef, long /*nWink*/, double sn, double cs) 650cdf0e10cSrcweir { 651cdf0e10cSrcweir Point UpperLeft, LowerRight, Center, NewCenter; 652cdf0e10cSrcweir 653cdf0e10cSrcweir UpperLeft = aOutRect.TopLeft(); 654cdf0e10cSrcweir LowerRight = aOutRect.BottomRight(); 655cdf0e10cSrcweir 656cdf0e10cSrcweir long dxOutRectHalf = labs(UpperLeft.X() - LowerRight.X()); 657cdf0e10cSrcweir dxOutRectHalf /= 2; 658cdf0e10cSrcweir long dyOutRectHalf = labs(UpperLeft.Y() - LowerRight.Y()); 659cdf0e10cSrcweir dyOutRectHalf /= 2; 660cdf0e10cSrcweir 661cdf0e10cSrcweir Rectangle RectQuelle(aOutRect), RectZiel(aOutRect); 662cdf0e10cSrcweir 663cdf0e10cSrcweir // Nur der Mittelpunkt wird bewegt. Die Ecken werden von NbcMove bewegt. 664cdf0e10cSrcweir // Fuer das Drehen wird von mir ein kartesisches Koordinatensystem verwendet in dem der Drehpunkt 665cdf0e10cSrcweir // der Nullpunkt ist und die Y- Achse nach oben ansteigt, die X-Achse nach rechts. 666cdf0e10cSrcweir // Dies muss bei den Y-Werten beachtet werden. (Auf dem Blatt zeigt die Y-Achse nach unten 667cdf0e10cSrcweir Center.X() = (UpperLeft.X() + dxOutRectHalf) - rRef.X(); 668cdf0e10cSrcweir Center.Y() = -((UpperLeft.Y() + dyOutRectHalf) - rRef.Y()); 669cdf0e10cSrcweir // Ein paar Spezialfaelle zuerst abhandeln (n*90 Grad n ganzzahlig) 670cdf0e10cSrcweir if (sn==1.0 && cs==0.0) { // 90deg 671cdf0e10cSrcweir NewCenter.X() = -Center.Y(); 672cdf0e10cSrcweir NewCenter.Y() = -Center.X(); 673cdf0e10cSrcweir } else if (sn==0.0 && cs==-1.0) { // 180deg 674cdf0e10cSrcweir NewCenter.X() = -Center.X(); 675cdf0e10cSrcweir NewCenter.Y() = -Center.Y(); 676cdf0e10cSrcweir } else if (sn==-1.0 && cs==0.0) { // 270deg 677cdf0e10cSrcweir NewCenter.X() = Center.Y(); 678cdf0e10cSrcweir NewCenter.Y() = -Center.X(); 679cdf0e10cSrcweir } 680cdf0e10cSrcweir else // Hier wird um einen beliebigen Winkel in mathematisch positiver Richtung gedreht! 681cdf0e10cSrcweir { // xneu = x * cos(alpha) - y * sin(alpha) 682cdf0e10cSrcweir // yneu = x * sin(alpha) + y * cos(alpha) 683cdf0e10cSrcweir // Unten Rechts wird nicht gedreht: die Seiten von RectQuelle muessen parallel 684cdf0e10cSrcweir // zu den Koordinatenachsen bleiben. 685cdf0e10cSrcweir NewCenter.X() = (long) (Center.X() * cs - Center.Y() * sn); 686cdf0e10cSrcweir NewCenter.Y() = (long) (Center.X() * sn + Center.Y() * cs); 687cdf0e10cSrcweir } 688cdf0e10cSrcweir 689cdf0e10cSrcweir Size Differenz; 690cdf0e10cSrcweir Point DiffPoint = (NewCenter - Center); 691cdf0e10cSrcweir Differenz.Width() = DiffPoint.X(); 692cdf0e10cSrcweir Differenz.Height() = -DiffPoint.Y(); // Man beachte dass die Y-Achse nach unten positiv gezaehlt wird. 693cdf0e10cSrcweir NbcMove (Differenz); // fuehrt die eigentliche Koordinatentransformation durch. 694cdf0e10cSrcweir } 695cdf0e10cSrcweir 696cdf0e10cSrcweir /************************************************************************* 697cdf0e10cSrcweir |* 698cdf0e10cSrcweir |* Get the name of the object (singular) 699cdf0e10cSrcweir |* 700cdf0e10cSrcweir \************************************************************************/ 701cdf0e10cSrcweir 702cdf0e10cSrcweir void E3dScene::TakeObjNameSingul(XubString& rName) const 703cdf0e10cSrcweir { 704cdf0e10cSrcweir rName=ImpGetResStr(STR_ObjNameSingulScene3d); 705cdf0e10cSrcweir 706cdf0e10cSrcweir String aName( GetName() ); 707cdf0e10cSrcweir if(aName.Len()) 708cdf0e10cSrcweir { 709cdf0e10cSrcweir rName += sal_Unicode(' '); 710cdf0e10cSrcweir rName += sal_Unicode('\''); 711cdf0e10cSrcweir rName += aName; 712cdf0e10cSrcweir rName += sal_Unicode('\''); 713cdf0e10cSrcweir } 714cdf0e10cSrcweir } 715cdf0e10cSrcweir 716cdf0e10cSrcweir /************************************************************************* 717cdf0e10cSrcweir |* 718cdf0e10cSrcweir |* Get the name of the object (plural) 719cdf0e10cSrcweir |* 720cdf0e10cSrcweir \************************************************************************/ 721cdf0e10cSrcweir 722cdf0e10cSrcweir void E3dScene::TakeObjNamePlural(XubString& rName) const 723cdf0e10cSrcweir { 724cdf0e10cSrcweir rName=ImpGetResStr(STR_ObjNamePluralScene3d); 725cdf0e10cSrcweir } 726cdf0e10cSrcweir 727cdf0e10cSrcweir /************************************************************************* 728cdf0e10cSrcweir |* 729cdf0e10cSrcweir |* Die NbcRotate-Routine ueberlaedt die des SdrObject. Die Idee ist die Scene 730cdf0e10cSrcweir |* drehen zu koennen und relativ zur Lage der Scene dann auch die Objekte 731cdf0e10cSrcweir |* in der Scene 732cdf0e10cSrcweir |* 733cdf0e10cSrcweir \************************************************************************/ 734cdf0e10cSrcweir 735cdf0e10cSrcweir void E3dScene::NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix) 736cdf0e10cSrcweir { 737cdf0e10cSrcweir if(maTransformation != rMatrix) 738cdf0e10cSrcweir { 739cdf0e10cSrcweir // call parent 740cdf0e10cSrcweir E3dObject::NbcSetTransform(rMatrix); 741cdf0e10cSrcweir } 742cdf0e10cSrcweir } 743cdf0e10cSrcweir 744cdf0e10cSrcweir void E3dScene::SetTransform(const basegfx::B3DHomMatrix& rMatrix) 745cdf0e10cSrcweir { 746cdf0e10cSrcweir if(rMatrix != maTransformation) 747cdf0e10cSrcweir { 748cdf0e10cSrcweir // call parent 749cdf0e10cSrcweir E3dObject::SetTransform(rMatrix); 750cdf0e10cSrcweir } 751cdf0e10cSrcweir } 752cdf0e10cSrcweir 753cdf0e10cSrcweir void E3dScene::NbcRotate(const Point& rRef, long nWink, double sn, double cs) 754cdf0e10cSrcweir { 755cdf0e10cSrcweir // Also derzeit sind die Klebepunkte relativ zum aOutRect der Szene definiert. Vor dem Drehen 756cdf0e10cSrcweir // werden die Klebepunkte relativ zur Seite definiert. Sie nehmen an der Drehung der Szene noch nicht Teil 757cdf0e10cSrcweir // dafuer gibt es den 758cdf0e10cSrcweir SetGlueReallyAbsolute(sal_True); 759cdf0e10cSrcweir 760cdf0e10cSrcweir // So dass war die Szene, ab jetzt kommen die Objekte in der Szene 761cdf0e10cSrcweir // 3D-Objekte gibt es nur ein einziges das kann zwar mehrere Flaechen haben aber die Flaechen 762cdf0e10cSrcweir // muessen ja nicht zusammenhaengend sein 763cdf0e10cSrcweir // es ermoeglicht den Zugriff auf Kindobjekte 764cdf0e10cSrcweir // Ich gehe also die gesamte Liste durch und rotiere um die Z-Achse die durch den 765cdf0e10cSrcweir // Mittelpunkt von aOutRect geht (Satz von Steiner), also RotateZ 766cdf0e10cSrcweir 767cdf0e10cSrcweir RotateScene (rRef, nWink, sn, cs); // Rotiert die Szene 768cdf0e10cSrcweir double fWinkelInRad = nWink/100 * F_PI180; 769cdf0e10cSrcweir 770cdf0e10cSrcweir basegfx::B3DHomMatrix aRotation; 771cdf0e10cSrcweir aRotation.rotate(0.0, 0.0, fWinkelInRad); 772cdf0e10cSrcweir NbcSetTransform(aRotation * GetTransform()); 773cdf0e10cSrcweir 774cdf0e10cSrcweir SetRectsDirty(); // Veranlasst eine Neuberechnung aller BoundRects 775cdf0e10cSrcweir NbcRotateGluePoints(rRef,nWink,sn,cs); // Rotiert die Klebepunkte (die haben noch Koordinaten relativ 776cdf0e10cSrcweir // zum Urpsung des Blattes 777cdf0e10cSrcweir SetGlueReallyAbsolute(sal_False); // ab jetzt sind sie wieder relativ zum BoundRect (also dem aOutRect definiert) 778cdf0e10cSrcweir SetRectsDirty(); 779cdf0e10cSrcweir } 780cdf0e10cSrcweir 781cdf0e10cSrcweir /************************************************************************* 782cdf0e10cSrcweir |* 783cdf0e10cSrcweir |* SnapRect berechnen 784cdf0e10cSrcweir |* 785cdf0e10cSrcweir \************************************************************************/ 786cdf0e10cSrcweir 787cdf0e10cSrcweir void E3dScene::RecalcSnapRect() 788cdf0e10cSrcweir { 789cdf0e10cSrcweir E3dScene* pScene = GetScene(); 790cdf0e10cSrcweir 791cdf0e10cSrcweir if(pScene == this) 792cdf0e10cSrcweir { 793cdf0e10cSrcweir // Szene wird als 2D-Objekt benutzt, nimm SnapRect aus der 794cdf0e10cSrcweir // 2D Bildschrimdarstellung 795cdf0e10cSrcweir Camera3D& rCam = (Camera3D&)pScene->GetCamera(); 796cdf0e10cSrcweir maSnapRect = rCam.GetDeviceWindow(); 797cdf0e10cSrcweir } 798cdf0e10cSrcweir else 799cdf0e10cSrcweir { 800cdf0e10cSrcweir // Szene ist selbst Mitglied einer anderen Szene, hole das 801cdf0e10cSrcweir // SnapRect als zusammengesetztes Objekt 802cdf0e10cSrcweir E3dObject::RecalcSnapRect(); 803cdf0e10cSrcweir } 804cdf0e10cSrcweir } 805cdf0e10cSrcweir 806cdf0e10cSrcweir /************************************************************************* 807cdf0e10cSrcweir |* 808cdf0e10cSrcweir |* Aufbrechen 809cdf0e10cSrcweir |* 810cdf0e10cSrcweir \************************************************************************/ 811cdf0e10cSrcweir 812cdf0e10cSrcweir sal_Bool E3dScene::IsBreakObjPossible() 813cdf0e10cSrcweir { 814cdf0e10cSrcweir // Szene ist aufzubrechen, wenn alle Mitglieder aufzubrechen sind 815cdf0e10cSrcweir SdrObjListIter a3DIterator(maSubList, IM_DEEPWITHGROUPS); 816cdf0e10cSrcweir 817cdf0e10cSrcweir while ( a3DIterator.IsMore() ) 818cdf0e10cSrcweir { 819cdf0e10cSrcweir E3dObject* pObj = (E3dObject*) a3DIterator.Next(); 820cdf0e10cSrcweir DBG_ASSERT(pObj->ISA(E3dObject), "AW: In Szenen sind nur 3D-Objekte erlaubt!"); 821cdf0e10cSrcweir if(!pObj->IsBreakObjPossible()) 822cdf0e10cSrcweir return sal_False; 823cdf0e10cSrcweir } 824cdf0e10cSrcweir 825cdf0e10cSrcweir return sal_True; 826cdf0e10cSrcweir } 827cdf0e10cSrcweir 828cdf0e10cSrcweir basegfx::B3DVector E3dScene::GetShadowPlaneDirection() const 829cdf0e10cSrcweir { 830cdf0e10cSrcweir double fWink = (double)GetShadowSlant() * F_PI180; 831cdf0e10cSrcweir basegfx::B3DVector aShadowPlaneDir(0.0, sin(fWink), cos(fWink)); 832cdf0e10cSrcweir aShadowPlaneDir.normalize(); 833cdf0e10cSrcweir return aShadowPlaneDir; 834cdf0e10cSrcweir } 835cdf0e10cSrcweir 836cdf0e10cSrcweir void E3dScene::SetShadowPlaneDirection(const basegfx::B3DVector& rVec) 837cdf0e10cSrcweir { 838cdf0e10cSrcweir sal_uInt16 nSceneShadowSlant = (sal_uInt16)((atan2(rVec.getY(), rVec.getZ()) / F_PI180) + 0.5); 839cdf0e10cSrcweir GetProperties().SetObjectItemDirect(Svx3DShadowSlantItem(nSceneShadowSlant)); 840cdf0e10cSrcweir } 841cdf0e10cSrcweir 842cdf0e10cSrcweir basegfx::B2DPolyPolygon E3dScene::TakeCreatePoly(const SdrDragStat& /*rDrag*/) const 843cdf0e10cSrcweir { 844cdf0e10cSrcweir return TakeXorPoly(); 845cdf0e10cSrcweir } 846cdf0e10cSrcweir 847cdf0e10cSrcweir FASTBOOL E3dScene::BegCreate(SdrDragStat& rStat) 848cdf0e10cSrcweir { 849cdf0e10cSrcweir rStat.SetOrtho4Possible(); 850cdf0e10cSrcweir Rectangle aRect1(rStat.GetStart(), rStat.GetNow()); 851cdf0e10cSrcweir aRect1.Justify(); 852cdf0e10cSrcweir rStat.SetActionRect(aRect1); 853cdf0e10cSrcweir NbcSetSnapRect(aRect1); 854cdf0e10cSrcweir return sal_True; 855cdf0e10cSrcweir } 856cdf0e10cSrcweir 857cdf0e10cSrcweir FASTBOOL E3dScene::MovCreate(SdrDragStat& rStat) 858cdf0e10cSrcweir { 859cdf0e10cSrcweir Rectangle aRect1; 860cdf0e10cSrcweir rStat.TakeCreateRect(aRect1); 861cdf0e10cSrcweir aRect1.Justify(); 862cdf0e10cSrcweir rStat.SetActionRect(aRect1); 863cdf0e10cSrcweir NbcSetSnapRect(aRect1); 864cdf0e10cSrcweir SetBoundRectDirty(); 865cdf0e10cSrcweir bSnapRectDirty=sal_True; 866cdf0e10cSrcweir return sal_True; 867cdf0e10cSrcweir } 868cdf0e10cSrcweir 869cdf0e10cSrcweir FASTBOOL E3dScene::EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd) 870cdf0e10cSrcweir { 871cdf0e10cSrcweir Rectangle aRect1; 872cdf0e10cSrcweir rStat.TakeCreateRect(aRect1); 873cdf0e10cSrcweir aRect1.Justify(); 874cdf0e10cSrcweir NbcSetSnapRect(aRect1); 875cdf0e10cSrcweir SetRectsDirty(); 876cdf0e10cSrcweir return (eCmd==SDRCREATE_FORCEEND || rStat.GetPointAnz()>=2); 877cdf0e10cSrcweir } 878cdf0e10cSrcweir 879cdf0e10cSrcweir FASTBOOL E3dScene::BckCreate(SdrDragStat& /*rStat*/) 880cdf0e10cSrcweir { 881cdf0e10cSrcweir return sal_False; 882cdf0e10cSrcweir } 883cdf0e10cSrcweir 884cdf0e10cSrcweir void E3dScene::BrkCreate(SdrDragStat& /*rStat*/) 885cdf0e10cSrcweir { 886cdf0e10cSrcweir } 887cdf0e10cSrcweir 888cdf0e10cSrcweir // eof 889