14f506f19SAndrew Rist /**************************************************************
2cdf0e10cSrcweir  *
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214f506f19SAndrew Rist 
224f506f19SAndrew Rist 
23cdf0e10cSrcweir 
24cdf0e10cSrcweir #ifndef INCLUDED_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX
25cdf0e10cSrcweir #define INCLUDED_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX
26cdf0e10cSrcweir 
27090f0eb8SEike Rathke #include <drawinglayer/drawinglayerdllapi.h>
28cdf0e10cSrcweir #include <drawinglayer/processor3d/baseprocessor3d.hxx>
29cdf0e10cSrcweir #include <drawinglayer/primitive2d/baseprimitive2d.hxx>
30cdf0e10cSrcweir #include <basegfx/matrix/b3dhommatrix.hxx>
31cdf0e10cSrcweir #include <basegfx/color/bcolor.hxx>
32cdf0e10cSrcweir #include <basegfx/polygon/b2dpolygon.hxx>
33cdf0e10cSrcweir #include <basegfx/polygon/b3dpolygon.hxx>
34cdf0e10cSrcweir #include <basegfx/polygon/b2dpolypolygon.hxx>
35cdf0e10cSrcweir #include <basegfx/polygon/b3dpolypolygon.hxx>
36cdf0e10cSrcweir #include <basegfx/matrix/b2dhommatrix.hxx>
37cdf0e10cSrcweir 
38cdf0e10cSrcweir //////////////////////////////////////////////////////////////////////////////
39cdf0e10cSrcweir 
40cdf0e10cSrcweir namespace drawinglayer
41cdf0e10cSrcweir {
42cdf0e10cSrcweir 	namespace processor3d
43cdf0e10cSrcweir 	{
44cdf0e10cSrcweir         /** Shadow3DExtractingProcessor class
45cdf0e10cSrcweir 
46cdf0e10cSrcweir             This processor extracts the 2D shadow geometry (projected geometry) of all feeded primitives.
47cdf0e10cSrcweir             It is used to create the shadow of 3D objects which consists of 2D geometry. It needs quite
48cdf0e10cSrcweir             some data to do so since we do not only offer flat projected 2D shadow, but also projections
49cdf0e10cSrcweir             dependent on the light source
50cdf0e10cSrcweir          */
51090f0eb8SEike Rathke 		class DRAWINGLAYER_DLLPUBLIC Shadow3DExtractingProcessor : public BaseProcessor3D
52cdf0e10cSrcweir 		{
53cdf0e10cSrcweir 		private:
54cdf0e10cSrcweir             /// result holding vector (2D) and target vector for stacking (inited to &maPrimitive2DSequence)
55*ddde725dSArmin Le Grand             primitive2d::Primitive2DVector                  maPrimitive2DSequence;
56*ddde725dSArmin Le Grand             primitive2d::Primitive2DVector*                 mpPrimitive2DSequence;
57cdf0e10cSrcweir 
58cdf0e10cSrcweir 			/// object transformation for scene for 2d definition
59cdf0e10cSrcweir 			basegfx::B2DHomMatrix							maObjectTransformation;
60cdf0e10cSrcweir 
61cdf0e10cSrcweir 			/// prepared data (transformations) for 2D/3D shadow calculations
62cdf0e10cSrcweir 			basegfx::B3DHomMatrix							maWorldToEye;
63cdf0e10cSrcweir 			basegfx::B3DHomMatrix							maEyeToView;
64cdf0e10cSrcweir 			basegfx::B3DVector								maLightNormal;
65cdf0e10cSrcweir 			basegfx::B3DVector								maShadowPlaneNormal;
66cdf0e10cSrcweir 			basegfx::B3DPoint								maPlanePoint;
67cdf0e10cSrcweir 			double											mfLightPlaneScalar;
68cdf0e10cSrcweir 
69cdf0e10cSrcweir 			/*  the shadow color used for sub-primitives. Can stay at black since
70cdf0e10cSrcweir 			    the encapsulating 2d shadow primitive will contain the color
71cdf0e10cSrcweir              */
72cdf0e10cSrcweir 			basegfx::BColor									maPrimitiveColor;
73cdf0e10cSrcweir 
74cdf0e10cSrcweir 			/// bitfield
75cdf0e10cSrcweir 			/// flag if shadow plane projection preparation leaded to valid results
76cdf0e10cSrcweir 			unsigned										mbShadowProjectionIsValid : 1;
77cdf0e10cSrcweir 
78cdf0e10cSrcweir 			/// flag if conversion is switched on
79cdf0e10cSrcweir 			unsigned										mbConvert : 1;
80cdf0e10cSrcweir 
81cdf0e10cSrcweir 			/// flag if conversion shall use projection
82cdf0e10cSrcweir 			unsigned										mbUseProjection : 1;
83cdf0e10cSrcweir 
84cdf0e10cSrcweir 			/// local helpers
85cdf0e10cSrcweir 			basegfx::B2DPolygon impDoShadowProjection(const basegfx::B3DPolygon& rSource);
86cdf0e10cSrcweir 			basegfx::B2DPolyPolygon impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource);
87cdf0e10cSrcweir 
88cdf0e10cSrcweir 			/*  as tooling, the process() implementation takes over API handling and calls this
89cdf0e10cSrcweir 			    virtual render method when the primitive implementation is BasePrimitive3D-based.
90cdf0e10cSrcweir              */
91cdf0e10cSrcweir 			virtual void processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate);
92cdf0e10cSrcweir 
93cdf0e10cSrcweir         public:
94cdf0e10cSrcweir 			Shadow3DExtractingProcessor(
95cdf0e10cSrcweir 				const geometry::ViewInformation3D& rViewInformation,
96cdf0e10cSrcweir 				const basegfx::B2DHomMatrix& rObjectTransformation,
97cdf0e10cSrcweir 				const basegfx::B3DVector& rLightNormal,
98cdf0e10cSrcweir 				double fShadowSlant,
99cdf0e10cSrcweir                 const basegfx::B3DRange& rContained3DRange);
100cdf0e10cSrcweir 			virtual ~Shadow3DExtractingProcessor();
101cdf0e10cSrcweir 
102cdf0e10cSrcweir 			/// data read access
103cdf0e10cSrcweir 			const primitive2d::Primitive2DSequence getPrimitive2DSequence() const;
getObjectTransformation() const104cdf0e10cSrcweir 			const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; }
getWorldToEye() const105cdf0e10cSrcweir 			const basegfx::B3DHomMatrix& getWorldToEye() const { return maWorldToEye; }
getEyeToView() const106cdf0e10cSrcweir 			const basegfx::B3DHomMatrix& getEyeToView() const { return maEyeToView; }
107cdf0e10cSrcweir 		};
108cdf0e10cSrcweir 	} // end of namespace processor3d
109cdf0e10cSrcweir } // end of namespace drawinglayer
110cdf0e10cSrcweir 
111cdf0e10cSrcweir #endif //_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX
112cdf0e10cSrcweir 
113cdf0e10cSrcweir // eof
114