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If not, see * * for a copy of the LGPLv3 License. * ************************************************************************/ // MARKER(update_precomp.py): autogen include statement, do not remove #include "precompiled_svx.hxx" #include #include /************************************************************************* |* |* Konstruktor |* \************************************************************************/ Viewport3D::Viewport3D() : aVRP(0, 0, 5), aVPN(0, 0, 1), aVUV(0, 1, 1), aPRP(0, 0, 2), fVPD(-3), fNearClipDist (0.0), fFarClipDist (0.0), eProjection(PR_PERSPECTIVE), eAspectMapping(AS_NO_MAPPING), aDeviceRect(Point(0,0), Size(-1,-1)), aViewPoint (0, 0, 5000), bTfValid(0), fWRatio (1.0), fHRatio (1.0) { aViewWin.X = -1; aViewWin.Y = -1; aViewWin.W = 2; aViewWin.H = 2; } /************************************************************************* |* |* ViewWindow (in View-Koordinaten) setzen |* \************************************************************************/ void Viewport3D::SetViewWindow(double fX, double fY, double fW, double fH) { aViewWin.X = fX; aViewWin.Y = fY; if ( fW > 0 ) aViewWin.W = fW; else aViewWin.W = 1.0; if ( fH > 0 ) aViewWin.H = fH; else aViewWin.H = 1.0; fWRatio = aDeviceRect.GetWidth() / aViewWin.W; fHRatio = aDeviceRect.GetHeight() / aViewWin.H; } /************************************************************************* |* |* ViewWindow zurueckgeben |* \************************************************************************/ void Viewport3D::GetViewWindow(double& rX, double& rY, double& rW, double& rH) const { rX = aViewWin.X; rY = aViewWin.Y; rW = aViewWin.W; rH = aViewWin.H; } /************************************************************************* |* |* Beobachterposition (PRP) in Weltkoordinaten zurueckgeben |* \************************************************************************/ const basegfx::B3DPoint& Viewport3D::GetViewPoint() { MakeTransform(); return aViewPoint; } /************************************************************************* |* |* Transformationsmatrix zurueckgeben |* \************************************************************************/ const basegfx::B3DHomMatrix& Viewport3D::GetViewTransform() { MakeTransform(); return aViewTf; } /************************************************************************* |* |* View-Transformationsmatrix berechnen |* \************************************************************************/ void Viewport3D::MakeTransform(void) { if ( !bTfValid ) { double fV, fXupVp, fYupVp; aViewPoint = aVRP + aVPN * aPRP.getZ(); // auf Einheitsmatrix zuruecksetzen aViewTf.identity(); // in den Ursprung verschieben aViewTf.translate(-aVRP.getX(), -aVRP.getY(), -aVRP.getZ()); // fV = Laenge der Projektion von aVPN auf die yz-Ebene: fV = aVPN.getYZLength(); if ( fV != 0 ) { basegfx::B3DHomMatrix aTemp; const double fSin(aVPN.getY() / fV); const double fCos(aVPN.getZ() / fV); aTemp.set(2, 2, fCos); aTemp.set(1, 1, fCos); aTemp.set(2, 1, fSin); aTemp.set(1, 2, -fSin); aViewTf *= aTemp; } { basegfx::B3DHomMatrix aTemp; const double fSin(-aVPN.getX()); const double fCos(fV); aTemp.set(2, 2, fCos); aTemp.set(0, 0, fCos); aTemp.set(0, 2, fSin); aTemp.set(2, 0, -fSin); aViewTf *= aTemp; } // X- und Y-Koordinaten des View Up Vektors in das (vorlaeufige) // View-Koordinatensytem umrechnen fXupVp = aViewTf.get(0, 0) * aVUV.getX() + aViewTf.get(0, 1) * aVUV.getY() + aViewTf.get(0, 2) * aVUV.getZ(); fYupVp = aViewTf.get(1, 0) * aVUV.getX() + aViewTf.get(1, 1) * aVUV.getY() + aViewTf.get(1, 2) * aVUV.getZ(); fV = sqrt(fXupVp * fXupVp + fYupVp * fYupVp); if ( fV != 0 ) { basegfx::B3DHomMatrix aTemp; const double fSin(fXupVp / fV); const double fCos(fYupVp / fV); aTemp.set(1, 1, fCos); aTemp.set(0, 0, fCos); aTemp.set(1, 0, fSin); aTemp.set(0, 1, -fSin); aViewTf *= aTemp; } bTfValid = sal_True; } } /************************************************************************* |* |* DeviceWindow des Ausgabegeraetes setzen |* \************************************************************************/ void Viewport3D::SetDeviceWindow(const Rectangle& rRect) { long nNewW = rRect.GetWidth(); long nNewH = rRect.GetHeight(); long nOldW = aDeviceRect.GetWidth(); long nOldH = aDeviceRect.GetHeight(); switch ( eAspectMapping ) { double fRatio, fTmp; // Mapping, ohne die reale Groesse der Objekte im Device-Window // zu aendern case AS_HOLD_SIZE: // Wenn Device ungueltig (w, h = -1), zunaechst // View mit AsHoldX anpassen if ( nOldW > 0 && nOldH > 0 ) { fRatio = (double) nNewW / nOldW; aViewWin.X *= fRatio; aViewWin.W *= fRatio; fRatio = (double) nNewH / nOldH; aViewWin.Y *= fRatio; aViewWin.H *= fRatio; break; } case AS_HOLD_X: // View-Hoehe an -Breite anpassen fRatio = (double) nNewH / nNewW; fTmp = aViewWin.H; aViewWin.H = aViewWin.W * fRatio; aViewWin.Y = aViewWin.Y * aViewWin.H / fTmp; break; case AS_HOLD_Y: // View-Breite an -Hoehe anpassen fRatio = (double) nNewW / nNewH; fTmp = aViewWin.W; aViewWin.W = aViewWin.H * fRatio; aViewWin.X = aViewWin.X * aViewWin.W / fTmp; break; default: break; } fWRatio = nNewW / aViewWin.W; fHRatio = nNewH / aViewWin.H; aDeviceRect = rRect; } /************************************************************************* |* |* 3D-Punkt auf Viewplane projizieren |* \************************************************************************/ basegfx::B3DPoint Viewport3D::DoProjection(const basegfx::B3DPoint& rVec) const { basegfx::B3DPoint aVec(rVec); if ( eProjection == PR_PERSPECTIVE ) { double fPrDist = fVPD - aPRP.getZ(); if ( aPRP.getZ() == rVec.getZ() ) { aVec.setX(0.0); aVec.setY(0.0); } else { // Das ist die Version fuer beliebigen PRP, wird aber // aus Performancegruenden nicht verwendet fPrDist /= aVec.getZ() - aPRP.getZ(); aVec.setX(aVec.getX() * fPrDist); aVec.setY(aVec.getY() * fPrDist); } } return aVec; } /************************************************************************* |* |* 3D-Punkt auf Geraetekoordinaten mappen |* \************************************************************************/ basegfx::B3DPoint Viewport3D::MapToDevice(const basegfx::B3DPoint& rVec) const { basegfx::B3DPoint aRetval; // Y-Koordinate subtrahieren, da die Device-Y-Achse von oben // nach unten verlaeuft aRetval.setX((double)aDeviceRect.Left() + ((rVec.getX() - aViewWin.X) * fWRatio)); aRetval.setY((double)aDeviceRect.Bottom() - ((rVec.getY() - aViewWin.Y) * fHRatio)); aRetval.setZ(rVec.getZ()); return aRetval; } /************************************************************************* |* |* View Reference Point setzen |* \************************************************************************/ void Viewport3D::SetVRP(const basegfx::B3DPoint& rNewVRP) { aVRP = rNewVRP; bTfValid = sal_False; } /************************************************************************* |* |* View Plane Normal setzen |* \************************************************************************/ void Viewport3D::SetVPN(const basegfx::B3DVector& rNewVPN) { aVPN = rNewVPN; aVPN.normalize(); bTfValid = sal_False; } /************************************************************************* |* |* View Up Vector setzen |* \************************************************************************/ void Viewport3D::SetVUV(const basegfx::B3DVector& rNewVUV) { aVUV = rNewVUV; bTfValid = sal_False; } /************************************************************************* |* |* Center Of Projection setzen |* \************************************************************************/ void Viewport3D::SetPRP(const basegfx::B3DPoint& rNewPRP) { aPRP = rNewPRP; aPRP.setX(0.0); aPRP.setY(0.0); bTfValid = sal_False; } /************************************************************************* |* |* View Plane Distance setzen |* \************************************************************************/ void Viewport3D::SetVPD(double fNewVPD) { fVPD = fNewVPD; bTfValid = sal_False; } /************************************************************************* |* |* Abstand der vorderen Clippingebene setzen |* \************************************************************************/ void Viewport3D::SetNearClipDist(double fNewNCD) { fNearClipDist = fNewNCD; bTfValid = sal_False; } /************************************************************************* |* |* Abstand der hinteren Clippingebene setzen |* \************************************************************************/ void Viewport3D::SetFarClipDist(double fNewFCD) { fFarClipDist = fNewFCD; bTfValid = sal_False; } // eof