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 * Licensed to the Apache Software Foundation (ASF) under one
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 * regarding copyright ownership.  The ASF licenses this file
 * to you under the Apache License, Version 2.0 (the
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 * with the License.  You may obtain a copy of the License at
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// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_drawinglayer.hxx"

#include <drawinglayer/primitive2d/embedded3dprimitive2d.hxx>
#include <basegfx/polygon/b2dpolygon.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <basegfx/color/bcolor.hxx>
#include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
#include <basegfx/tools/canvastools.hxx>
#include <drawinglayer/geometry/viewinformation2d.hxx>
#include <drawinglayer/primitive2d/drawinglayer_primitivetypes2d.hxx>
#include <drawinglayer/geometry/viewinformation3d.hxx>
#include <drawinglayer/processor3d/shadow3dextractor.hxx>

//////////////////////////////////////////////////////////////////////////////

using namespace com::sun::star;

//////////////////////////////////////////////////////////////////////////////

namespace drawinglayer
{
	namespace primitive2d
	{
		bool Embedded3DPrimitive2D::impGetShadow3D(const geometry::ViewInformation2D& /*rViewInformation*/) const 
		{ 
			osl::MutexGuard aGuard( m_aMutex );

			// create on demand
			if(!mbShadow3DChecked && getChildren3D().hasElements())
			{
				// create shadow extraction processor
				processor3d::Shadow3DExtractingProcessor aShadowProcessor(
					getViewInformation3D(), 
					getObjectTransformation(),
					getLightNormal(), 
					getShadowSlant(),
                    getScene3DRange());

				// process local primitives
				aShadowProcessor.process(getChildren3D());

				// fetch result and set checked flag
				const_cast< Embedded3DPrimitive2D* >(this)->maShadowPrimitives = aShadowProcessor.getPrimitive2DSequence();
				const_cast< Embedded3DPrimitive2D* >(this)->mbShadow3DChecked = true;
			}

			// return if there are shadow primitives
			return maShadowPrimitives.hasElements();
		}

        Primitive2DSequence Embedded3DPrimitive2D::create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const
		{
			// use info to create a yellow 2d rectangle, similar to empty 3d scenes and/or groups
    		const basegfx::B2DRange aLocal2DRange(getB2DRange(rViewInformation));
			const basegfx::B2DPolygon aOutline(basegfx::tools::createPolygonFromRect(aLocal2DRange));
			const basegfx::BColor aYellow(1.0, 1.0, 0.0);
			const Primitive2DReference xRef(new PolygonHairlinePrimitive2D(aOutline, aYellow));

			return Primitive2DSequence(&xRef, 1L);
		}

		Embedded3DPrimitive2D::Embedded3DPrimitive2D(
			const primitive3d::Primitive3DSequence& rxChildren3D,
			const basegfx::B2DHomMatrix& rObjectTransformation,
			const geometry::ViewInformation3D& rViewInformation3D,
			const basegfx::B3DVector& rLightNormal,
			double fShadowSlant,
            const basegfx::B3DRange& rScene3DRange)
		:	BufferedDecompositionPrimitive2D(),
			mxChildren3D(rxChildren3D),
			maObjectTransformation(rObjectTransformation),
			maViewInformation3D(rViewInformation3D),
			maLightNormal(rLightNormal),
			mfShadowSlant(fShadowSlant),
            maScene3DRange(rScene3DRange),
            maShadowPrimitives(),
			maB2DRange(),
            mbShadow3DChecked(false)
		{
			maLightNormal.normalize();
		}

		bool Embedded3DPrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const
		{
			if(BufferedDecompositionPrimitive2D::operator==(rPrimitive))
			{
				const Embedded3DPrimitive2D& rCompare = static_cast< const Embedded3DPrimitive2D& >(rPrimitive);
				
				return (primitive3d::arePrimitive3DSequencesEqual(getChildren3D(), rCompare.getChildren3D())
					&& getObjectTransformation() == rCompare.getObjectTransformation()
					&& getViewInformation3D() == rCompare.getViewInformation3D()
					&& getLightNormal() == rCompare.getLightNormal()
					&& getShadowSlant() == rCompare.getShadowSlant()
                    && getScene3DRange() == rCompare.getScene3DRange());
			}

			return false;
		}

		basegfx::B2DRange Embedded3DPrimitive2D::getB2DRange(const geometry::ViewInformation2D& rViewInformation) const
		{
			if(maB2DRange.isEmpty())
			{
				// use the 3d transformation stack to create a projection of the 3D range
				basegfx::B3DRange a3DRange(primitive3d::getB3DRangeFromPrimitive3DSequence(getChildren3D(), getViewInformation3D()));
				a3DRange.transform(getViewInformation3D().getObjectToView());

				// create 2d range from projected 3d and transform with scene's object transformation
				basegfx::B2DRange aNewRange;
				aNewRange.expand(basegfx::B2DPoint(a3DRange.getMinX(), a3DRange.getMinY()));
				aNewRange.expand(basegfx::B2DPoint(a3DRange.getMaxX(), a3DRange.getMaxY()));
				aNewRange.transform(getObjectTransformation());

				// cehck for 3D shadows and their 2D projections. If those exist, they need to be
				// taken into account
				if(impGetShadow3D(rViewInformation))
				{
					const basegfx::B2DRange aShadow2DRange(getB2DRangeFromPrimitive2DSequence(maShadowPrimitives, rViewInformation));

					if(!aShadow2DRange.isEmpty())
					{
						aNewRange.expand(aShadow2DRange);
					}
				}

				// assign to buffered value
				const_cast< Embedded3DPrimitive2D* >(this)->maB2DRange = aNewRange;
			}

			return maB2DRange;
		}

		// provide unique ID
		ImplPrimitrive2DIDBlock(Embedded3DPrimitive2D, PRIMITIVE2D_ID_EMBEDDED3DPRIMITIVE2D)

	} // end of namespace primitive2d
} // end of namespace drawinglayer

//////////////////////////////////////////////////////////////////////////////
// eof