/************************************************************** * * 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_drawinglayer.hxx" #include #include #include #include #include #include #include #include #include #include ////////////////////////////////////////////////////////////////////////////// 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