xref: /trunk/main/svx/source/engine3d/view3d.cxx (revision cdf0e10c4e3984b49a9502b011690b615761d4a3)
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27 
28 // MARKER(update_precomp.py): autogen include statement, do not remove
29 #include "precompiled_svx.hxx"
30 
31 #include <vcl/wrkwin.hxx>
32 #include <svx/svdogrp.hxx>
33 #include <svx/svdopath.hxx>
34 #include <tools/shl.hxx>
35 #include "svx/svditer.hxx"
36 #include <svx/svdpool.hxx>
37 #include <svx/svdorect.hxx>
38 #include <svx/svdmodel.hxx>
39 #include <svx/svdpagv.hxx>
40 #include <svx/svxids.hrc>
41 #include <editeng/colritem.hxx>
42 #include <svx/xtable.hxx>
43 #include <svx/svdview.hxx>
44 #include <svx/dialogs.hrc>
45 #include <svx/dialmgr.hxx>
46 #include "svx/globl3d.hxx"
47 #include <svx/obj3d.hxx>
48 #include <svx/lathe3d.hxx>
49 #include <svx/sphere3d.hxx>
50 #include <svx/extrud3d.hxx>
51 #include <svx/cube3d.hxx>
52 #include <svx/polysc3d.hxx>
53 #include "dragmt3d.hxx"
54 #include <svx/view3d.hxx>
55 #include <svx/svdundo.hxx>
56 #include <svx/xflclit.hxx>
57 #include <svx/xlnclit.hxx>
58 #include <svx/svdograf.hxx>
59 #include <svx/xbtmpit.hxx>
60 #include <svx/xflbmtit.hxx>
61 #include <basegfx/range/b2drange.hxx>
62 #include <basegfx/polygon/b2dpolygontools.hxx>
63 #include <basegfx/polygon/b2dpolypolygontools.hxx>
64 #include <svx/xlnwtit.hxx>
65 #include <svx/sdr/overlay/overlaypolypolygon.hxx>
66 #include <svx/sdr/overlay/overlaymanager.hxx>
67 #include <svx/sdrpaintwindow.hxx>
68 #include <svx/sdr/contact/viewcontactofe3dscene.hxx>
69 #include <drawinglayer/geometry/viewinformation3d.hxx>
70 #include <svx/sdrpagewindow.hxx>
71 #include <svx/sdr/contact/displayinfo.hxx>
72 #include <svx/sdr/contact/objectcontact.hxx>
73 #include <svx/sdr/contact/viewobjectcontact.hxx>
74 #include <drawinglayer/primitive2d/unifiedtransparenceprimitive2d.hxx>
75 #include <svx/sdr/overlay/overlayprimitive2dsequenceobject.hxx>
76 #include <drawinglayer/primitive2d/transformprimitive2d.hxx>
77 #include <basegfx/matrix/b2dhommatrixtools.hxx>
78 #include <basegfx/polygon/b2dpolypolygoncutter.hxx>
79 
80 #define ITEMVALUE(ItemSet,Id,Cast)  ((const Cast&)(ItemSet).Get(Id)).GetValue()
81 
82 TYPEINIT1(E3dView, SdrView);
83 
84 ////////////////////////////////////////////////////////////////////////////////////////////////////
85 // Migrate Marking
86 
87 class Impl3DMirrorConstructOverlay
88 {
89     // The OverlayObjects
90     ::sdr::overlay::OverlayObjectList               maObjects;
91 
92     // the view
93     const E3dView&                                  mrView;
94 
95     // the object count
96     sal_uInt32                                      mnCount;
97 
98     // the unmirrored polygons
99     basegfx::B2DPolyPolygon*                        mpPolygons;
100 
101     // the overlay geometry from selected objects
102     drawinglayer::primitive2d::Primitive2DSequence  maFullOverlay;
103 
104 public:
105     Impl3DMirrorConstructOverlay(const E3dView& rView);
106     ~Impl3DMirrorConstructOverlay();
107 
108     void SetMirrorAxis(Point aMirrorAxisA, Point aMirrorAxisB);
109 };
110 
111 Impl3DMirrorConstructOverlay::Impl3DMirrorConstructOverlay(const E3dView& rView)
112 :   maObjects(),
113     mrView(rView),
114     mnCount(rView.GetMarkedObjectCount()),
115     mpPolygons(0),
116     maFullOverlay()
117 {
118     if(mnCount)
119     {
120         if(mrView.IsSolidDragging())
121         {
122             SdrPageView* pPV = rView.GetSdrPageView();
123 
124             if(pPV && pPV->PageWindowCount())
125             {
126                 sdr::contact::ObjectContact& rOC = pPV->GetPageWindow(0)->GetObjectContact();
127                 sdr::contact::DisplayInfo aDisplayInfo;
128 
129                 // Do not use the last ViewPort set at the OC at the last ProcessDisplay()
130                 rOC.resetViewPort();
131 
132                 for(sal_uInt32 a(0);a < mnCount;a++)
133                 {
134                     SdrObject* pObject = mrView.GetMarkedObjectByIndex(a);
135 
136                     if(pObject)
137                     {
138                         sdr::contact::ViewContact& rVC = pObject->GetViewContact();
139                         sdr::contact::ViewObjectContact& rVOC = rVC.GetViewObjectContact(rOC);
140 
141                         const drawinglayer::primitive2d::Primitive2DSequence aNewSequence(rVOC.getPrimitive2DSequenceHierarchy(aDisplayInfo));
142                         drawinglayer::primitive2d::appendPrimitive2DSequenceToPrimitive2DSequence(maFullOverlay, aNewSequence);
143                     }
144                 }
145             }
146         }
147         else
148         {
149             mpPolygons = new basegfx::B2DPolyPolygon[mnCount];
150 
151             for(sal_uInt32 a(0); a < mnCount; a++)
152             {
153                 SdrObject* pObject = mrView.GetMarkedObjectByIndex(a);
154                 mpPolygons[mnCount - (a + 1)] = pObject->TakeXorPoly();
155             }
156         }
157     }
158 }
159 
160 Impl3DMirrorConstructOverlay::~Impl3DMirrorConstructOverlay()
161 {
162     // The OverlayObjects are cleared using the destructor of OverlayObjectList.
163     // That destructor calls clear() at the list which removes all objects from the
164     // OverlayManager and deletes them.
165     if(!mrView.IsSolidDragging())
166     {
167         delete[] mpPolygons;
168     }
169 }
170 
171 void Impl3DMirrorConstructOverlay::SetMirrorAxis(Point aMirrorAxisA, Point aMirrorAxisB)
172 {
173     // get rid of old overlay objects
174     maObjects.clear();
175 
176     // create new ones
177     for(sal_uInt32 a(0); a < mrView.PaintWindowCount(); a++)
178     {
179         SdrPaintWindow* pCandidate = mrView.GetPaintWindow(a);
180         ::sdr::overlay::OverlayManager* pTargetOverlay = pCandidate->GetOverlayManager();
181 
182         if(pTargetOverlay)
183         {
184             // buld transfoprmation: translate and rotate so that given edge is
185             // on x axis, them mirror in y and translate back
186             const basegfx::B2DVector aEdge(aMirrorAxisB.X() - aMirrorAxisA.X(), aMirrorAxisB.Y() - aMirrorAxisA.Y());
187             basegfx::B2DHomMatrix aMatrixTransform(basegfx::tools::createTranslateB2DHomMatrix(
188                 -aMirrorAxisA.X(), -aMirrorAxisA.Y()));
189             aMatrixTransform.rotate(-atan2(aEdge.getY(), aEdge.getX()));
190             aMatrixTransform.scale(1.0, -1.0);
191             aMatrixTransform.rotate(atan2(aEdge.getY(), aEdge.getX()));
192             aMatrixTransform.translate(aMirrorAxisA.X(), aMirrorAxisA.Y());
193 
194             if(mrView.IsSolidDragging())
195             {
196                 if(maFullOverlay.hasElements())
197                 {
198                     drawinglayer::primitive2d::Primitive2DSequence aContent(maFullOverlay);
199 
200                     if(!aMatrixTransform.isIdentity())
201                     {
202                         // embed in transformation group
203                         drawinglayer::primitive2d::Primitive2DReference aTransformPrimitive2D(new drawinglayer::primitive2d::TransformPrimitive2D(aMatrixTransform, aContent));
204                         aContent = drawinglayer::primitive2d::Primitive2DSequence(&aTransformPrimitive2D, 1);
205                     }
206 
207                     // if we have full overlay from selected objects, embed with 50% transparence, the
208                     // transformation is added to the OverlayPrimitive2DSequenceObject
209                     drawinglayer::primitive2d::Primitive2DReference aUnifiedTransparencePrimitive2D(new drawinglayer::primitive2d::UnifiedTransparencePrimitive2D(aContent, 0.5));
210                     aContent = drawinglayer::primitive2d::Primitive2DSequence(&aUnifiedTransparencePrimitive2D, 1);
211 
212                     sdr::overlay::OverlayPrimitive2DSequenceObject* pNew = new sdr::overlay::OverlayPrimitive2DSequenceObject(aContent);
213 
214                     pTargetOverlay->add(*pNew);
215                     maObjects.append(*pNew);
216                 }
217             }
218             else
219             {
220                 for(sal_uInt32 b(0); b < mnCount; b++)
221                 {
222                     // apply to polygon
223                     basegfx::B2DPolyPolygon aPolyPolygon(mpPolygons[b]);
224                     aPolyPolygon.transform(aMatrixTransform);
225 
226                     ::sdr::overlay::OverlayPolyPolygonStriped* pNew = new ::sdr::overlay::OverlayPolyPolygonStriped(aPolyPolygon);
227                     pTargetOverlay->add(*pNew);
228                     maObjects.append(*pNew);
229                 }
230             }
231         }
232     }
233 }
234 
235 /*************************************************************************
236 |*
237 |* Konstruktor 1
238 |*
239 \************************************************************************/
240 
241 E3dView::E3dView(SdrModel* pModel, OutputDevice* pOut) :
242     SdrView(pModel, pOut)
243 {
244     InitView ();
245 }
246 
247 /*************************************************************************
248 |*
249 |* DrawMarkedObj ueberladen, da eventuell nur einzelne 3D-Objekte
250 |* gezeichnet werden sollen
251 |*
252 \************************************************************************/
253 
254 void E3dView::DrawMarkedObj(OutputDevice& rOut) const
255 {
256     // Existieren 3D-Objekte, deren Szenen nicht selektiert sind?
257     sal_Bool bSpecialHandling = sal_False;
258     E3dScene *pScene = NULL;
259 
260     long nCnt = GetMarkedObjectCount();
261     for(long nObjs = 0;nObjs < nCnt;nObjs++)
262     {
263         SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
264         if(pObj && pObj->ISA(E3dCompoundObject))
265         {
266             // zugehoerige Szene
267             pScene = ((E3dCompoundObject*)pObj)->GetScene();
268             if(pScene && !IsObjMarked(pScene))
269                 bSpecialHandling = sal_True;
270         }
271         // Alle SelectionFlags zuruecksetzen
272         if(pObj && pObj->ISA(E3dObject))
273         {
274             pScene = ((E3dObject*)pObj)->GetScene();
275             if(pScene)
276                 pScene->SetSelected(sal_False);
277         }
278     }
279 
280     if(bSpecialHandling)
281     {
282         // SelectionFlag bei allen zu 3D Objekten gehoerigen
283         // Szenen und deren Objekten auf nicht selektiert setzen
284         long nObjs;
285         for(nObjs = 0;nObjs < nCnt;nObjs++)
286         {
287             SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
288             if(pObj && pObj->ISA(E3dCompoundObject))
289             {
290                 // zugehoerige Szene
291                 pScene = ((E3dCompoundObject*)pObj)->GetScene();
292                 if(pScene)
293                     pScene->SetSelected(sal_False);
294             }
295         }
296 
297         // bei allen direkt selektierten Objekten auf selektiert setzen
298         SdrMark* pM = NULL;
299 
300         for(nObjs = 0;nObjs < nCnt;nObjs++)
301         {
302             SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
303             if(pObj && pObj->ISA(E3dObject))
304             {
305                 // Objekt markieren
306                 E3dObject* p3DObj = (E3dObject*)pObj;
307                 p3DObj->SetSelected(sal_True);
308                 pScene = p3DObj->GetScene();
309                 pM = GetSdrMarkByIndex(nObjs);
310             }
311         }
312 
313         if(pScene)
314         {
315             // code from parent
316             SortMarkedObjects();
317 
318             pScene->SetDrawOnlySelected(sal_True);
319             pScene->SingleObjectPainter(rOut); // #110094#-17
320             pScene->SetDrawOnlySelected(sal_False);
321         }
322 
323         // SelectionFlag zuruecksetzen
324         for(nObjs = 0;nObjs < nCnt;nObjs++)
325         {
326             SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
327             if(pObj && pObj->ISA(E3dCompoundObject))
328             {
329                 // zugehoerige Szene
330                 pScene = ((E3dCompoundObject*)pObj)->GetScene();
331                 if(pScene)
332                     pScene->SetSelected(sal_False);
333             }
334         }
335     }
336     else
337     {
338         // call parent
339         SdrExchangeView::DrawMarkedObj(rOut);
340     }
341 }
342 
343 /*************************************************************************
344 |*
345 |* Model holen ueberladen, da bei einzelnen 3D Objekten noch eine Szene
346 |* untergeschoben werden muss
347 |*
348 \************************************************************************/
349 
350 SdrModel* E3dView::GetMarkedObjModel() const
351 {
352     // Existieren 3D-Objekte, deren Szenen nicht selektiert sind?
353     bool bSpecialHandling(false);
354     const sal_uInt32 nCount(GetMarkedObjectCount());
355     sal_uInt32 nObjs(0);
356     E3dScene *pScene = 0;
357 
358     for(nObjs = 0; nObjs < nCount; nObjs++)
359     {
360         const SdrObject* pObj = GetMarkedObjectByIndex(nObjs);
361 
362         if(!bSpecialHandling && pObj && pObj->ISA(E3dCompoundObject))
363         {
364             // if the object is selected, but it's scene not,
365             // we need special handling
366             pScene = ((E3dCompoundObject*)pObj)->GetScene();
367 
368             if(pScene && !IsObjMarked(pScene))
369             {
370                 bSpecialHandling = true;
371             }
372         }
373 
374         if(pObj && pObj->ISA(E3dObject))
375         {
376             // reset all selection flags at 3D objects
377             pScene = ((E3dObject*)pObj)->GetScene();
378 
379             if(pScene)
380             {
381                 pScene->SetSelected(false);
382             }
383         }
384     }
385 
386     if(!bSpecialHandling)
387     {
388         // call parent
389         return SdrView::GetMarkedObjModel();
390     }
391 
392     SdrModel* pNewModel = 0;
393     Rectangle aSelectedSnapRect;
394 
395     // set 3d selection flags at all directly selected objects
396     // and collect SnapRect of selected objects
397     for(nObjs = 0; nObjs < nCount; nObjs++)
398     {
399         SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
400 
401         if(pObj && pObj->ISA(E3dCompoundObject))
402         {
403             // mark object, but not scenes
404             E3dCompoundObject* p3DObj = (E3dCompoundObject*)pObj;
405             p3DObj->SetSelected(true);
406             aSelectedSnapRect.Union(p3DObj->GetSnapRect());
407         }
408     }
409 
410     // create new mark list which contains all indirectly selected3d
411     // scenes as selected objects
412     SdrMarkList aOldML(GetMarkedObjectList());
413     SdrMarkList aNewML;
414     SdrMarkList& rCurrentMarkList = ((E3dView*)this)->GetMarkedObjectListWriteAccess();
415     rCurrentMarkList = aNewML;
416 
417     for(nObjs = 0; nObjs < nCount; nObjs++)
418     {
419         SdrObject *pObj = aOldML.GetMark(nObjs)->GetMarkedSdrObj();
420 
421         if(pObj && pObj->ISA(E3dObject))
422         {
423             pScene = ((E3dObject*)pObj)->GetScene();
424 
425             if(pScene && !IsObjMarked(pScene) && GetSdrPageView())
426             {
427                 ((E3dView*)this)->MarkObj(pScene, GetSdrPageView(), sal_False, sal_True);
428             }
429         }
430     }
431 
432     // call parent. This will copy all scenes and the selection flags at the 3d objectss. So
433     // it will be possible to delete all non-selected 3d objects from the cloned 3d scenes
434     pNewModel = SdrView::GetMarkedObjModel();
435 
436     if(pNewModel)
437     {
438         for(sal_uInt16 nPg(0); nPg < pNewModel->GetPageCount(); nPg++)
439         {
440             const SdrPage* pSrcPg=pNewModel->GetPage(nPg);
441             const sal_uInt32 nObAnz(pSrcPg->GetObjCount());
442 
443             for(sal_uInt32 nOb(0); nOb < nObAnz; nOb++)
444             {
445                 const SdrObject* pSrcOb=pSrcPg->GetObj(nOb);
446 
447                 if(pSrcOb->ISA(E3dScene))
448                 {
449                     pScene = (E3dScene*)pSrcOb;
450 
451                     // delete all not intentionally cloned 3d objects
452                     pScene->removeAllNonSelectedObjects();
453 
454                     // reset select flags and set SnapRect of all selected objects
455                     pScene->SetSelected(false);
456                     pScene->SetSnapRect(aSelectedSnapRect);
457                 }
458             }
459         }
460     }
461 
462     // restore old selection
463     rCurrentMarkList = aOldML;
464 
465     // model zurueckgeben
466     return pNewModel;
467 }
468 
469 /*************************************************************************
470 |*
471 |* Bei Paste muss - falls in eine Scene eingefuegt wird - die
472 |* Objekte der Szene eingefuegt werden, die Szene selbst aber nicht
473 |*
474 \************************************************************************/
475 
476 sal_Bool E3dView::Paste(const SdrModel& rMod, const Point& rPos, SdrObjList* pLst, sal_uInt32 nOptions)
477 {
478     sal_Bool bRetval = sal_False;
479 
480     // Liste holen
481     Point aPos(rPos);
482     SdrObjList* pDstList = pLst;
483     ImpGetPasteObjList(aPos, pDstList);
484 
485     if(!pDstList)
486         return sal_False;
487 
488     // Owner der Liste holen
489     SdrObject* pOwner = pDstList->GetOwnerObj();
490     if(pOwner && pOwner->ISA(E3dScene))
491     {
492         E3dScene* pDstScene = (E3dScene*)pOwner;
493         BegUndo(SVX_RESSTR(RID_SVX_3D_UNDO_EXCHANGE_PASTE));
494 
495         // Alle Objekte aus E3dScenes kopieren und direkt einfuegen
496         for(sal_uInt16 nPg(0); nPg < rMod.GetPageCount(); nPg++)
497         {
498             const SdrPage* pSrcPg=rMod.GetPage(nPg);
499             sal_uInt32 nObAnz(pSrcPg->GetObjCount());
500 
501             // calculate offset for paste
502             Rectangle aR = pSrcPg->GetAllObjBoundRect();
503             Point aDist(aPos - aR.Center());
504 
505             // Unterobjekte von Szenen einfuegen
506             for(sal_uInt32 nOb(0); nOb < nObAnz; nOb++)
507             {
508                 const SdrObject* pSrcOb = pSrcPg->GetObj(nOb);
509                 if(pSrcOb->ISA(E3dScene))
510                 {
511                     E3dScene* pSrcScene = (E3dScene*)pSrcOb;
512                     ImpCloneAll3DObjectsToDestScene(pSrcScene, pDstScene, aDist);
513                 }
514             }
515         }
516         EndUndo();
517     }
518     else
519     {
520         // call parent
521         bRetval = SdrView::Paste(rMod, rPos, pLst, nOptions);
522     }
523 
524     // und Rueckgabewert liefern
525     return bRetval;
526 }
527 
528 // #83403# Service routine used from local Clone() and from SdrCreateView::EndCreateObj(...)
529 sal_Bool E3dView::ImpCloneAll3DObjectsToDestScene(E3dScene* pSrcScene, E3dScene* pDstScene, Point /*aOffset*/)
530 {
531     sal_Bool bRetval(sal_False);
532 
533     if(pSrcScene && pDstScene)
534     {
535         const sdr::contact::ViewContactOfE3dScene& rVCSceneDst = static_cast< sdr::contact::ViewContactOfE3dScene& >(pDstScene->GetViewContact());
536         const drawinglayer::geometry::ViewInformation3D aViewInfo3DDst(rVCSceneDst.getViewInformation3D());
537         const sdr::contact::ViewContactOfE3dScene& rVCSceneSrc = static_cast< sdr::contact::ViewContactOfE3dScene& >(pSrcScene->GetViewContact());
538         const drawinglayer::geometry::ViewInformation3D aViewInfo3DSrc(rVCSceneSrc.getViewInformation3D());
539 
540         for(sal_uInt32 i(0); i < pSrcScene->GetSubList()->GetObjCount(); i++)
541         {
542             E3dCompoundObject* pCompoundObj = dynamic_cast< E3dCompoundObject* >(pSrcScene->GetSubList()->GetObj(i));
543 
544             if(pCompoundObj)
545             {
546                 // #116235#
547                 E3dCompoundObject* pNewCompoundObj = dynamic_cast< E3dCompoundObject* >(pCompoundObj->Clone());
548 
549                 if(pNewCompoundObj)
550                 {
551                     // get dest scene's current range in 3D world coordinates
552                     const basegfx::B3DHomMatrix aSceneToWorldTrans(pDstScene->GetFullTransform());
553                     basegfx::B3DRange aSceneRange(pDstScene->GetBoundVolume());
554                     aSceneRange.transform(aSceneToWorldTrans);
555 
556                     // get new object's implied object transformation
557                     const basegfx::B3DHomMatrix aNewObjectTrans(pNewCompoundObj->GetTransform());
558 
559                     // get new object's range in 3D world coordinates in dest scene
560                     // as if it were already added
561                     const basegfx::B3DHomMatrix aObjectToWorldTrans(aSceneToWorldTrans * aNewObjectTrans);
562                     basegfx::B3DRange aObjectRange(pNewCompoundObj->GetBoundVolume());
563                     aObjectRange.transform(aObjectToWorldTrans);
564 
565                     // get scale adaption
566                     const basegfx::B3DVector aSceneScale(aSceneRange.getRange());
567                     const basegfx::B3DVector aObjectScale(aObjectRange.getRange());
568                     double fScale(1.0);
569 
570                     // if new object's size in X,Y or Z is bigger that 80% of dest scene, adapt scale
571                     // to not change the scene by the inserted object
572                     const double fSizeFactor(0.5);
573 
574                     if(aObjectScale.getX() * fScale > aSceneScale.getX() * fSizeFactor)
575                     {
576                         const double fObjSize(aObjectScale.getX() * fScale);
577                         const double fFactor((aSceneScale.getX() * fSizeFactor) / (basegfx::fTools::equalZero(fObjSize) ? 1.0 : fObjSize));
578                         fScale *= fFactor;
579                     }
580 
581                     if(aObjectScale.getY() * fScale > aSceneScale.getY() * fSizeFactor)
582                     {
583                         const double fObjSize(aObjectScale.getY() * fScale);
584                         const double fFactor((aSceneScale.getY() * fSizeFactor) / (basegfx::fTools::equalZero(fObjSize) ? 1.0 : fObjSize));
585                         fScale *= fFactor;
586                     }
587 
588                     if(aObjectScale.getZ() * fScale > aSceneScale.getZ() * fSizeFactor)
589                     {
590                         const double fObjSize(aObjectScale.getZ() * fScale);
591                         const double fFactor((aSceneScale.getZ() * fSizeFactor) / (basegfx::fTools::equalZero(fObjSize) ? 1.0 : fObjSize));
592                         fScale *= fFactor;
593                     }
594 
595                     // get translation adaption
596                     const basegfx::B3DPoint aSceneCenter(aSceneRange.getCenter());
597                     const basegfx::B3DPoint aObjectCenter(aObjectRange.getCenter());
598 
599                     // build full modification transform. The object's transformation
600                     // shall be modified, so start at object coordinates; transform to 3d world coor
601                     basegfx::B3DHomMatrix aModifyingTransform(aObjectToWorldTrans);
602 
603                     // translate to absolute center in 3d world coor
604                     aModifyingTransform.translate(-aObjectCenter.getX(), -aObjectCenter.getY(), -aObjectCenter.getZ());
605 
606                     // scale to dest size in 3d world coor
607                     aModifyingTransform.scale(fScale, fScale, fScale);
608 
609                     // translate to dest scene center in 3d world coor
610                     aModifyingTransform.translate(aSceneCenter.getX(), aSceneCenter.getY(), aSceneCenter.getZ());
611 
612                     // transform from 3d world to dest object coordinates
613                     basegfx::B3DHomMatrix aWorldToObject(aObjectToWorldTrans);
614                     aWorldToObject.invert();
615                     aModifyingTransform = aWorldToObject * aModifyingTransform;
616 
617                     // correct implied object transform by applying changing one in object coor
618                     pNewCompoundObj->SetTransform(aModifyingTransform * aNewObjectTrans);
619 
620                     // fill and insert new object
621                     pNewCompoundObj->SetModel(pDstScene->GetModel());
622                     pNewCompoundObj->SetPage(pDstScene->GetPage());
623                     pNewCompoundObj->NbcSetLayer(pCompoundObj->GetLayer());
624                     pNewCompoundObj->NbcSetStyleSheet(pCompoundObj->GetStyleSheet(), sal_True);
625                     pDstScene->Insert3DObj(pNewCompoundObj);
626                     bRetval = sal_True;
627 
628                     // Undo anlegen
629                     if( GetModel()->IsUndoEnabled() )
630                         AddUndo(GetModel()->GetSdrUndoFactory().CreateUndoNewObject(*pNewCompoundObj));
631                 }
632             }
633         }
634     }
635 
636     return bRetval;
637 }
638 
639 /*************************************************************************
640 |*
641 |* 3D-Konvertierung moeglich?
642 |*
643 \************************************************************************/
644 
645 sal_Bool E3dView::IsConvertTo3DObjPossible() const
646 {
647     sal_Bool bAny3D(sal_False);
648     sal_Bool bGroupSelected(sal_False);
649     sal_Bool bRetval(sal_True);
650 
651     for(sal_uInt32 a=0;!bAny3D && a<GetMarkedObjectCount();a++)
652     {
653         SdrObject *pObj = GetMarkedObjectByIndex(a);
654         if(pObj)
655         {
656             ImpIsConvertTo3DPossible(pObj, bAny3D, bGroupSelected);
657         }
658     }
659 
660     bRetval = !bAny3D
661         && (
662            IsConvertToPolyObjPossible(sal_False)
663         || IsConvertToPathObjPossible(sal_False)
664         || IsImportMtfPossible());
665     return bRetval;
666 }
667 
668 void E3dView::ImpIsConvertTo3DPossible(SdrObject* pObj, sal_Bool& rAny3D,
669     sal_Bool& rGroupSelected) const
670 {
671     if(pObj)
672     {
673         if(pObj->ISA(E3dObject))
674         {
675             rAny3D = sal_True;
676         }
677         else
678         {
679             if(pObj->IsGroupObject())
680             {
681                 SdrObjListIter aIter(*pObj, IM_DEEPNOGROUPS);
682                 while(aIter.IsMore())
683                 {
684                     SdrObject* pNewObj = aIter.Next();
685                     ImpIsConvertTo3DPossible(pNewObj, rAny3D, rGroupSelected);
686                 }
687                 rGroupSelected = sal_True;
688             }
689         }
690     }
691 }
692 
693 /*************************************************************************
694 |*
695 |* 3D-Konvertierung zu Extrude ausfuehren
696 |*
697 \************************************************************************/
698 #include <editeng/eeitem.hxx>
699 
700 void E3dView::ImpChangeSomeAttributesFor3DConversion(SdrObject* pObj)
701 {
702     if(pObj->ISA(SdrTextObj))
703     {
704         const SfxItemSet& rSet = pObj->GetMergedItemSet();
705         const SvxColorItem& rTextColorItem = (const SvxColorItem&)rSet.Get(EE_CHAR_COLOR);
706         if(rTextColorItem.GetValue() == RGB_Color(COL_BLACK))
707         {
708             // Bei schwarzen Textobjekten wird die Farbe auf grau gesetzt
709             if(pObj->GetPage())
710             {
711                 // #84864# if black is only default attribute from
712                 // pattern set it hard so that it is used in undo.
713                 pObj->SetMergedItem(SvxColorItem(RGB_Color(COL_BLACK), EE_CHAR_COLOR));
714 
715                 // add undo now
716                 if( GetModel()->IsUndoEnabled() )
717                     AddUndo(GetModel()->GetSdrUndoFactory().CreateUndoAttrObject(*pObj, false, false));
718             }
719 
720             pObj->SetMergedItem(SvxColorItem(RGB_Color(COL_GRAY), EE_CHAR_COLOR));
721         }
722     }
723 }
724 
725 void E3dView::ImpChangeSomeAttributesFor3DConversion2(SdrObject* pObj)
726 {
727     if(pObj->ISA(SdrPathObj))
728     {
729         const SfxItemSet& rSet = pObj->GetMergedItemSet();
730         sal_Int32 nLineWidth = ((const XLineWidthItem&)(rSet.Get(XATTR_LINEWIDTH))).GetValue();
731         XLineStyle eLineStyle = (XLineStyle)((const XLineStyleItem&)rSet.Get(XATTR_LINESTYLE)).GetValue();
732         XFillStyle eFillStyle = ITEMVALUE(rSet, XATTR_FILLSTYLE, XFillStyleItem);
733 
734         if(((SdrPathObj*)pObj)->IsClosed()
735             && eLineStyle == XLINE_SOLID
736             && !nLineWidth
737             && eFillStyle != XFILL_NONE)
738         {
739             if(pObj->GetPage() && GetModel()->IsUndoEnabled() )
740                 AddUndo(GetModel()->GetSdrUndoFactory().CreateUndoAttrObject(*pObj, false, false));
741             pObj->SetMergedItem(XLineStyleItem(XLINE_NONE));
742             pObj->SetMergedItem(XLineWidthItem(0L));
743         }
744     }
745 }
746 
747 void E3dView::ImpCreateSingle3DObjectFlat(E3dScene* pScene, SdrObject* pObj, sal_Bool bExtrude, double fDepth, basegfx::B2DHomMatrix& rLatheMat)
748 {
749     // Einzelnes PathObject, dieses umwanden
750     SdrPathObj* pPath = PTR_CAST(SdrPathObj, pObj);
751 
752     if(pPath)
753     {
754         E3dDefaultAttributes aDefault = Get3DDefaultAttributes();
755         if(bExtrude)
756             aDefault.SetDefaultExtrudeCharacterMode(sal_True);
757         else
758             aDefault.SetDefaultLatheCharacterMode(sal_True);
759 
760         // ItemSet des Ursprungsobjektes holen
761         SfxItemSet aSet(pObj->GetMergedItemSet());
762 
763         XFillStyle eFillStyle = ITEMVALUE(aSet, XATTR_FILLSTYLE, XFillStyleItem);
764 
765         // Linienstil ausschalten
766         aSet.Put(XLineStyleItem(XLINE_NONE));
767 
768         // Feststellen, ob ein FILL_Attribut gesetzt ist.
769         if(!pPath->IsClosed() || eFillStyle == XFILL_NONE)
770         {
771             // Das SdrPathObj ist nicht gefuellt, lasse die
772             // vordere und hintere Flaeche weg. Ausserdem ist
773             // eine beidseitige Darstellung notwendig.
774             aDefault.SetDefaultExtrudeCloseFront(sal_False);
775             aDefault.SetDefaultExtrudeCloseBack(sal_False);
776 
777             aSet.Put(Svx3DDoubleSidedItem(sal_True));
778 
779             // Fuellattribut setzen
780             aSet.Put(XFillStyleItem(XFILL_SOLID));
781 
782             // Fuellfarbe muss auf Linienfarbe, da das Objekt vorher
783             // nur eine Linie war
784             Color aColorLine = ((const XLineColorItem&)(aSet.Get(XATTR_LINECOLOR))).GetColorValue();
785             aSet.Put(XFillColorItem(String(), aColorLine));
786         }
787 
788         // Neues Extrude-Objekt erzeugen
789         E3dObject* p3DObj = NULL;
790         if(bExtrude)
791         {
792             p3DObj = new E3dExtrudeObj(aDefault, pPath->GetPathPoly(), fDepth);
793         }
794         else
795         {
796             basegfx::B2DPolyPolygon aPolyPoly2D(pPath->GetPathPoly());
797             aPolyPoly2D.transform(rLatheMat);
798             p3DObj = new E3dLatheObj(aDefault, aPolyPoly2D);
799         }
800 
801         // Attribute setzen
802         if(p3DObj)
803         {
804             p3DObj->NbcSetLayer(pObj->GetLayer());
805 
806             p3DObj->SetMergedItemSet(aSet);
807 
808             p3DObj->NbcSetStyleSheet(pObj->GetStyleSheet(), sal_True);
809 
810             // Neues 3D-Objekt einfuegen
811             pScene->Insert3DObj(p3DObj);
812         }
813     }
814 }
815 
816 void E3dView::ImpCreate3DObject(E3dScene* pScene, SdrObject* pObj, sal_Bool bExtrude, double fDepth, basegfx::B2DHomMatrix& rLatheMat)
817 {
818     if(pObj)
819     {
820         // change text color attribute for not so dark colors
821         if(pObj->IsGroupObject())
822         {
823             SdrObjListIter aIter(*pObj, IM_DEEPWITHGROUPS);
824             while(aIter.IsMore())
825             {
826                 SdrObject* pGroupMember = aIter.Next();
827                 ImpChangeSomeAttributesFor3DConversion(pGroupMember);
828             }
829         }
830         else
831             ImpChangeSomeAttributesFor3DConversion(pObj);
832 
833         // convert completely to path objects
834         SdrObject* pNewObj1 = pObj->ConvertToPolyObj(sal_False, sal_False);
835 
836         if(pNewObj1)
837         {
838             // change text color attribute for not so dark colors
839             if(pNewObj1->IsGroupObject())
840             {
841                 SdrObjListIter aIter(*pNewObj1, IM_DEEPWITHGROUPS);
842                 while(aIter.IsMore())
843                 {
844                     SdrObject* pGroupMember = aIter.Next();
845                     ImpChangeSomeAttributesFor3DConversion2(pGroupMember);
846                 }
847             }
848             else
849                 ImpChangeSomeAttributesFor3DConversion2(pNewObj1);
850 
851             // convert completely to path objects
852             SdrObject* pNewObj2 = pObj->ConvertToContourObj(pNewObj1, sal_True);
853 
854             if(pNewObj2)
855             {
856                 // add all to flat scene
857                 if(pNewObj2->IsGroupObject())
858                 {
859                     SdrObjListIter aIter(*pNewObj2, IM_DEEPWITHGROUPS);
860                     while(aIter.IsMore())
861                     {
862                         SdrObject* pGroupMember = aIter.Next();
863                         ImpCreateSingle3DObjectFlat(pScene, pGroupMember, bExtrude, fDepth, rLatheMat);
864                     }
865                 }
866                 else
867                     ImpCreateSingle3DObjectFlat(pScene, pNewObj2, bExtrude, fDepth, rLatheMat);
868 
869                 // delete zwi object
870                 if(pNewObj2 != pObj && pNewObj2 != pNewObj1 && pNewObj2)
871                     SdrObject::Free( pNewObj2 );
872             }
873 
874             // delete zwi object
875             if(pNewObj1 != pObj && pNewObj1)
876                 SdrObject::Free( pNewObj1 );
877         }
878     }
879 }
880 
881 /*************************************************************************
882 |*
883 |* 3D-Konvertierung zu Extrude steuern
884 |*
885 \************************************************************************/
886 
887 void E3dView::ConvertMarkedObjTo3D(sal_Bool bExtrude, basegfx::B2DPoint aPnt1, basegfx::B2DPoint aPnt2)
888 {
889     if(AreObjectsMarked())
890     {
891         // Undo anlegen
892         if(bExtrude)
893             BegUndo(SVX_RESSTR(RID_SVX_3D_UNDO_EXTRUDE));
894         else
895             BegUndo(SVX_RESSTR(RID_SVX_3D_UNDO_LATHE));
896 
897         // Neue Szene fuer zu erzeugende 3D-Objekte anlegen
898         E3dScene* pScene = new E3dPolyScene(Get3DDefaultAttributes());
899 
900         // Rechteck bestimmen und evtl. korrigieren
901         Rectangle aRect = GetAllMarkedRect();
902         if(aRect.GetWidth() <= 1)
903             aRect.SetSize(Size(500, aRect.GetHeight()));
904         if(aRect.GetHeight() <= 1)
905             aRect.SetSize(Size(aRect.GetWidth(), 500));
906 
907         // Tiefe relativ zur Groesse der Selektion bestimmen
908         double fDepth = 0.0;
909         double fRot3D = 0.0;
910         basegfx::B2DHomMatrix aLatheMat;
911 
912         if(bExtrude)
913         {
914             double fW = (double)aRect.GetWidth();
915             double fH = (double)aRect.GetHeight();
916             fDepth = sqrt(fW*fW + fH*fH) / 6.0;
917         }
918         if(!bExtrude)
919         {
920             // Transformation fuer Polygone Rotationskoerper erstellen
921             if(aPnt1 != aPnt2)
922             {
923                 // Rotation um Kontrollpunkt1 mit eigestelltem Winkel
924                 // fuer 3D Koordinaten
925                 basegfx::B2DPoint aDiff(aPnt1 - aPnt2);
926                 fRot3D = atan2(aDiff.getY(), aDiff.getX()) - F_PI2;
927 
928                 if(basegfx::fTools::equalZero(fabs(fRot3D)))
929                     fRot3D = 0.0;
930 
931                 if(fRot3D != 0.0)
932                 {
933                     aLatheMat = basegfx::tools::createRotateAroundPoint(aPnt2, -fRot3D)
934                         * aLatheMat;
935                 }
936             }
937 
938             if(aPnt2.getX() != 0.0)
939             {
940                 // Translation auf Y=0 - Achse
941                 aLatheMat.translate(-aPnt2.getX(), 0.0);
942             }
943             else
944             {
945                 aLatheMat.translate((double)-aRect.Left(), 0.0);
946             }
947 
948             // Inverse Matrix bilden, um die Zielausdehnung zu bestimmen
949             basegfx::B2DHomMatrix aInvLatheMat(aLatheMat);
950             aInvLatheMat.invert();
951 
952             // SnapRect Ausdehnung mittels Spiegelung an der Rotationsachse
953             // erweitern
954             for(sal_uInt32 a=0;a<GetMarkedObjectCount();a++)
955             {
956                 SdrMark* pMark = GetSdrMarkByIndex(a);
957                 SdrObject* pObj = pMark->GetMarkedSdrObj();
958                 Rectangle aTurnRect = pObj->GetSnapRect();
959                 basegfx::B2DPoint aRot;
960                 Point aRotPnt;
961 
962                 aRot = basegfx::B2DPoint(aTurnRect.Left(), -aTurnRect.Top());
963                 aRot *= aLatheMat;
964                 aRot.setX(-aRot.getX());
965                 aRot *= aInvLatheMat;
966                 aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5));
967                 aRect.Union(Rectangle(aRotPnt, aRotPnt));
968 
969                 aRot = basegfx::B2DPoint(aTurnRect.Left(), -aTurnRect.Bottom());
970                 aRot *= aLatheMat;
971                 aRot.setX(-aRot.getX());
972                 aRot *= aInvLatheMat;
973                 aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5));
974                 aRect.Union(Rectangle(aRotPnt, aRotPnt));
975 
976                 aRot = basegfx::B2DPoint(aTurnRect.Right(), -aTurnRect.Top());
977                 aRot *= aLatheMat;
978                 aRot.setX(-aRot.getX());
979                 aRot *= aInvLatheMat;
980                 aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5));
981                 aRect.Union(Rectangle(aRotPnt, aRotPnt));
982 
983                 aRot = basegfx::B2DPoint(aTurnRect.Right(), -aTurnRect.Bottom());
984                 aRot *= aLatheMat;
985                 aRot.setX(-aRot.getX());
986                 aRot *= aInvLatheMat;
987                 aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5));
988                 aRect.Union(Rectangle(aRotPnt, aRotPnt));
989             }
990         }
991 
992         // Ueber die Selektion gehen und in 3D wandeln, komplett mit
993         // Umwandeln in SdrPathObject, auch Schriften
994         for(sal_uInt32 a=0;a<GetMarkedObjectCount();a++)
995         {
996             SdrMark* pMark = GetSdrMarkByIndex(a);
997             SdrObject* pObj = pMark->GetMarkedSdrObj();
998 
999             ImpCreate3DObject(pScene, pObj, bExtrude, fDepth, aLatheMat);
1000         }
1001 
1002         if(pScene->GetSubList() && pScene->GetSubList()->GetObjCount() != 0)
1003         {
1004             // Alle angelegten Objekte Tiefenarrangieren
1005             if(bExtrude)
1006                 DoDepthArrange(pScene, fDepth);
1007 
1008             // 3D-Objekte auf die Mitte des Gesamtrechtecks zentrieren
1009             basegfx::B3DPoint aCenter(pScene->GetBoundVolume().getCenter());
1010             basegfx::B3DHomMatrix aMatrix;
1011 
1012             aMatrix.translate(-aCenter.getX(), -aCenter.getY(), -aCenter.getZ());
1013             pScene->SetTransform(aMatrix * pScene->GetTransform()); // #112587#
1014 
1015             // Szene initialisieren
1016             pScene->NbcSetSnapRect(aRect);
1017             basegfx::B3DRange aBoundVol = pScene->GetBoundVolume();
1018             InitScene(pScene, (double)aRect.GetWidth(), (double)aRect.GetHeight(), aBoundVol.getDepth());
1019 
1020             // Szene anstelle des ersten selektierten Objektes einfuegen
1021             // und alle alten Objekte weghauen
1022             SdrObject* pRepObj = GetMarkedObjectByIndex(0);
1023             SdrPageView* pPV = GetSdrPageViewOfMarkedByIndex(0);
1024             MarkObj(pRepObj, pPV, sal_True);
1025             ReplaceObjectAtView(pRepObj, *pPV, pScene, sal_False);
1026             DeleteMarked();
1027             MarkObj(pScene, pPV);
1028 
1029             // Rotationskoerper um Rotationsachse drehen
1030             basegfx::B3DHomMatrix aRotate;
1031 
1032             if(!bExtrude && fRot3D != 0.0)
1033             {
1034                 aRotate.rotate(0.0, 0.0, fRot3D);
1035             }
1036 
1037             // Default-Rotation setzen
1038             {
1039                 double XRotateDefault = 20;
1040                 aRotate.rotate(DEG2RAD(XRotateDefault), 0.0, 0.0);
1041             }
1042 
1043             if(!aRotate.isIdentity())
1044             {
1045                 pScene->SetTransform(aRotate * pScene->GetTransform());
1046             }
1047 
1048             // SnapRects der Objekte ungueltig
1049             pScene->SetSnapRect(aRect);
1050         }
1051         else
1052         {
1053             // Es wurden keine 3D Objekte erzeugt, schmeiss alles weg
1054             delete pScene;
1055         }
1056 
1057         // Undo abschliessen
1058         EndUndo();
1059     }
1060 }
1061 
1062 /*************************************************************************
1063 |*
1064 |* Alle enthaltenen Extrude-Objekte Tiefenarrangieren
1065 |*
1066 \************************************************************************/
1067 
1068 struct E3dDepthNeighbour
1069 {
1070     E3dDepthNeighbour*          mpNext;
1071     E3dExtrudeObj*              mpObj;
1072     basegfx::B2DPolyPolygon     maPreparedPolyPolygon;
1073 
1074     E3dDepthNeighbour()
1075     :   mpNext(0),
1076         mpObj(0),
1077         maPreparedPolyPolygon()
1078     {
1079     }
1080 };
1081 
1082 struct E3dDepthLayer
1083 {
1084     E3dDepthLayer*              mpDown;
1085     E3dDepthNeighbour*          mpNext;
1086 
1087     E3dDepthLayer()
1088     :   mpDown(0),
1089         mpNext(0)
1090     {
1091     }
1092 
1093     ~E3dDepthLayer()
1094     {
1095         while(mpNext)
1096         {
1097             E3dDepthNeighbour* pSucc = mpNext->mpNext;
1098             delete mpNext;
1099             mpNext = pSucc;
1100         }
1101     }
1102 };
1103 
1104 void E3dView::DoDepthArrange(E3dScene* pScene, double fDepth)
1105 {
1106     if(pScene && pScene->GetSubList() && pScene->GetSubList()->GetObjCount() > 1)
1107     {
1108         SdrObjList* pSubList = pScene->GetSubList();
1109         SdrObjListIter aIter(*pSubList, IM_FLAT);
1110         E3dDepthLayer* pBaseLayer = NULL;
1111         E3dDepthLayer* pLayer = NULL;
1112         sal_Int32 nNumLayers = 0;
1113 
1114         while(aIter.IsMore())
1115         {
1116             E3dExtrudeObj* pExtrudeObj = dynamic_cast< E3dExtrudeObj* >(aIter.Next());
1117 
1118             if(pExtrudeObj)
1119             {
1120                 const basegfx::B2DPolyPolygon aExtrudePoly(
1121                     basegfx::tools::prepareForPolygonOperation(pExtrudeObj->GetExtrudePolygon()));
1122                 const SfxItemSet& rLocalSet = pExtrudeObj->GetMergedItemSet();
1123                 const XFillStyle eLocalFillStyle = ITEMVALUE(rLocalSet, XATTR_FILLSTYLE, XFillStyleItem);
1124                 const Color aLocalColor = ((const XFillColorItem&)(rLocalSet.Get(XATTR_FILLCOLOR))).GetColorValue();
1125 
1126                 // sort in ExtrudeObj
1127                 if(pLayer)
1128                 {
1129                     // do we have overlap with an object of this layer?
1130                     bool bOverlap(false);
1131                     E3dDepthNeighbour* pAct = pLayer->mpNext;
1132 
1133                     while(!bOverlap && pAct)
1134                     {
1135                         // do pAct->mpObj and pExtrudeObj overlap? Check by
1136                         // using logical AND clipping
1137                         const basegfx::B2DPolyPolygon aAndPolyPolygon(
1138                             basegfx::tools::solvePolygonOperationAnd(
1139                                 aExtrudePoly,
1140                                 pAct->maPreparedPolyPolygon));
1141 
1142                         bOverlap = (0 != aAndPolyPolygon.count());
1143 
1144                         if(bOverlap)
1145                         {
1146                             // second ciriteria: is another fillstyle or color used?
1147                             const SfxItemSet& rCompareSet = pAct->mpObj->GetMergedItemSet();
1148 
1149                             XFillStyle eCompareFillStyle = ITEMVALUE(rCompareSet, XATTR_FILLSTYLE, XFillStyleItem);
1150 
1151                             if(eLocalFillStyle == eCompareFillStyle)
1152                             {
1153                                 if(eLocalFillStyle == XFILL_SOLID)
1154                                 {
1155                                     Color aCompareColor = ((const XFillColorItem&)(rCompareSet.Get(XATTR_FILLCOLOR))).GetColorValue();
1156 
1157                                     if(aCompareColor == aLocalColor)
1158                                     {
1159                                         bOverlap = sal_False;
1160                                     }
1161                                 }
1162                                 else if(eLocalFillStyle == XFILL_NONE)
1163                                 {
1164                                     bOverlap = sal_False;
1165                                 }
1166                             }
1167                         }
1168 
1169                         pAct = pAct->mpNext;
1170                     }
1171 
1172                     if(bOverlap)
1173                     {
1174                         // yes, start a new layer
1175                         pLayer->mpDown = new E3dDepthLayer;
1176                         pLayer = pLayer->mpDown;
1177                         nNumLayers++;
1178                         pLayer->mpNext = new E3dDepthNeighbour;
1179                         pLayer->mpNext->mpObj = pExtrudeObj;
1180                         pLayer->mpNext->maPreparedPolyPolygon = aExtrudePoly;
1181                     }
1182                     else
1183                     {
1184                         // no, add to current layer
1185                         E3dDepthNeighbour* pNewNext = new E3dDepthNeighbour;
1186                         pNewNext->mpObj = pExtrudeObj;
1187                         pNewNext->maPreparedPolyPolygon = aExtrudePoly;
1188                         pNewNext->mpNext = pLayer->mpNext;
1189                         pLayer->mpNext = pNewNext;
1190                     }
1191                 }
1192                 else
1193                 {
1194                     // first layer ever
1195                     pBaseLayer = new E3dDepthLayer;
1196                     pLayer = pBaseLayer;
1197                     nNumLayers++;
1198                     pLayer->mpNext = new E3dDepthNeighbour;
1199                     pLayer->mpNext->mpObj = pExtrudeObj;
1200                     pLayer->mpNext->maPreparedPolyPolygon = aExtrudePoly;
1201                 }
1202             }
1203         }
1204 
1205         // number of layers is done
1206         if(nNumLayers > 1)
1207         {
1208             // need to be arranged
1209             double fMinDepth = fDepth * 0.8;
1210             double fStep = (fDepth - fMinDepth) / (double)nNumLayers;
1211             pLayer = pBaseLayer;
1212 
1213             while(pLayer)
1214             {
1215                 // move along layer
1216                 E3dDepthNeighbour* pAct = pLayer->mpNext;
1217 
1218                 while(pAct)
1219                 {
1220                     // adapt extrude value
1221                     pAct->mpObj->SetMergedItem(SfxUInt32Item(SDRATTR_3DOBJ_DEPTH, sal_uInt32(fMinDepth + 0.5)));
1222 
1223                     // next
1224                     pAct = pAct->mpNext;
1225                 }
1226 
1227                 // next layer
1228                 pLayer = pLayer->mpDown;
1229                 fMinDepth += fStep;
1230             }
1231         }
1232 
1233         // cleanup
1234         while(pBaseLayer)
1235         {
1236             pLayer = pBaseLayer->mpDown;
1237             delete pBaseLayer;
1238             pBaseLayer = pLayer;
1239         }
1240     }
1241 }
1242 
1243 /*************************************************************************
1244 |*
1245 |* Drag beginnen, vorher ggf. Drag-Methode fuer 3D-Objekte erzeugen
1246 |*
1247 \************************************************************************/
1248 
1249 sal_Bool E3dView::BegDragObj(const Point& rPnt, OutputDevice* pOut,
1250     SdrHdl* pHdl, short nMinMov,
1251     SdrDragMethod* pForcedMeth)
1252 {
1253     if(Is3DRotationCreationActive() && GetMarkedObjectCount())
1254     {
1255         // bestimme alle selektierten Polygone und gebe die gespiegelte Hilfsfigur aus
1256         mpMirrorOverlay->SetMirrorAxis(aRef1, aRef2);
1257     }
1258     else
1259     {
1260         sal_Bool bOwnActionNecessary;
1261         if (pHdl == NULL)
1262         {
1263            bOwnActionNecessary = sal_True;
1264         }
1265         else if (pHdl->IsVertexHdl() || pHdl->IsCornerHdl())
1266         {
1267            bOwnActionNecessary = sal_True;
1268         }
1269         else
1270         {
1271            bOwnActionNecessary = sal_False;
1272         }
1273 
1274         if(bOwnActionNecessary && GetMarkedObjectCount() >= 1)
1275         {
1276             E3dDragConstraint eConstraint = E3DDRAG_CONSTR_XYZ;
1277             sal_Bool bThereAreRootScenes = sal_False;
1278             sal_Bool bThereAre3DObjects = sal_False;
1279             long nCnt = GetMarkedObjectCount();
1280             for(long nObjs = 0;nObjs < nCnt;nObjs++)
1281             {
1282                 SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
1283                 if(pObj)
1284                 {
1285                     if(pObj->ISA(E3dScene) && ((E3dScene*)pObj)->GetScene() == pObj)
1286                         bThereAreRootScenes = sal_True;
1287                     if(pObj->ISA(E3dObject))
1288                         bThereAre3DObjects = sal_True;
1289                 }
1290             }
1291             if( bThereAre3DObjects )
1292             {
1293                 eDragHdl = ( pHdl == NULL ? HDL_MOVE : pHdl->GetKind() );
1294                 switch ( eDragMode )
1295                 {
1296                     case SDRDRAG_ROTATE:
1297                     case SDRDRAG_SHEAR:
1298                     {
1299                         switch ( eDragHdl )
1300                         {
1301                             case HDL_LEFT:
1302                             case HDL_RIGHT:
1303                             {
1304                                 eConstraint = E3DDRAG_CONSTR_X;
1305                             }
1306                             break;
1307 
1308                             case HDL_UPPER:
1309                             case HDL_LOWER:
1310                             {
1311                                 eConstraint = E3DDRAG_CONSTR_Y;
1312                             }
1313                             break;
1314 
1315                             case HDL_UPLFT:
1316                             case HDL_UPRGT:
1317                             case HDL_LWLFT:
1318                             case HDL_LWRGT:
1319                             {
1320                                 eConstraint = E3DDRAG_CONSTR_Z;
1321                             }
1322                             break;
1323                             default: break;
1324                         }
1325 
1326                         // die nicht erlaubten Rotationen ausmaskieren
1327                         eConstraint = E3dDragConstraint(eConstraint& eDragConstraint);
1328                         pForcedMeth = new E3dDragRotate(*this, GetMarkedObjectList(), eConstraint, IsSolidDragging());
1329                     }
1330                     break;
1331 
1332                     case SDRDRAG_MOVE:
1333                     {
1334                         if(!bThereAreRootScenes)
1335                         {
1336                             pForcedMeth = new E3dDragMove(*this, GetMarkedObjectList(), eDragHdl, eConstraint, IsSolidDragging());
1337                         }
1338                     }
1339                     break;
1340 
1341                     // spaeter mal
1342                     case SDRDRAG_MIRROR:
1343                     case SDRDRAG_CROOK:
1344                     case SDRDRAG_DISTORT:
1345                     case SDRDRAG_TRANSPARENCE:
1346                     case SDRDRAG_GRADIENT:
1347                     default:
1348                     {
1349                     }
1350                     break;
1351                 }
1352             }
1353         }
1354     }
1355     return SdrView::BegDragObj(rPnt, pOut, pHdl, nMinMov, pForcedMeth);
1356 }
1357 
1358 /*************************************************************************
1359 |*
1360 |* Pruefen, obj 3D-Szene markiert ist
1361 |*
1362 \************************************************************************/
1363 
1364 sal_Bool E3dView::HasMarkedScene()
1365 {
1366     return (GetMarkedScene() != NULL);
1367 }
1368 
1369 /*************************************************************************
1370 |*
1371 |* Pruefen, obj 3D-Szene markiert ist
1372 |*
1373 \************************************************************************/
1374 
1375 E3dScene* E3dView::GetMarkedScene()
1376 {
1377     sal_uIntPtr nCnt = GetMarkedObjectCount();
1378 
1379     for ( sal_uIntPtr i = 0; i < nCnt; i++ )
1380         if ( GetMarkedObjectByIndex(i)->ISA(E3dScene) )
1381             return (E3dScene*) GetMarkedObjectByIndex(i);
1382 
1383     return NULL;
1384 }
1385 
1386 /*************************************************************************
1387 |*
1388 |* aktuelles 3D-Zeichenobjekt setzen, dafuer Szene erzeugen
1389 |*
1390 \************************************************************************/
1391 
1392 E3dScene* E3dView::SetCurrent3DObj(E3dObject* p3DObj)
1393 {
1394     DBG_ASSERT(p3DObj != NULL, "Nana, wer steckt denn hier 'nen NULL-Zeiger rein?");
1395     E3dScene* pScene = NULL;
1396 
1397     // get transformed BoundVolume of the object
1398     basegfx::B3DRange aVolume(p3DObj->GetBoundVolume());
1399     aVolume.transform(p3DObj->GetTransform());
1400     double fW(aVolume.getWidth());
1401     double fH(aVolume.getHeight());
1402 
1403     Rectangle aRect(0,0, (long) fW, (long) fH);
1404 
1405     pScene = new E3dPolyScene(Get3DDefaultAttributes());
1406 
1407     InitScene(pScene, fW, fH, aVolume.getMaxZ() + ((fW + fH) / 4.0));
1408 
1409     pScene->Insert3DObj(p3DObj);
1410     pScene->NbcSetSnapRect(aRect);
1411 
1412     return pScene;
1413 }
1414 
1415 /*************************************************************************
1416 |*
1417 |* neu erzeugte Szene initialisieren
1418 |*
1419 \************************************************************************/
1420 
1421 void E3dView::InitScene(E3dScene* pScene, double fW, double fH, double fCamZ)
1422 {
1423     Camera3D aCam(pScene->GetCamera());
1424 
1425     aCam.SetAutoAdjustProjection(sal_False);
1426     aCam.SetViewWindow(- fW / 2, - fH / 2, fW, fH);
1427     basegfx::B3DPoint aLookAt;
1428 
1429     double fDefaultCamPosZ = GetDefaultCamPosZ();
1430     basegfx::B3DPoint aCamPos(0.0, 0.0, fCamZ < fDefaultCamPosZ ? fDefaultCamPosZ : fCamZ);
1431 
1432     aCam.SetPosAndLookAt(aCamPos, aLookAt);
1433     aCam.SetFocalLength(GetDefaultCamFocal());
1434     aCam.SetDefaults(basegfx::B3DPoint(0.0, 0.0, fDefaultCamPosZ), aLookAt, GetDefaultCamFocal());
1435     pScene->SetCamera(aCam);
1436 }
1437 
1438 /*************************************************************************
1439 |*
1440 |* startsequenz fuer die erstellung eines 3D-Rotationskoerpers
1441 |*
1442 \************************************************************************/
1443 
1444 void E3dView::Start3DCreation()
1445 {
1446     if (GetMarkedObjectCount())
1447     {
1448         // irgendwelche Markierungen ermitteln und ausschalten
1449         //HMHBOOL bVis = IsMarkHdlShown();
1450 
1451         //HMHif (bVis) HideMarkHdl();
1452 
1453         // bestimme die koordinaten fuer JOEs Mirrorachse
1454         // entgegen der normalen Achse wird diese an die linke Seite des Objektes
1455         // positioniert
1456         long          nOutMin = 0;
1457         long          nOutMax = 0;
1458         long          nMinLen = 0;
1459         long          nObjDst = 0;
1460         long          nOutHgt = 0;
1461         OutputDevice* pOut    = GetFirstOutputDevice(); //GetWin(0);
1462 
1463         // erstmal Darstellungsgrenzen bestimmen
1464         if (pOut != NULL)
1465         {
1466             nMinLen = pOut->PixelToLogic(Size(0,50)).Height();
1467             nObjDst = pOut->PixelToLogic(Size(0,20)).Height();
1468 
1469             long nDst = pOut->PixelToLogic(Size(0,10)).Height();
1470 
1471             nOutMin =  -pOut->GetMapMode().GetOrigin().Y();
1472             nOutMax =  pOut->GetOutputSize().Height() - 1 + nOutMin;
1473             nOutMin += nDst;
1474             nOutMax -= nDst;
1475 
1476             if (nOutMax - nOutMin < nDst)
1477             {
1478                 nOutMin += nOutMax + 1;
1479                 nOutMin /= 2;
1480                 nOutMin -= (nDst + 1) / 2;
1481                 nOutMax  = nOutMin + nDst;
1482             }
1483 
1484             nOutHgt = nOutMax - nOutMin;
1485 
1486             long nTemp = nOutHgt / 4;
1487             if (nTemp > nMinLen) nMinLen = nTemp;
1488         }
1489 
1490         // und dann die Markierungen oben und unten an das Objekt heften
1491         basegfx::B2DRange aR;
1492         for(sal_uInt32 nMark(0L); nMark < GetMarkedObjectCount(); nMark++)
1493         {
1494             SdrObject* pMark = GetMarkedObjectByIndex(nMark);
1495             basegfx::B2DPolyPolygon aXPP(pMark->TakeXorPoly());
1496             aR.expand(basegfx::tools::getRange(aXPP));
1497         }
1498 
1499         basegfx::B2DPoint aCenter(aR.getCenter());
1500         long      nMarkHgt = basegfx::fround(aR.getHeight()) - 1;
1501         long      nHgt     = nMarkHgt + nObjDst * 2;
1502 
1503         if (nHgt < nMinLen) nHgt = nMinLen;
1504 
1505         long nY1 = basegfx::fround(aCenter.getY()) - (nHgt + 1) / 2;
1506         long nY2 = nY1 + nHgt;
1507 
1508         if (pOut && (nMinLen > nOutHgt)) nMinLen = nOutHgt;
1509         if (pOut)
1510         {
1511             if (nY1 < nOutMin)
1512             {
1513                 nY1 = nOutMin;
1514                 if (nY2 < nY1 + nMinLen) nY2 = nY1 + nMinLen;
1515             }
1516             if (nY2 > nOutMax)
1517             {
1518                 nY2 = nOutMax;
1519                 if (nY1 > nY2 - nMinLen) nY1 = nY2 - nMinLen;
1520             }
1521         }
1522 
1523         aRef1.X() = basegfx::fround(aR.getMinX());    // Initial Achse um 2/100mm nach links
1524         aRef1.Y() = nY1;
1525         aRef2.X() = aRef1.X();
1526         aRef2.Y() = nY2;
1527 
1528         // Markierungen einschalten
1529         SetMarkHandles();
1530 
1531         //HMHif (bVis) ShowMarkHdl();
1532         if (AreObjectsMarked()) MarkListHasChanged();
1533 
1534         // SpiegelPolygone SOFORT zeigen
1535         const SdrHdlList &aHdlList = GetHdlList();
1536         mpMirrorOverlay = new Impl3DMirrorConstructOverlay(*this);
1537         mpMirrorOverlay->SetMirrorAxis(aHdlList.GetHdl(HDL_REF1)->GetPos(), aHdlList.GetHdl(HDL_REF2)->GetPos());
1538         //CreateMirrorPolygons ();
1539         //ShowMirrorPolygons (aHdlList.GetHdl (HDL_REF1)->GetPos (),
1540         //                  aHdlList.GetHdl (HDL_REF2)->GetPos ());
1541     }
1542 }
1543 
1544 /*************************************************************************
1545 |*
1546 |* was passiert bei einer Mausbewegung, wenn das Objekt erstellt wird ?
1547 |*
1548 \************************************************************************/
1549 
1550 void E3dView::MovAction(const Point& rPnt)
1551 {
1552     if(Is3DRotationCreationActive())
1553     {
1554         SdrHdl* pHdl = GetDragHdl();
1555 
1556         if (pHdl)
1557         {
1558             SdrHdlKind eHdlKind = pHdl->GetKind();
1559 
1560             // reagiere nur bei einer spiegelachse
1561             if ((eHdlKind == HDL_REF1) ||
1562                 (eHdlKind == HDL_REF2) ||
1563                 (eHdlKind == HDL_MIRX))
1564             {
1565                 const SdrHdlList &aHdlList = GetHdlList ();
1566 
1567                 // loesche das gespiegelte Polygon, spiegele das Original und zeichne es neu
1568                 //ShowMirrored ();
1569                 SdrView::MovAction (rPnt);
1570                 mpMirrorOverlay->SetMirrorAxis(
1571                     aHdlList.GetHdl (HDL_REF1)->GetPos(),
1572                     aHdlList.GetHdl (HDL_REF2)->GetPos());
1573             }
1574         }
1575         else
1576         {
1577             SdrView::MovAction (rPnt);
1578         }
1579     }
1580     else
1581     {
1582         SdrView::MovAction (rPnt);
1583     }
1584 }
1585 
1586 /*************************************************************************
1587 |*
1588 |* Schluss. Objekt und evtl. Unterobjekte ueber ImpCreate3DLathe erstellen
1589 |*          [FG] Mit dem Parameterwert sal_True (SDefault: sal_False) wird einfach ein
1590 |*               Rotationskoerper erzeugt, ohne den Benutzer die Lage der
1591 |*               Achse fetlegen zu lassen. Es reicht dieser Aufruf, falls
1592 |*               ein Objekt selektiert ist. (keine Initialisierung noetig)
1593 |*
1594 \************************************************************************/
1595 
1596 void E3dView::End3DCreation(sal_Bool bUseDefaultValuesForMirrorAxes)
1597 {
1598     ResetCreationActive();
1599 
1600     if(AreObjectsMarked())
1601     {
1602         if(bUseDefaultValuesForMirrorAxes)
1603         {
1604             Rectangle aRect = GetAllMarkedRect();
1605             if(aRect.GetWidth() <= 1)
1606                 aRect.SetSize(Size(500, aRect.GetHeight()));
1607             if(aRect.GetHeight() <= 1)
1608                 aRect.SetSize(Size(aRect.GetWidth(), 500));
1609 
1610             basegfx::B2DPoint aPnt1(aRect.Left(), -aRect.Top());
1611             basegfx::B2DPoint aPnt2(aRect.Left(), -aRect.Bottom());
1612 
1613             ConvertMarkedObjTo3D(sal_False, aPnt1, aPnt2);
1614         }
1615         else
1616         {
1617             // Hilfsfigur ausschalten
1618             // bestimme aus den Handlepositionen und den Versatz der Punkte
1619             const SdrHdlList &aHdlList = GetHdlList();
1620             Point aMirrorRef1 = aHdlList.GetHdl(HDL_REF1)->GetPos();
1621             Point aMirrorRef2 = aHdlList.GetHdl(HDL_REF2)->GetPos();
1622 
1623             basegfx::B2DPoint aPnt1(aMirrorRef1.X(), -aMirrorRef1.Y());
1624             basegfx::B2DPoint aPnt2(aMirrorRef2.X(), -aMirrorRef2.Y());
1625 
1626             ConvertMarkedObjTo3D(sal_False, aPnt1, aPnt2);
1627         }
1628     }
1629 }
1630 
1631 /*************************************************************************
1632 |*
1633 |* Destruktor
1634 |*
1635 \************************************************************************/
1636 
1637 E3dView::~E3dView ()
1638 {
1639 }
1640 
1641 /*************************************************************************
1642 |*
1643 |* beende das erzeugen und loesche die polygone
1644 |*
1645 \************************************************************************/
1646 
1647 void E3dView::ResetCreationActive ()
1648 {
1649     if(mpMirrorOverlay)
1650     {
1651         delete mpMirrorOverlay;
1652         mpMirrorOverlay = 0L;
1653     }
1654 }
1655 
1656 /*************************************************************************
1657 |*
1658 |* Klasse initialisieren
1659 |*
1660 \************************************************************************/
1661 
1662 void E3dView::InitView ()
1663 {
1664     eDragConstraint          = E3DDRAG_CONSTR_XYZ;
1665     fDefaultScaleX           =
1666     fDefaultScaleY           =
1667     fDefaultScaleZ           = 1.0;
1668     fDefaultRotateX          =
1669     fDefaultRotateY          =
1670     fDefaultRotateZ          = 0.0;
1671     fDefaultExtrusionDeepth  = 1000; // old: 2000;
1672     fDefaultLightIntensity   = 0.8; // old: 0.6;
1673     fDefaultAmbientIntensity = 0.4;
1674     nHDefaultSegments        = 12;
1675     nVDefaultSegments        = 12;
1676     aDefaultLightColor       = RGB_Color(COL_WHITE);
1677     aDefaultAmbientColor     = RGB_Color(COL_BLACK);
1678     bDoubleSided             = sal_False;
1679     mpMirrorOverlay = 0L;
1680 }
1681 
1682 /*************************************************************************
1683 |*
1684 |* Koennen die selektierten Objekte aufgebrochen werden?
1685 |*
1686 \************************************************************************/
1687 
1688 sal_Bool E3dView::IsBreak3DObjPossible() const
1689 {
1690     sal_uIntPtr nCount = GetMarkedObjectCount();
1691 
1692     if (nCount > 0)
1693     {
1694         sal_uIntPtr i = 0;
1695 
1696         while (i < nCount)
1697         {
1698             SdrObject* pObj = GetMarkedObjectByIndex(i);
1699 
1700             if (pObj && pObj->ISA(E3dObject))
1701             {
1702                 if(!(((E3dObject*)pObj)->IsBreakObjPossible()))
1703                     return sal_False;
1704             }
1705             else
1706             {
1707                 return sal_False;
1708             }
1709 
1710             i++;
1711         }
1712     }
1713     else
1714     {
1715         return sal_False;
1716     }
1717 
1718     return sal_True;
1719 }
1720 
1721 /*************************************************************************
1722 |*
1723 |* Selektierte Lathe-Objekte aufbrechen
1724 |*
1725 \************************************************************************/
1726 
1727 void E3dView::Break3DObj()
1728 {
1729     if(IsBreak3DObjPossible())
1730     {
1731         // ALLE selektierten Objekte werden gewandelt
1732         sal_uInt32 nCount = GetMarkedObjectCount();
1733 
1734         BegUndo(String(SVX_RESSTR(RID_SVX_3D_UNDO_BREAK_LATHE)));
1735         for(sal_uInt32 a=0;a<nCount;a++)
1736         {
1737             E3dObject* pObj = (E3dObject*)GetMarkedObjectByIndex(a);
1738             BreakSingle3DObj(pObj);
1739         }
1740         DeleteMarked();
1741         EndUndo();
1742     }
1743 }
1744 
1745 void E3dView::BreakSingle3DObj(E3dObject* pObj)
1746 {
1747     if(pObj->ISA(E3dScene))
1748     {
1749         SdrObjList* pSubList = pObj->GetSubList();
1750         SdrObjListIter aIter(*pSubList, IM_FLAT);
1751 
1752         while(aIter.IsMore())
1753         {
1754             E3dObject* pSubObj = (E3dObject*)aIter.Next();
1755             BreakSingle3DObj(pSubObj);
1756         }
1757     }
1758     else
1759     {
1760         SdrAttrObj* pNewObj = pObj->GetBreakObj();
1761         if(pNewObj)
1762         {
1763             InsertObjectAtView(pNewObj, *GetSdrPageView(), SDRINSERT_DONTMARK);
1764             pNewObj->SetChanged();
1765             pNewObj->BroadcastObjectChange();
1766         }
1767     }
1768 }
1769 
1770 /*************************************************************************
1771 |*
1772 |* Szenen mischen
1773 |*
1774 \************************************************************************/
1775 
1776 void E3dView::MergeScenes ()
1777 {
1778     sal_uIntPtr nCount = GetMarkedObjectCount();
1779 
1780     if (nCount > 0)
1781     {
1782         sal_uIntPtr     nObj    = 0;
1783         SdrObject *pObj   = GetMarkedObjectByIndex(nObj);
1784         E3dScene  *pScene = new E3dPolyScene(Get3DDefaultAttributes());
1785         basegfx::B3DRange aBoundVol;
1786         Rectangle aAllBoundRect (GetMarkedObjBoundRect ());
1787         Point     aCenter (aAllBoundRect.Center());
1788 
1789         while (pObj)
1790         {
1791             if (pObj->ISA(E3dScene))
1792             {
1793                 /**********************************************************
1794                 * Es ist eine 3D-Scene oder 3D-PolyScene
1795                 **********************************************************/
1796                 SdrObjList* pSubList = ((E3dObject*) pObj)->GetSubList();
1797 
1798                 SdrObjListIter aIter(*pSubList, IM_FLAT);
1799 
1800                 while (aIter.IsMore())
1801                 {
1802                     /******************************************************
1803                     * LatheObjekte suchen
1804                     ******************************************************/
1805                     SdrObject* pSubObj = aIter.Next();
1806 
1807                         E3dObject *pNewObj = 0;
1808 
1809                         switch (pSubObj->GetObjIdentifier())
1810                         {
1811                             case E3D_CUBEOBJ_ID :
1812                                 pNewObj = new E3dCubeObj;
1813                                 *(E3dCubeObj*)pNewObj = *(E3dCubeObj*)pSubObj;
1814                                 break;
1815 
1816                             case E3D_SPHEREOBJ_ID:
1817                                 pNewObj = new E3dSphereObj;
1818                                 *(E3dSphereObj*)pNewObj = *(E3dSphereObj*)pSubObj;
1819                                 break;
1820 
1821                             case E3D_EXTRUDEOBJ_ID:
1822                                 pNewObj = new E3dExtrudeObj;
1823                                 *(E3dExtrudeObj*)pNewObj = *(E3dExtrudeObj*)pSubObj;
1824                                 break;
1825 
1826                             case E3D_LATHEOBJ_ID:
1827                                 pNewObj = new E3dLatheObj;
1828                                 *(E3dLatheObj*)pNewObj = *(E3dLatheObj*)pSubObj;
1829                                 break;
1830 
1831                             case E3D_COMPOUNDOBJ_ID:
1832                                 pNewObj = new E3dCompoundObject;
1833                                 *(E3dCompoundObject*)pNewObj = *(E3dCompoundObject*)pSubObj;
1834                                 break;
1835                         }
1836 
1837                         Rectangle aBoundRect = pSubObj->GetCurrentBoundRect();
1838 
1839                         basegfx::B3DHomMatrix aMatrix;
1840                         aMatrix.translate(aBoundRect.Left() - aCenter.getX(), aCenter.getY(), 0.0);
1841                         pNewObj->SetTransform(aMatrix * pNewObj->GetTransform()); // #112587#
1842 
1843                         if (pNewObj) aBoundVol.expand(pNewObj->GetBoundVolume());
1844                         pScene->Insert3DObj (pNewObj);
1845                 }
1846             }
1847 
1848             nObj++;
1849 
1850             if (nObj < nCount)
1851             {
1852                 pObj = GetMarkedObjectByIndex(nObj);
1853             }
1854             else
1855             {
1856                 pObj = NULL;
1857             }
1858         }
1859 
1860         double fW = aAllBoundRect.GetWidth();
1861         double fH = aAllBoundRect.GetHeight();
1862         Rectangle aRect(0,0, (long) fW, (long) fH);
1863 
1864         InitScene(pScene, fW, fH, aBoundVol.getMaxZ() +  + ((fW + fH) / 4.0));
1865         pScene->NbcSetSnapRect(aRect);
1866 
1867         Camera3D &aCamera  = (Camera3D&) pScene->GetCamera ();
1868         basegfx::B3DPoint aMinVec(aBoundVol.getMinimum());
1869         basegfx::B3DPoint aMaxVec(aBoundVol.getMaximum());
1870         double fDeepth(fabs(aMaxVec.getZ() - aMinVec.getZ()));
1871 
1872         aCamera.SetPRP(basegfx::B3DPoint(0.0, 0.0, 1000.0));
1873         double fDefaultCamPosZ(GetDefaultCamPosZ());
1874         aCamera.SetPosition(basegfx::B3DPoint(0.0, 0.0, fDefaultCamPosZ + fDeepth / 2.0));
1875         aCamera.SetFocalLength(GetDefaultCamFocal());
1876         pScene->SetCamera (aCamera);
1877 
1878         // SnapRects der Objekte ungueltig
1879         pScene->SetRectsDirty();
1880 
1881         InsertObjectAtView(pScene, *(GetSdrPageViewOfMarkedByIndex(0)));
1882 
1883         // SnapRects der Objekte ungueltig
1884         pScene->SetRectsDirty();
1885     }
1886 }
1887 
1888 /*************************************************************************
1889 |*
1890 |* Possibilities, hauptsaechlich gruppieren/ungruppieren
1891 |*
1892 \************************************************************************/
1893 void E3dView::CheckPossibilities()
1894 {
1895     // call parent
1896     SdrView::CheckPossibilities();
1897 
1898     // Weitere Flags bewerten
1899     if(bGroupPossible || bUnGroupPossible || bGrpEnterPossible)
1900     {
1901         sal_Int32 nMarkCnt = GetMarkedObjectCount();
1902         sal_Bool bCoumpound = sal_False;
1903         sal_Bool b3DObject = sal_False;
1904         for(sal_Int32 nObjs = 0L; (nObjs < nMarkCnt) && !bCoumpound; nObjs++)
1905         {
1906             SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
1907             if(pObj && pObj->ISA(E3dCompoundObject))
1908                 bCoumpound = sal_True;
1909             if(pObj && pObj->ISA(E3dObject))
1910                 b3DObject = sal_True;
1911         }
1912 
1913         // Bisher: Es sind ZWEI oder mehr beliebiger Objekte selektiert.
1914         // Nachsehen, ob CompoundObjects beteiligt sind. Falls ja,
1915         // das Gruppieren verbieten.
1916         if(bGroupPossible && bCoumpound)
1917             bGroupPossible = sal_False;
1918 
1919         if(bUnGroupPossible && b3DObject)
1920             bUnGroupPossible = sal_False;
1921 
1922         if(bGrpEnterPossible && bCoumpound)
1923             bGrpEnterPossible = sal_False;
1924     }
1925 }
1926 
1927 // eof
1928