/************************************************************** * * Licensed to the Apache Software Foundation (ASF) under one * or more contributor license agreements. See the NOTICE file * distributed with this work for additional information * regarding copyright ownership. The ASF licenses this file * to you under the Apache License, Version 2.0 (the * "License"); you may not use this file except in compliance * with the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, * software distributed under the License is distributed on an * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY * KIND, either express or implied. See the License for the * specific language governing permissions and limitations * under the License. * *************************************************************/ // MARKER(update_precomp.py): autogen include statement, do not remove #include "precompiled_svx.hxx" #include #include #include #include #include "svx/svditer.hxx" #include #include #include #include #include #include #include #include #include #include #include "svx/globl3d.hxx" #include #include #include #include #include #include #include "dragmt3d.hxx" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #define ITEMVALUE(ItemSet,Id,Cast) ((const Cast&)(ItemSet).Get(Id)).GetValue() TYPEINIT1(E3dView, SdrView); //////////////////////////////////////////////////////////////////////////////////////////////////// // Migrate Marking class Impl3DMirrorConstructOverlay { // The OverlayObjects ::sdr::overlay::OverlayObjectList maObjects; // the view const E3dView& mrView; // the object count sal_uInt32 mnCount; // the unmirrored polygons basegfx::B2DPolyPolygon* mpPolygons; // the overlay geometry from selected objects drawinglayer::primitive2d::Primitive2DSequence maFullOverlay; public: Impl3DMirrorConstructOverlay(const E3dView& rView); ~Impl3DMirrorConstructOverlay(); void SetMirrorAxis(Point aMirrorAxisA, Point aMirrorAxisB); }; Impl3DMirrorConstructOverlay::Impl3DMirrorConstructOverlay(const E3dView& rView) : maObjects(), mrView(rView), mnCount(rView.GetMarkedObjectCount()), mpPolygons(0), maFullOverlay() { if(mnCount) { if(mrView.IsSolidDragging()) { SdrPageView* pPV = rView.GetSdrPageView(); if(pPV && pPV->PageWindowCount()) { sdr::contact::ObjectContact& rOC = pPV->GetPageWindow(0)->GetObjectContact(); sdr::contact::DisplayInfo aDisplayInfo; // Do not use the last ViewPort set at the OC at the last ProcessDisplay() rOC.resetViewPort(); for(sal_uInt32 a(0);a < mnCount;a++) { SdrObject* pObject = mrView.GetMarkedObjectByIndex(a); if(pObject) { sdr::contact::ViewContact& rVC = pObject->GetViewContact(); sdr::contact::ViewObjectContact& rVOC = rVC.GetViewObjectContact(rOC); const drawinglayer::primitive2d::Primitive2DSequence aNewSequence(rVOC.getPrimitive2DSequenceHierarchy(aDisplayInfo)); drawinglayer::primitive2d::appendPrimitive2DSequenceToPrimitive2DSequence(maFullOverlay, aNewSequence); } } } } else { mpPolygons = new basegfx::B2DPolyPolygon[mnCount]; for(sal_uInt32 a(0); a < mnCount; a++) { SdrObject* pObject = mrView.GetMarkedObjectByIndex(a); mpPolygons[mnCount - (a + 1)] = pObject->TakeXorPoly(); } } } } Impl3DMirrorConstructOverlay::~Impl3DMirrorConstructOverlay() { // The OverlayObjects are cleared using the destructor of OverlayObjectList. // That destructor calls clear() at the list which removes all objects from the // OverlayManager and deletes them. if(!mrView.IsSolidDragging()) { delete[] mpPolygons; } } void Impl3DMirrorConstructOverlay::SetMirrorAxis(Point aMirrorAxisA, Point aMirrorAxisB) { // get rid of old overlay objects maObjects.clear(); // create new ones for(sal_uInt32 a(0); a < mrView.PaintWindowCount(); a++) { SdrPaintWindow* pCandidate = mrView.GetPaintWindow(a); ::sdr::overlay::OverlayManager* pTargetOverlay = pCandidate->GetOverlayManager(); if(pTargetOverlay) { // buld transfoprmation: translate and rotate so that given edge is // on x axis, them mirror in y and translate back const basegfx::B2DVector aEdge(aMirrorAxisB.X() - aMirrorAxisA.X(), aMirrorAxisB.Y() - aMirrorAxisA.Y()); basegfx::B2DHomMatrix aMatrixTransform(basegfx::tools::createTranslateB2DHomMatrix( -aMirrorAxisA.X(), -aMirrorAxisA.Y())); aMatrixTransform.rotate(-atan2(aEdge.getY(), aEdge.getX())); aMatrixTransform.scale(1.0, -1.0); aMatrixTransform.rotate(atan2(aEdge.getY(), aEdge.getX())); aMatrixTransform.translate(aMirrorAxisA.X(), aMirrorAxisA.Y()); if(mrView.IsSolidDragging()) { if(maFullOverlay.hasElements()) { drawinglayer::primitive2d::Primitive2DSequence aContent(maFullOverlay); if(!aMatrixTransform.isIdentity()) { // embed in transformation group drawinglayer::primitive2d::Primitive2DReference aTransformPrimitive2D(new drawinglayer::primitive2d::TransformPrimitive2D(aMatrixTransform, aContent)); aContent = drawinglayer::primitive2d::Primitive2DSequence(&aTransformPrimitive2D, 1); } // if we have full overlay from selected objects, embed with 50% transparence, the // transformation is added to the OverlayPrimitive2DSequenceObject drawinglayer::primitive2d::Primitive2DReference aUnifiedTransparencePrimitive2D(new drawinglayer::primitive2d::UnifiedTransparencePrimitive2D(aContent, 0.5)); aContent = drawinglayer::primitive2d::Primitive2DSequence(&aUnifiedTransparencePrimitive2D, 1); sdr::overlay::OverlayPrimitive2DSequenceObject* pNew = new sdr::overlay::OverlayPrimitive2DSequenceObject(aContent); pTargetOverlay->add(*pNew); maObjects.append(*pNew); } } else { for(sal_uInt32 b(0); b < mnCount; b++) { // apply to polygon basegfx::B2DPolyPolygon aPolyPolygon(mpPolygons[b]); aPolyPolygon.transform(aMatrixTransform); ::sdr::overlay::OverlayPolyPolygonStriped* pNew = new ::sdr::overlay::OverlayPolyPolygonStriped(aPolyPolygon); pTargetOverlay->add(*pNew); maObjects.append(*pNew); } } } } } /************************************************************************* |* |* Konstruktor 1 |* \************************************************************************/ E3dView::E3dView(SdrModel* pModel, OutputDevice* pOut) : SdrView(pModel, pOut) { InitView (); } /************************************************************************* |* |* DrawMarkedObj ueberladen, da eventuell nur einzelne 3D-Objekte |* gezeichnet werden sollen |* \************************************************************************/ void E3dView::DrawMarkedObj(OutputDevice& rOut) const { // Existieren 3D-Objekte, deren Szenen nicht selektiert sind? sal_Bool bSpecialHandling = sal_False; E3dScene *pScene = NULL; long nCnt = GetMarkedObjectCount(); for(long nObjs = 0;nObjs < nCnt;nObjs++) { SdrObject *pObj = GetMarkedObjectByIndex(nObjs); if(pObj && pObj->ISA(E3dCompoundObject)) { // zugehoerige Szene pScene = ((E3dCompoundObject*)pObj)->GetScene(); if(pScene && !IsObjMarked(pScene)) bSpecialHandling = sal_True; } // Alle SelectionFlags zuruecksetzen if(pObj && pObj->ISA(E3dObject)) { pScene = ((E3dObject*)pObj)->GetScene(); if(pScene) pScene->SetSelected(sal_False); } } if(bSpecialHandling) { // SelectionFlag bei allen zu 3D Objekten gehoerigen // Szenen und deren Objekten auf nicht selektiert setzen long nObjs; for(nObjs = 0;nObjs < nCnt;nObjs++) { SdrObject *pObj = GetMarkedObjectByIndex(nObjs); if(pObj && pObj->ISA(E3dCompoundObject)) { // zugehoerige Szene pScene = ((E3dCompoundObject*)pObj)->GetScene(); if(pScene) pScene->SetSelected(sal_False); } } // bei allen direkt selektierten Objekten auf selektiert setzen SdrMark* pM = NULL; for(nObjs = 0;nObjs < nCnt;nObjs++) { SdrObject *pObj = GetMarkedObjectByIndex(nObjs); if(pObj && pObj->ISA(E3dObject)) { // Objekt markieren E3dObject* p3DObj = (E3dObject*)pObj; p3DObj->SetSelected(sal_True); pScene = p3DObj->GetScene(); pM = GetSdrMarkByIndex(nObjs); } } if(pScene) { // code from parent SortMarkedObjects(); pScene->SetDrawOnlySelected(sal_True); pScene->SingleObjectPainter(rOut); // #110094#-17 pScene->SetDrawOnlySelected(sal_False); } // SelectionFlag zuruecksetzen for(nObjs = 0;nObjs < nCnt;nObjs++) { SdrObject *pObj = GetMarkedObjectByIndex(nObjs); if(pObj && pObj->ISA(E3dCompoundObject)) { // zugehoerige Szene pScene = ((E3dCompoundObject*)pObj)->GetScene(); if(pScene) pScene->SetSelected(sal_False); } } } else { // call parent SdrExchangeView::DrawMarkedObj(rOut); } } /************************************************************************* |* |* Model holen ueberladen, da bei einzelnen 3D Objekten noch eine Szene |* untergeschoben werden muss |* \************************************************************************/ SdrModel* E3dView::GetMarkedObjModel() const { // Existieren 3D-Objekte, deren Szenen nicht selektiert sind? bool bSpecialHandling(false); const sal_uInt32 nCount(GetMarkedObjectCount()); sal_uInt32 nObjs(0); E3dScene *pScene = 0; for(nObjs = 0; nObjs < nCount; nObjs++) { const SdrObject* pObj = GetMarkedObjectByIndex(nObjs); if(!bSpecialHandling && pObj && pObj->ISA(E3dCompoundObject)) { // if the object is selected, but it's scene not, // we need special handling pScene = ((E3dCompoundObject*)pObj)->GetScene(); if(pScene && !IsObjMarked(pScene)) { bSpecialHandling = true; } } if(pObj && pObj->ISA(E3dObject)) { // reset all selection flags at 3D objects pScene = ((E3dObject*)pObj)->GetScene(); if(pScene) { pScene->SetSelected(false); } } } if(!bSpecialHandling) { // call parent return SdrView::GetMarkedObjModel(); } SdrModel* pNewModel = 0; Rectangle aSelectedSnapRect; // set 3d selection flags at all directly selected objects // and collect SnapRect of selected objects for(nObjs = 0; nObjs < nCount; nObjs++) { SdrObject *pObj = GetMarkedObjectByIndex(nObjs); if(pObj && pObj->ISA(E3dCompoundObject)) { // mark object, but not scenes E3dCompoundObject* p3DObj = (E3dCompoundObject*)pObj; p3DObj->SetSelected(true); aSelectedSnapRect.Union(p3DObj->GetSnapRect()); } } // create new mark list which contains all indirectly selected3d // scenes as selected objects SdrMarkList aOldML(GetMarkedObjectList()); SdrMarkList aNewML; SdrMarkList& rCurrentMarkList = ((E3dView*)this)->GetMarkedObjectListWriteAccess(); rCurrentMarkList = aNewML; for(nObjs = 0; nObjs < nCount; nObjs++) { SdrObject *pObj = aOldML.GetMark(nObjs)->GetMarkedSdrObj(); if(pObj && pObj->ISA(E3dObject)) { pScene = ((E3dObject*)pObj)->GetScene(); if(pScene && !IsObjMarked(pScene) && GetSdrPageView()) { ((E3dView*)this)->MarkObj(pScene, GetSdrPageView(), sal_False, sal_True); } } } // call parent. This will copy all scenes and the selection flags at the 3d objectss. So // it will be possible to delete all non-selected 3d objects from the cloned 3d scenes pNewModel = SdrView::GetMarkedObjModel(); if(pNewModel) { for(sal_uInt16 nPg(0); nPg < pNewModel->GetPageCount(); nPg++) { const SdrPage* pSrcPg=pNewModel->GetPage(nPg); const sal_uInt32 nObAnz(pSrcPg->GetObjCount()); for(sal_uInt32 nOb(0); nOb < nObAnz; nOb++) { const SdrObject* pSrcOb=pSrcPg->GetObj(nOb); if(pSrcOb->ISA(E3dScene)) { pScene = (E3dScene*)pSrcOb; // delete all not intentionally cloned 3d objects pScene->removeAllNonSelectedObjects(); // reset select flags and set SnapRect of all selected objects pScene->SetSelected(false); pScene->SetSnapRect(aSelectedSnapRect); } } } } // restore old selection rCurrentMarkList = aOldML; // model zurueckgeben return pNewModel; } /************************************************************************* |* |* Bei Paste muss - falls in eine Scene eingefuegt wird - die |* Objekte der Szene eingefuegt werden, die Szene selbst aber nicht |* \************************************************************************/ sal_Bool E3dView::Paste(const SdrModel& rMod, const Point& rPos, SdrObjList* pLst, sal_uInt32 nOptions) { sal_Bool bRetval = sal_False; // Liste holen Point aPos(rPos); SdrObjList* pDstList = pLst; ImpGetPasteObjList(aPos, pDstList); if(!pDstList) return sal_False; // Owner der Liste holen SdrObject* pOwner = pDstList->GetOwnerObj(); if(pOwner && pOwner->ISA(E3dScene)) { E3dScene* pDstScene = (E3dScene*)pOwner; BegUndo(SVX_RESSTR(RID_SVX_3D_UNDO_EXCHANGE_PASTE)); // Alle Objekte aus E3dScenes kopieren und direkt einfuegen for(sal_uInt16 nPg(0); nPg < rMod.GetPageCount(); nPg++) { const SdrPage* pSrcPg=rMod.GetPage(nPg); sal_uInt32 nObAnz(pSrcPg->GetObjCount()); // calculate offset for paste Rectangle aR = pSrcPg->GetAllObjBoundRect(); Point aDist(aPos - aR.Center()); // Unterobjekte von Szenen einfuegen for(sal_uInt32 nOb(0); nOb < nObAnz; nOb++) { const SdrObject* pSrcOb = pSrcPg->GetObj(nOb); if(pSrcOb->ISA(E3dScene)) { E3dScene* pSrcScene = (E3dScene*)pSrcOb; ImpCloneAll3DObjectsToDestScene(pSrcScene, pDstScene, aDist); } } } EndUndo(); } else { // call parent bRetval = SdrView::Paste(rMod, rPos, pLst, nOptions); } // und Rueckgabewert liefern return bRetval; } // #83403# Service routine used from local Clone() and from SdrCreateView::EndCreateObj(...) sal_Bool E3dView::ImpCloneAll3DObjectsToDestScene(E3dScene* pSrcScene, E3dScene* pDstScene, Point /*aOffset*/) { sal_Bool bRetval(sal_False); if(pSrcScene && pDstScene) { const sdr::contact::ViewContactOfE3dScene& rVCSceneDst = static_cast< sdr::contact::ViewContactOfE3dScene& >(pDstScene->GetViewContact()); const drawinglayer::geometry::ViewInformation3D aViewInfo3DDst(rVCSceneDst.getViewInformation3D()); const sdr::contact::ViewContactOfE3dScene& rVCSceneSrc = static_cast< sdr::contact::ViewContactOfE3dScene& >(pSrcScene->GetViewContact()); const drawinglayer::geometry::ViewInformation3D aViewInfo3DSrc(rVCSceneSrc.getViewInformation3D()); for(sal_uInt32 i(0); i < pSrcScene->GetSubList()->GetObjCount(); i++) { E3dCompoundObject* pCompoundObj = dynamic_cast< E3dCompoundObject* >(pSrcScene->GetSubList()->GetObj(i)); if(pCompoundObj) { // #116235# E3dCompoundObject* pNewCompoundObj = dynamic_cast< E3dCompoundObject* >(pCompoundObj->Clone()); if(pNewCompoundObj) { // get dest scene's current range in 3D world coordinates const basegfx::B3DHomMatrix aSceneToWorldTrans(pDstScene->GetFullTransform()); basegfx::B3DRange aSceneRange(pDstScene->GetBoundVolume()); aSceneRange.transform(aSceneToWorldTrans); // get new object's implied object transformation const basegfx::B3DHomMatrix aNewObjectTrans(pNewCompoundObj->GetTransform()); // get new object's range in 3D world coordinates in dest scene // as if it were already added const basegfx::B3DHomMatrix aObjectToWorldTrans(aSceneToWorldTrans * aNewObjectTrans); basegfx::B3DRange aObjectRange(pNewCompoundObj->GetBoundVolume()); aObjectRange.transform(aObjectToWorldTrans); // get scale adaption const basegfx::B3DVector aSceneScale(aSceneRange.getRange()); const basegfx::B3DVector aObjectScale(aObjectRange.getRange()); double fScale(1.0); // if new object's size in X,Y or Z is bigger that 80% of dest scene, adapt scale // to not change the scene by the inserted object const double fSizeFactor(0.5); if(aObjectScale.getX() * fScale > aSceneScale.getX() * fSizeFactor) { const double fObjSize(aObjectScale.getX() * fScale); const double fFactor((aSceneScale.getX() * fSizeFactor) / (basegfx::fTools::equalZero(fObjSize) ? 1.0 : fObjSize)); fScale *= fFactor; } if(aObjectScale.getY() * fScale > aSceneScale.getY() * fSizeFactor) { const double fObjSize(aObjectScale.getY() * fScale); const double fFactor((aSceneScale.getY() * fSizeFactor) / (basegfx::fTools::equalZero(fObjSize) ? 1.0 : fObjSize)); fScale *= fFactor; } if(aObjectScale.getZ() * fScale > aSceneScale.getZ() * fSizeFactor) { const double fObjSize(aObjectScale.getZ() * fScale); const double fFactor((aSceneScale.getZ() * fSizeFactor) / (basegfx::fTools::equalZero(fObjSize) ? 1.0 : fObjSize)); fScale *= fFactor; } // get translation adaption const basegfx::B3DPoint aSceneCenter(aSceneRange.getCenter()); const basegfx::B3DPoint aObjectCenter(aObjectRange.getCenter()); // build full modification transform. The object's transformation // shall be modified, so start at object coordinates; transform to 3d world coor basegfx::B3DHomMatrix aModifyingTransform(aObjectToWorldTrans); // translate to absolute center in 3d world coor aModifyingTransform.translate(-aObjectCenter.getX(), -aObjectCenter.getY(), -aObjectCenter.getZ()); // scale to dest size in 3d world coor aModifyingTransform.scale(fScale, fScale, fScale); // translate to dest scene center in 3d world coor aModifyingTransform.translate(aSceneCenter.getX(), aSceneCenter.getY(), aSceneCenter.getZ()); // transform from 3d world to dest object coordinates basegfx::B3DHomMatrix aWorldToObject(aObjectToWorldTrans); aWorldToObject.invert(); aModifyingTransform = aWorldToObject * aModifyingTransform; // correct implied object transform by applying changing one in object coor pNewCompoundObj->SetTransform(aModifyingTransform * aNewObjectTrans); // fill and insert new object pNewCompoundObj->SetModel(pDstScene->GetModel()); pNewCompoundObj->SetPage(pDstScene->GetPage()); pNewCompoundObj->NbcSetLayer(pCompoundObj->GetLayer()); pNewCompoundObj->NbcSetStyleSheet(pCompoundObj->GetStyleSheet(), sal_True); pDstScene->Insert3DObj(pNewCompoundObj); bRetval = sal_True; // Undo anlegen if( GetModel()->IsUndoEnabled() ) AddUndo(GetModel()->GetSdrUndoFactory().CreateUndoNewObject(*pNewCompoundObj)); } } } } return bRetval; } /************************************************************************* |* |* 3D-Konvertierung moeglich? |* \************************************************************************/ sal_Bool E3dView::IsConvertTo3DObjPossible() const { sal_Bool bAny3D(sal_False); sal_Bool bGroupSelected(sal_False); sal_Bool bRetval(sal_True); for(sal_uInt32 a=0;!bAny3D && aISA(E3dObject)) { rAny3D = sal_True; } else { if(pObj->IsGroupObject()) { SdrObjListIter aIter(*pObj, IM_DEEPNOGROUPS); while(aIter.IsMore()) { SdrObject* pNewObj = aIter.Next(); ImpIsConvertTo3DPossible(pNewObj, rAny3D, rGroupSelected); } rGroupSelected = sal_True; } } } } /************************************************************************* |* |* 3D-Konvertierung zu Extrude ausfuehren |* \************************************************************************/ #include void E3dView::ImpChangeSomeAttributesFor3DConversion(SdrObject* pObj) { if(pObj->ISA(SdrTextObj)) { const SfxItemSet& rSet = pObj->GetMergedItemSet(); const SvxColorItem& rTextColorItem = (const SvxColorItem&)rSet.Get(EE_CHAR_COLOR); if(rTextColorItem.GetValue() == RGB_Color(COL_BLACK)) { // Bei schwarzen Textobjekten wird die Farbe auf grau gesetzt if(pObj->GetPage()) { // #84864# if black is only default attribute from // pattern set it hard so that it is used in undo. pObj->SetMergedItem(SvxColorItem(RGB_Color(COL_BLACK), EE_CHAR_COLOR)); // add undo now if( GetModel()->IsUndoEnabled() ) AddUndo(GetModel()->GetSdrUndoFactory().CreateUndoAttrObject(*pObj, false, false)); } pObj->SetMergedItem(SvxColorItem(RGB_Color(COL_GRAY), EE_CHAR_COLOR)); } } } void E3dView::ImpChangeSomeAttributesFor3DConversion2(SdrObject* pObj) { if(pObj->ISA(SdrPathObj)) { const SfxItemSet& rSet = pObj->GetMergedItemSet(); sal_Int32 nLineWidth = ((const XLineWidthItem&)(rSet.Get(XATTR_LINEWIDTH))).GetValue(); XLineStyle eLineStyle = (XLineStyle)((const XLineStyleItem&)rSet.Get(XATTR_LINESTYLE)).GetValue(); XFillStyle eFillStyle = ITEMVALUE(rSet, XATTR_FILLSTYLE, XFillStyleItem); if(((SdrPathObj*)pObj)->IsClosed() && eLineStyle == XLINE_SOLID && !nLineWidth && eFillStyle != XFILL_NONE) { if(pObj->GetPage() && GetModel()->IsUndoEnabled() ) AddUndo(GetModel()->GetSdrUndoFactory().CreateUndoAttrObject(*pObj, false, false)); pObj->SetMergedItem(XLineStyleItem(XLINE_NONE)); pObj->SetMergedItem(XLineWidthItem(0L)); } } } void E3dView::ImpCreateSingle3DObjectFlat(E3dScene* pScene, SdrObject* pObj, sal_Bool bExtrude, double fDepth, basegfx::B2DHomMatrix& rLatheMat) { // Einzelnes PathObject, dieses umwanden SdrPathObj* pPath = PTR_CAST(SdrPathObj, pObj); if(pPath) { E3dDefaultAttributes aDefault = Get3DDefaultAttributes(); if(bExtrude) aDefault.SetDefaultExtrudeCharacterMode(sal_True); else aDefault.SetDefaultLatheCharacterMode(sal_True); // ItemSet des Ursprungsobjektes holen SfxItemSet aSet(pObj->GetMergedItemSet()); XFillStyle eFillStyle = ITEMVALUE(aSet, XATTR_FILLSTYLE, XFillStyleItem); // Linienstil ausschalten aSet.Put(XLineStyleItem(XLINE_NONE)); // Feststellen, ob ein FILL_Attribut gesetzt ist. if(!pPath->IsClosed() || eFillStyle == XFILL_NONE) { // Das SdrPathObj ist nicht gefuellt, lasse die // vordere und hintere Flaeche weg. Ausserdem ist // eine beidseitige Darstellung notwendig. aDefault.SetDefaultExtrudeCloseFront(sal_False); aDefault.SetDefaultExtrudeCloseBack(sal_False); aSet.Put(Svx3DDoubleSidedItem(sal_True)); // Fuellattribut setzen aSet.Put(XFillStyleItem(XFILL_SOLID)); // Fuellfarbe muss auf Linienfarbe, da das Objekt vorher // nur eine Linie war Color aColorLine = ((const XLineColorItem&)(aSet.Get(XATTR_LINECOLOR))).GetColorValue(); aSet.Put(XFillColorItem(String(), aColorLine)); } // Neues Extrude-Objekt erzeugen E3dObject* p3DObj = NULL; if(bExtrude) { p3DObj = new E3dExtrudeObj(aDefault, pPath->GetPathPoly(), fDepth); } else { basegfx::B2DPolyPolygon aPolyPoly2D(pPath->GetPathPoly()); aPolyPoly2D.transform(rLatheMat); p3DObj = new E3dLatheObj(aDefault, aPolyPoly2D); } // Attribute setzen if(p3DObj) { p3DObj->NbcSetLayer(pObj->GetLayer()); p3DObj->SetMergedItemSet(aSet); p3DObj->NbcSetStyleSheet(pObj->GetStyleSheet(), sal_True); // Neues 3D-Objekt einfuegen pScene->Insert3DObj(p3DObj); } } } void E3dView::ImpCreate3DObject(E3dScene* pScene, SdrObject* pObj, sal_Bool bExtrude, double fDepth, basegfx::B2DHomMatrix& rLatheMat) { if(pObj) { // change text color attribute for not so dark colors if(pObj->IsGroupObject()) { SdrObjListIter aIter(*pObj, IM_DEEPWITHGROUPS); while(aIter.IsMore()) { SdrObject* pGroupMember = aIter.Next(); ImpChangeSomeAttributesFor3DConversion(pGroupMember); } } else ImpChangeSomeAttributesFor3DConversion(pObj); // convert completely to path objects SdrObject* pNewObj1 = pObj->ConvertToPolyObj(sal_False, sal_False); if(pNewObj1) { // change text color attribute for not so dark colors if(pNewObj1->IsGroupObject()) { SdrObjListIter aIter(*pNewObj1, IM_DEEPWITHGROUPS); while(aIter.IsMore()) { SdrObject* pGroupMember = aIter.Next(); ImpChangeSomeAttributesFor3DConversion2(pGroupMember); } } else ImpChangeSomeAttributesFor3DConversion2(pNewObj1); // convert completely to path objects SdrObject* pNewObj2 = pObj->ConvertToContourObj(pNewObj1, sal_True); if(pNewObj2) { // add all to flat scene if(pNewObj2->IsGroupObject()) { SdrObjListIter aIter(*pNewObj2, IM_DEEPWITHGROUPS); while(aIter.IsMore()) { SdrObject* pGroupMember = aIter.Next(); ImpCreateSingle3DObjectFlat(pScene, pGroupMember, bExtrude, fDepth, rLatheMat); } } else ImpCreateSingle3DObjectFlat(pScene, pNewObj2, bExtrude, fDepth, rLatheMat); // delete zwi object if(pNewObj2 != pObj && pNewObj2 != pNewObj1 && pNewObj2) SdrObject::Free( pNewObj2 ); } // delete zwi object if(pNewObj1 != pObj && pNewObj1) SdrObject::Free( pNewObj1 ); } } } /************************************************************************* |* |* 3D-Konvertierung zu Extrude steuern |* \************************************************************************/ void E3dView::ConvertMarkedObjTo3D(sal_Bool bExtrude, basegfx::B2DPoint aPnt1, basegfx::B2DPoint aPnt2) { if(AreObjectsMarked()) { // Undo anlegen if(bExtrude) BegUndo(SVX_RESSTR(RID_SVX_3D_UNDO_EXTRUDE)); else BegUndo(SVX_RESSTR(RID_SVX_3D_UNDO_LATHE)); // Neue Szene fuer zu erzeugende 3D-Objekte anlegen E3dScene* pScene = new E3dPolyScene(Get3DDefaultAttributes()); // Rechteck bestimmen und evtl. korrigieren Rectangle aRect = GetAllMarkedRect(); if(aRect.GetWidth() <= 1) aRect.SetSize(Size(500, aRect.GetHeight())); if(aRect.GetHeight() <= 1) aRect.SetSize(Size(aRect.GetWidth(), 500)); // Tiefe relativ zur Groesse der Selektion bestimmen double fDepth = 0.0; double fRot3D = 0.0; basegfx::B2DHomMatrix aLatheMat; if(bExtrude) { double fW = (double)aRect.GetWidth(); double fH = (double)aRect.GetHeight(); fDepth = sqrt(fW*fW + fH*fH) / 6.0; } if(!bExtrude) { // Transformation fuer Polygone Rotationskoerper erstellen if(aPnt1 != aPnt2) { // Rotation um Kontrollpunkt1 mit eigestelltem Winkel // fuer 3D Koordinaten basegfx::B2DPoint aDiff(aPnt1 - aPnt2); fRot3D = atan2(aDiff.getY(), aDiff.getX()) - F_PI2; if(basegfx::fTools::equalZero(fabs(fRot3D))) fRot3D = 0.0; if(fRot3D != 0.0) { aLatheMat = basegfx::tools::createRotateAroundPoint(aPnt2, -fRot3D) * aLatheMat; } } if(aPnt2.getX() != 0.0) { // Translation auf Y=0 - Achse aLatheMat.translate(-aPnt2.getX(), 0.0); } else { aLatheMat.translate((double)-aRect.Left(), 0.0); } // Inverse Matrix bilden, um die Zielausdehnung zu bestimmen basegfx::B2DHomMatrix aInvLatheMat(aLatheMat); aInvLatheMat.invert(); // SnapRect Ausdehnung mittels Spiegelung an der Rotationsachse // erweitern for(sal_uInt32 a=0;aGetMarkedSdrObj(); Rectangle aTurnRect = pObj->GetSnapRect(); basegfx::B2DPoint aRot; Point aRotPnt; aRot = basegfx::B2DPoint(aTurnRect.Left(), -aTurnRect.Top()); aRot *= aLatheMat; aRot.setX(-aRot.getX()); aRot *= aInvLatheMat; aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5)); aRect.Union(Rectangle(aRotPnt, aRotPnt)); aRot = basegfx::B2DPoint(aTurnRect.Left(), -aTurnRect.Bottom()); aRot *= aLatheMat; aRot.setX(-aRot.getX()); aRot *= aInvLatheMat; aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5)); aRect.Union(Rectangle(aRotPnt, aRotPnt)); aRot = basegfx::B2DPoint(aTurnRect.Right(), -aTurnRect.Top()); aRot *= aLatheMat; aRot.setX(-aRot.getX()); aRot *= aInvLatheMat; aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5)); aRect.Union(Rectangle(aRotPnt, aRotPnt)); aRot = basegfx::B2DPoint(aTurnRect.Right(), -aTurnRect.Bottom()); aRot *= aLatheMat; aRot.setX(-aRot.getX()); aRot *= aInvLatheMat; aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5)); aRect.Union(Rectangle(aRotPnt, aRotPnt)); } } // Ueber die Selektion gehen und in 3D wandeln, komplett mit // Umwandeln in SdrPathObject, auch Schriften for(sal_uInt32 a=0;aGetMarkedSdrObj(); ImpCreate3DObject(pScene, pObj, bExtrude, fDepth, aLatheMat); } if(pScene->GetSubList() && pScene->GetSubList()->GetObjCount() != 0) { // Alle angelegten Objekte Tiefenarrangieren if(bExtrude) DoDepthArrange(pScene, fDepth); // 3D-Objekte auf die Mitte des Gesamtrechtecks zentrieren basegfx::B3DPoint aCenter(pScene->GetBoundVolume().getCenter()); basegfx::B3DHomMatrix aMatrix; aMatrix.translate(-aCenter.getX(), -aCenter.getY(), -aCenter.getZ()); pScene->SetTransform(aMatrix * pScene->GetTransform()); // #112587# // Szene initialisieren pScene->NbcSetSnapRect(aRect); basegfx::B3DRange aBoundVol = pScene->GetBoundVolume(); InitScene(pScene, (double)aRect.GetWidth(), (double)aRect.GetHeight(), aBoundVol.getDepth()); // Szene anstelle des ersten selektierten Objektes einfuegen // und alle alten Objekte weghauen SdrObject* pRepObj = GetMarkedObjectByIndex(0); SdrPageView* pPV = GetSdrPageViewOfMarkedByIndex(0); MarkObj(pRepObj, pPV, sal_True); ReplaceObjectAtView(pRepObj, *pPV, pScene, sal_False); DeleteMarked(); MarkObj(pScene, pPV); // Rotationskoerper um Rotationsachse drehen basegfx::B3DHomMatrix aRotate; if(!bExtrude && fRot3D != 0.0) { aRotate.rotate(0.0, 0.0, fRot3D); } // Default-Rotation setzen { double XRotateDefault = 20; aRotate.rotate(DEG2RAD(XRotateDefault), 0.0, 0.0); } if(!aRotate.isIdentity()) { pScene->SetTransform(aRotate * pScene->GetTransform()); } // SnapRects der Objekte ungueltig pScene->SetSnapRect(aRect); } else { // Es wurden keine 3D Objekte erzeugt, schmeiss alles weg delete pScene; } // Undo abschliessen EndUndo(); } } /************************************************************************* |* |* Alle enthaltenen Extrude-Objekte Tiefenarrangieren |* \************************************************************************/ struct E3dDepthNeighbour { E3dDepthNeighbour* mpNext; E3dExtrudeObj* mpObj; basegfx::B2DPolyPolygon maPreparedPolyPolygon; E3dDepthNeighbour() : mpNext(0), mpObj(0), maPreparedPolyPolygon() { } }; struct E3dDepthLayer { E3dDepthLayer* mpDown; E3dDepthNeighbour* mpNext; E3dDepthLayer() : mpDown(0), mpNext(0) { } ~E3dDepthLayer() { while(mpNext) { E3dDepthNeighbour* pSucc = mpNext->mpNext; delete mpNext; mpNext = pSucc; } } }; void E3dView::DoDepthArrange(E3dScene* pScene, double fDepth) { if(pScene && pScene->GetSubList() && pScene->GetSubList()->GetObjCount() > 1) { SdrObjList* pSubList = pScene->GetSubList(); SdrObjListIter aIter(*pSubList, IM_FLAT); E3dDepthLayer* pBaseLayer = NULL; E3dDepthLayer* pLayer = NULL; sal_Int32 nNumLayers = 0; while(aIter.IsMore()) { E3dExtrudeObj* pExtrudeObj = dynamic_cast< E3dExtrudeObj* >(aIter.Next()); if(pExtrudeObj) { const basegfx::B2DPolyPolygon aExtrudePoly( basegfx::tools::prepareForPolygonOperation(pExtrudeObj->GetExtrudePolygon())); const SfxItemSet& rLocalSet = pExtrudeObj->GetMergedItemSet(); const XFillStyle eLocalFillStyle = ITEMVALUE(rLocalSet, XATTR_FILLSTYLE, XFillStyleItem); const Color aLocalColor = ((const XFillColorItem&)(rLocalSet.Get(XATTR_FILLCOLOR))).GetColorValue(); // sort in ExtrudeObj if(pLayer) { // do we have overlap with an object of this layer? bool bOverlap(false); E3dDepthNeighbour* pAct = pLayer->mpNext; while(!bOverlap && pAct) { // do pAct->mpObj and pExtrudeObj overlap? Check by // using logical AND clipping const basegfx::B2DPolyPolygon aAndPolyPolygon( basegfx::tools::solvePolygonOperationAnd( aExtrudePoly, pAct->maPreparedPolyPolygon)); bOverlap = (0 != aAndPolyPolygon.count()); if(bOverlap) { // second ciriteria: is another fillstyle or color used? const SfxItemSet& rCompareSet = pAct->mpObj->GetMergedItemSet(); XFillStyle eCompareFillStyle = ITEMVALUE(rCompareSet, XATTR_FILLSTYLE, XFillStyleItem); if(eLocalFillStyle == eCompareFillStyle) { if(eLocalFillStyle == XFILL_SOLID) { Color aCompareColor = ((const XFillColorItem&)(rCompareSet.Get(XATTR_FILLCOLOR))).GetColorValue(); if(aCompareColor == aLocalColor) { bOverlap = sal_False; } } else if(eLocalFillStyle == XFILL_NONE) { bOverlap = sal_False; } } } pAct = pAct->mpNext; } if(bOverlap) { // yes, start a new layer pLayer->mpDown = new E3dDepthLayer; pLayer = pLayer->mpDown; nNumLayers++; pLayer->mpNext = new E3dDepthNeighbour; pLayer->mpNext->mpObj = pExtrudeObj; pLayer->mpNext->maPreparedPolyPolygon = aExtrudePoly; } else { // no, add to current layer E3dDepthNeighbour* pNewNext = new E3dDepthNeighbour; pNewNext->mpObj = pExtrudeObj; pNewNext->maPreparedPolyPolygon = aExtrudePoly; pNewNext->mpNext = pLayer->mpNext; pLayer->mpNext = pNewNext; } } else { // first layer ever pBaseLayer = new E3dDepthLayer; pLayer = pBaseLayer; nNumLayers++; pLayer->mpNext = new E3dDepthNeighbour; pLayer->mpNext->mpObj = pExtrudeObj; pLayer->mpNext->maPreparedPolyPolygon = aExtrudePoly; } } } // number of layers is done if(nNumLayers > 1) { // need to be arranged double fMinDepth = fDepth * 0.8; double fStep = (fDepth - fMinDepth) / (double)nNumLayers; pLayer = pBaseLayer; while(pLayer) { // move along layer E3dDepthNeighbour* pAct = pLayer->mpNext; while(pAct) { // adapt extrude value pAct->mpObj->SetMergedItem(SfxUInt32Item(SDRATTR_3DOBJ_DEPTH, sal_uInt32(fMinDepth + 0.5))); // next pAct = pAct->mpNext; } // next layer pLayer = pLayer->mpDown; fMinDepth += fStep; } } // cleanup while(pBaseLayer) { pLayer = pBaseLayer->mpDown; delete pBaseLayer; pBaseLayer = pLayer; } } } /************************************************************************* |* |* Drag beginnen, vorher ggf. Drag-Methode fuer 3D-Objekte erzeugen |* \************************************************************************/ sal_Bool E3dView::BegDragObj(const Point& rPnt, OutputDevice* pOut, SdrHdl* pHdl, short nMinMov, SdrDragMethod* pForcedMeth) { if(Is3DRotationCreationActive() && GetMarkedObjectCount()) { // bestimme alle selektierten Polygone und gebe die gespiegelte Hilfsfigur aus mpMirrorOverlay->SetMirrorAxis(aRef1, aRef2); } else { sal_Bool bOwnActionNecessary; if (pHdl == NULL) { bOwnActionNecessary = sal_True; } else if (pHdl->IsVertexHdl() || pHdl->IsCornerHdl()) { bOwnActionNecessary = sal_True; } else { bOwnActionNecessary = sal_False; } if(bOwnActionNecessary && GetMarkedObjectCount() >= 1) { E3dDragConstraint eConstraint = E3DDRAG_CONSTR_XYZ; sal_Bool bThereAreRootScenes = sal_False; sal_Bool bThereAre3DObjects = sal_False; long nCnt = GetMarkedObjectCount(); for(long nObjs = 0;nObjs < nCnt;nObjs++) { SdrObject *pObj = GetMarkedObjectByIndex(nObjs); if(pObj) { if(pObj->ISA(E3dScene) && ((E3dScene*)pObj)->GetScene() == pObj) bThereAreRootScenes = sal_True; if(pObj->ISA(E3dObject)) bThereAre3DObjects = sal_True; } } if( bThereAre3DObjects ) { eDragHdl = ( pHdl == NULL ? HDL_MOVE : pHdl->GetKind() ); switch ( eDragMode ) { case SDRDRAG_ROTATE: case SDRDRAG_SHEAR: { switch ( eDragHdl ) { case HDL_LEFT: case HDL_RIGHT: { eConstraint = E3DDRAG_CONSTR_X; } break; case HDL_UPPER: case HDL_LOWER: { eConstraint = E3DDRAG_CONSTR_Y; } break; case HDL_UPLFT: case HDL_UPRGT: case HDL_LWLFT: case HDL_LWRGT: { eConstraint = E3DDRAG_CONSTR_Z; } break; default: break; } // die nicht erlaubten Rotationen ausmaskieren eConstraint = E3dDragConstraint(eConstraint& eDragConstraint); pForcedMeth = new E3dDragRotate(*this, GetMarkedObjectList(), eConstraint, IsSolidDragging()); } break; case SDRDRAG_MOVE: { if(!bThereAreRootScenes) { pForcedMeth = new E3dDragMove(*this, GetMarkedObjectList(), eDragHdl, eConstraint, IsSolidDragging()); } } break; // spaeter mal case SDRDRAG_MIRROR: case SDRDRAG_CROOK: case SDRDRAG_DISTORT: case SDRDRAG_TRANSPARENCE: case SDRDRAG_GRADIENT: default: { } break; } } } } return SdrView::BegDragObj(rPnt, pOut, pHdl, nMinMov, pForcedMeth); } /************************************************************************* |* |* Pruefen, obj 3D-Szene markiert ist |* \************************************************************************/ sal_Bool E3dView::HasMarkedScene() { return (GetMarkedScene() != NULL); } /************************************************************************* |* |* Pruefen, obj 3D-Szene markiert ist |* \************************************************************************/ E3dScene* E3dView::GetMarkedScene() { sal_uIntPtr nCnt = GetMarkedObjectCount(); for ( sal_uIntPtr i = 0; i < nCnt; i++ ) if ( GetMarkedObjectByIndex(i)->ISA(E3dScene) ) return (E3dScene*) GetMarkedObjectByIndex(i); return NULL; } /************************************************************************* |* |* aktuelles 3D-Zeichenobjekt setzen, dafuer Szene erzeugen |* \************************************************************************/ E3dScene* E3dView::SetCurrent3DObj(E3dObject* p3DObj) { DBG_ASSERT(p3DObj != NULL, "Nana, wer steckt denn hier 'nen NULL-Zeiger rein?"); E3dScene* pScene = NULL; // get transformed BoundVolume of the object basegfx::B3DRange aVolume(p3DObj->GetBoundVolume()); aVolume.transform(p3DObj->GetTransform()); double fW(aVolume.getWidth()); double fH(aVolume.getHeight()); Rectangle aRect(0,0, (long) fW, (long) fH); pScene = new E3dPolyScene(Get3DDefaultAttributes()); InitScene(pScene, fW, fH, aVolume.getMaxZ() + ((fW + fH) / 4.0)); pScene->Insert3DObj(p3DObj); pScene->NbcSetSnapRect(aRect); return pScene; } /************************************************************************* |* |* neu erzeugte Szene initialisieren |* \************************************************************************/ void E3dView::InitScene(E3dScene* pScene, double fW, double fH, double fCamZ) { Camera3D aCam(pScene->GetCamera()); aCam.SetAutoAdjustProjection(sal_False); aCam.SetViewWindow(- fW / 2, - fH / 2, fW, fH); basegfx::B3DPoint aLookAt; double fDefaultCamPosZ = GetDefaultCamPosZ(); basegfx::B3DPoint aCamPos(0.0, 0.0, fCamZ < fDefaultCamPosZ ? fDefaultCamPosZ : fCamZ); aCam.SetPosAndLookAt(aCamPos, aLookAt); aCam.SetFocalLength(GetDefaultCamFocal()); aCam.SetDefaults(basegfx::B3DPoint(0.0, 0.0, fDefaultCamPosZ), aLookAt, GetDefaultCamFocal()); pScene->SetCamera(aCam); } /************************************************************************* |* |* startsequenz fuer die erstellung eines 3D-Rotationskoerpers |* \************************************************************************/ void E3dView::Start3DCreation() { if (GetMarkedObjectCount()) { // irgendwelche Markierungen ermitteln und ausschalten //HMHBOOL bVis = IsMarkHdlShown(); //HMHif (bVis) HideMarkHdl(); // bestimme die koordinaten fuer JOEs Mirrorachse // entgegen der normalen Achse wird diese an die linke Seite des Objektes // positioniert long nOutMin = 0; long nOutMax = 0; long nMinLen = 0; long nObjDst = 0; long nOutHgt = 0; OutputDevice* pOut = GetFirstOutputDevice(); //GetWin(0); // erstmal Darstellungsgrenzen bestimmen if (pOut != NULL) { nMinLen = pOut->PixelToLogic(Size(0,50)).Height(); nObjDst = pOut->PixelToLogic(Size(0,20)).Height(); long nDst = pOut->PixelToLogic(Size(0,10)).Height(); nOutMin = -pOut->GetMapMode().GetOrigin().Y(); nOutMax = pOut->GetOutputSize().Height() - 1 + nOutMin; nOutMin += nDst; nOutMax -= nDst; if (nOutMax - nOutMin < nDst) { nOutMin += nOutMax + 1; nOutMin /= 2; nOutMin -= (nDst + 1) / 2; nOutMax = nOutMin + nDst; } nOutHgt = nOutMax - nOutMin; long nTemp = nOutHgt / 4; if (nTemp > nMinLen) nMinLen = nTemp; } // und dann die Markierungen oben und unten an das Objekt heften basegfx::B2DRange aR; for(sal_uInt32 nMark(0L); nMark < GetMarkedObjectCount(); nMark++) { SdrObject* pMark = GetMarkedObjectByIndex(nMark); basegfx::B2DPolyPolygon aXPP(pMark->TakeXorPoly()); aR.expand(basegfx::tools::getRange(aXPP)); } basegfx::B2DPoint aCenter(aR.getCenter()); long nMarkHgt = basegfx::fround(aR.getHeight()) - 1; long nHgt = nMarkHgt + nObjDst * 2; if (nHgt < nMinLen) nHgt = nMinLen; long nY1 = basegfx::fround(aCenter.getY()) - (nHgt + 1) / 2; long nY2 = nY1 + nHgt; if (pOut && (nMinLen > nOutHgt)) nMinLen = nOutHgt; if (pOut) { if (nY1 < nOutMin) { nY1 = nOutMin; if (nY2 < nY1 + nMinLen) nY2 = nY1 + nMinLen; } if (nY2 > nOutMax) { nY2 = nOutMax; if (nY1 > nY2 - nMinLen) nY1 = nY2 - nMinLen; } } aRef1.X() = basegfx::fround(aR.getMinX()); // Initial Achse um 2/100mm nach links aRef1.Y() = nY1; aRef2.X() = aRef1.X(); aRef2.Y() = nY2; // Markierungen einschalten SetMarkHandles(); //HMHif (bVis) ShowMarkHdl(); if (AreObjectsMarked()) MarkListHasChanged(); // SpiegelPolygone SOFORT zeigen const SdrHdlList &aHdlList = GetHdlList(); mpMirrorOverlay = new Impl3DMirrorConstructOverlay(*this); mpMirrorOverlay->SetMirrorAxis(aHdlList.GetHdl(HDL_REF1)->GetPos(), aHdlList.GetHdl(HDL_REF2)->GetPos()); //CreateMirrorPolygons (); //ShowMirrorPolygons (aHdlList.GetHdl (HDL_REF1)->GetPos (), // aHdlList.GetHdl (HDL_REF2)->GetPos ()); } } /************************************************************************* |* |* was passiert bei einer Mausbewegung, wenn das Objekt erstellt wird ? |* \************************************************************************/ void E3dView::MovAction(const Point& rPnt) { if(Is3DRotationCreationActive()) { SdrHdl* pHdl = GetDragHdl(); if (pHdl) { SdrHdlKind eHdlKind = pHdl->GetKind(); // reagiere nur bei einer spiegelachse if ((eHdlKind == HDL_REF1) || (eHdlKind == HDL_REF2) || (eHdlKind == HDL_MIRX)) { const SdrHdlList &aHdlList = GetHdlList (); // loesche das gespiegelte Polygon, spiegele das Original und zeichne es neu //ShowMirrored (); SdrView::MovAction (rPnt); mpMirrorOverlay->SetMirrorAxis( aHdlList.GetHdl (HDL_REF1)->GetPos(), aHdlList.GetHdl (HDL_REF2)->GetPos()); } } else { SdrView::MovAction (rPnt); } } else { SdrView::MovAction (rPnt); } } /************************************************************************* |* |* Schluss. Objekt und evtl. Unterobjekte ueber ImpCreate3DLathe erstellen |* [FG] Mit dem Parameterwert sal_True (SDefault: sal_False) wird einfach ein |* Rotationskoerper erzeugt, ohne den Benutzer die Lage der |* Achse fetlegen zu lassen. Es reicht dieser Aufruf, falls |* ein Objekt selektiert ist. (keine Initialisierung noetig) |* \************************************************************************/ void E3dView::End3DCreation(sal_Bool bUseDefaultValuesForMirrorAxes) { ResetCreationActive(); if(AreObjectsMarked()) { if(bUseDefaultValuesForMirrorAxes) { Rectangle aRect = GetAllMarkedRect(); if(aRect.GetWidth() <= 1) aRect.SetSize(Size(500, aRect.GetHeight())); if(aRect.GetHeight() <= 1) aRect.SetSize(Size(aRect.GetWidth(), 500)); basegfx::B2DPoint aPnt1(aRect.Left(), -aRect.Top()); basegfx::B2DPoint aPnt2(aRect.Left(), -aRect.Bottom()); ConvertMarkedObjTo3D(sal_False, aPnt1, aPnt2); } else { // Hilfsfigur ausschalten // bestimme aus den Handlepositionen und den Versatz der Punkte const SdrHdlList &aHdlList = GetHdlList(); Point aMirrorRef1 = aHdlList.GetHdl(HDL_REF1)->GetPos(); Point aMirrorRef2 = aHdlList.GetHdl(HDL_REF2)->GetPos(); basegfx::B2DPoint aPnt1(aMirrorRef1.X(), -aMirrorRef1.Y()); basegfx::B2DPoint aPnt2(aMirrorRef2.X(), -aMirrorRef2.Y()); ConvertMarkedObjTo3D(sal_False, aPnt1, aPnt2); } } } /************************************************************************* |* |* Destruktor |* \************************************************************************/ E3dView::~E3dView () { } /************************************************************************* |* |* beende das erzeugen und loesche die polygone |* \************************************************************************/ void E3dView::ResetCreationActive () { if(mpMirrorOverlay) { delete mpMirrorOverlay; mpMirrorOverlay = 0L; } } /************************************************************************* |* |* Klasse initialisieren |* \************************************************************************/ void E3dView::InitView () { eDragConstraint = E3DDRAG_CONSTR_XYZ; fDefaultScaleX = fDefaultScaleY = fDefaultScaleZ = 1.0; fDefaultRotateX = fDefaultRotateY = fDefaultRotateZ = 0.0; fDefaultExtrusionDeepth = 1000; // old: 2000; fDefaultLightIntensity = 0.8; // old: 0.6; fDefaultAmbientIntensity = 0.4; nHDefaultSegments = 12; nVDefaultSegments = 12; aDefaultLightColor = RGB_Color(COL_WHITE); aDefaultAmbientColor = RGB_Color(COL_BLACK); bDoubleSided = sal_False; mpMirrorOverlay = 0L; } /************************************************************************* |* |* Koennen die selektierten Objekte aufgebrochen werden? |* \************************************************************************/ sal_Bool E3dView::IsBreak3DObjPossible() const { sal_uIntPtr nCount = GetMarkedObjectCount(); if (nCount > 0) { sal_uIntPtr i = 0; while (i < nCount) { SdrObject* pObj = GetMarkedObjectByIndex(i); if (pObj && pObj->ISA(E3dObject)) { if(!(((E3dObject*)pObj)->IsBreakObjPossible())) return sal_False; } else { return sal_False; } i++; } } else { return sal_False; } return sal_True; } /************************************************************************* |* |* Selektierte Lathe-Objekte aufbrechen |* \************************************************************************/ void E3dView::Break3DObj() { if(IsBreak3DObjPossible()) { // ALLE selektierten Objekte werden gewandelt sal_uInt32 nCount = GetMarkedObjectCount(); BegUndo(String(SVX_RESSTR(RID_SVX_3D_UNDO_BREAK_LATHE))); for(sal_uInt32 a=0;aISA(E3dScene)) { SdrObjList* pSubList = pObj->GetSubList(); SdrObjListIter aIter(*pSubList, IM_FLAT); while(aIter.IsMore()) { E3dObject* pSubObj = (E3dObject*)aIter.Next(); BreakSingle3DObj(pSubObj); } } else { SdrAttrObj* pNewObj = pObj->GetBreakObj(); if(pNewObj) { InsertObjectAtView(pNewObj, *GetSdrPageView(), SDRINSERT_DONTMARK); pNewObj->SetChanged(); pNewObj->BroadcastObjectChange(); } } } /************************************************************************* |* |* Szenen mischen |* \************************************************************************/ void E3dView::MergeScenes () { sal_uIntPtr nCount = GetMarkedObjectCount(); if (nCount > 0) { sal_uIntPtr nObj = 0; SdrObject *pObj = GetMarkedObjectByIndex(nObj); E3dScene *pScene = new E3dPolyScene(Get3DDefaultAttributes()); basegfx::B3DRange aBoundVol; Rectangle aAllBoundRect (GetMarkedObjBoundRect ()); Point aCenter (aAllBoundRect.Center()); while (pObj) { if (pObj->ISA(E3dScene)) { /********************************************************** * Es ist eine 3D-Scene oder 3D-PolyScene **********************************************************/ SdrObjList* pSubList = ((E3dObject*) pObj)->GetSubList(); SdrObjListIter aIter(*pSubList, IM_FLAT); while (aIter.IsMore()) { /****************************************************** * LatheObjekte suchen ******************************************************/ SdrObject* pSubObj = aIter.Next(); E3dObject *pNewObj = 0; switch (pSubObj->GetObjIdentifier()) { case E3D_CUBEOBJ_ID : pNewObj = new E3dCubeObj; *(E3dCubeObj*)pNewObj = *(E3dCubeObj*)pSubObj; break; case E3D_SPHEREOBJ_ID: pNewObj = new E3dSphereObj; *(E3dSphereObj*)pNewObj = *(E3dSphereObj*)pSubObj; break; case E3D_EXTRUDEOBJ_ID: pNewObj = new E3dExtrudeObj; *(E3dExtrudeObj*)pNewObj = *(E3dExtrudeObj*)pSubObj; break; case E3D_LATHEOBJ_ID: pNewObj = new E3dLatheObj; *(E3dLatheObj*)pNewObj = *(E3dLatheObj*)pSubObj; break; case E3D_COMPOUNDOBJ_ID: pNewObj = new E3dCompoundObject; *(E3dCompoundObject*)pNewObj = *(E3dCompoundObject*)pSubObj; break; } Rectangle aBoundRect = pSubObj->GetCurrentBoundRect(); basegfx::B3DHomMatrix aMatrix; aMatrix.translate(aBoundRect.Left() - aCenter.getX(), aCenter.getY(), 0.0); pNewObj->SetTransform(aMatrix * pNewObj->GetTransform()); // #112587# if (pNewObj) aBoundVol.expand(pNewObj->GetBoundVolume()); pScene->Insert3DObj (pNewObj); } } nObj++; if (nObj < nCount) { pObj = GetMarkedObjectByIndex(nObj); } else { pObj = NULL; } } double fW = aAllBoundRect.GetWidth(); double fH = aAllBoundRect.GetHeight(); Rectangle aRect(0,0, (long) fW, (long) fH); InitScene(pScene, fW, fH, aBoundVol.getMaxZ() + + ((fW + fH) / 4.0)); pScene->NbcSetSnapRect(aRect); Camera3D &aCamera = (Camera3D&) pScene->GetCamera (); basegfx::B3DPoint aMinVec(aBoundVol.getMinimum()); basegfx::B3DPoint aMaxVec(aBoundVol.getMaximum()); double fDeepth(fabs(aMaxVec.getZ() - aMinVec.getZ())); aCamera.SetPRP(basegfx::B3DPoint(0.0, 0.0, 1000.0)); double fDefaultCamPosZ(GetDefaultCamPosZ()); aCamera.SetPosition(basegfx::B3DPoint(0.0, 0.0, fDefaultCamPosZ + fDeepth / 2.0)); aCamera.SetFocalLength(GetDefaultCamFocal()); pScene->SetCamera (aCamera); // SnapRects der Objekte ungueltig pScene->SetRectsDirty(); InsertObjectAtView(pScene, *(GetSdrPageViewOfMarkedByIndex(0))); // SnapRects der Objekte ungueltig pScene->SetRectsDirty(); } } /************************************************************************* |* |* Possibilities, hauptsaechlich gruppieren/ungruppieren |* \************************************************************************/ void E3dView::CheckPossibilities() { // call parent SdrView::CheckPossibilities(); // Weitere Flags bewerten if(bGroupPossible || bUnGroupPossible || bGrpEnterPossible) { sal_Int32 nMarkCnt = GetMarkedObjectCount(); sal_Bool bCoumpound = sal_False; sal_Bool b3DObject = sal_False; for(sal_Int32 nObjs = 0L; (nObjs < nMarkCnt) && !bCoumpound; nObjs++) { SdrObject *pObj = GetMarkedObjectByIndex(nObjs); if(pObj && pObj->ISA(E3dCompoundObject)) bCoumpound = sal_True; if(pObj && pObj->ISA(E3dObject)) b3DObject = sal_True; } // Bisher: Es sind ZWEI oder mehr beliebiger Objekte selektiert. // Nachsehen, ob CompoundObjects beteiligt sind. Falls ja, // das Gruppieren verbieten. if(bGroupPossible && bCoumpound) bGroupPossible = sal_False; if(bUnGroupPossible && b3DObject) bUnGroupPossible = sal_False; if(bGrpEnterPossible && bCoumpound) bGrpEnterPossible = sal_False; } } // eof