1*cdf0e10cSrcweir /************************************************************************* 2*cdf0e10cSrcweir * 3*cdf0e10cSrcweir * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. 4*cdf0e10cSrcweir * 5*cdf0e10cSrcweir * Copyright 2000, 2010 Oracle and/or its affiliates. 6*cdf0e10cSrcweir * 7*cdf0e10cSrcweir * OpenOffice.org - a multi-platform office productivity suite 8*cdf0e10cSrcweir * 9*cdf0e10cSrcweir * This file is part of OpenOffice.org. 10*cdf0e10cSrcweir * 11*cdf0e10cSrcweir * OpenOffice.org is free software: you can redistribute it and/or modify 12*cdf0e10cSrcweir * it under the terms of the GNU Lesser General Public License version 3 13*cdf0e10cSrcweir * only, as published by the Free Software Foundation. 14*cdf0e10cSrcweir * 15*cdf0e10cSrcweir * OpenOffice.org is distributed in the hope that it will be useful, 16*cdf0e10cSrcweir * but WITHOUT ANY WARRANTY; without even the implied warranty of 17*cdf0e10cSrcweir * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 18*cdf0e10cSrcweir * GNU Lesser General Public License version 3 for more details 19*cdf0e10cSrcweir * (a copy is included in the LICENSE file that accompanied this code). 20*cdf0e10cSrcweir * 21*cdf0e10cSrcweir * You should have received a copy of the GNU Lesser General Public License 22*cdf0e10cSrcweir * version 3 along with OpenOffice.org. If not, see 23*cdf0e10cSrcweir * <http://www.openoffice.org/license.html> 24*cdf0e10cSrcweir * for a copy of the LGPLv3 License. 25*cdf0e10cSrcweir * 26*cdf0e10cSrcweir ************************************************************************/ 27*cdf0e10cSrcweir 28*cdf0e10cSrcweir // MARKER(update_precomp.py): autogen include statement, do not remove 29*cdf0e10cSrcweir #include "precompiled_svx.hxx" 30*cdf0e10cSrcweir 31*cdf0e10cSrcweir #include "svx/svdstr.hrc" 32*cdf0e10cSrcweir #include "svx/svdglob.hxx" 33*cdf0e10cSrcweir #include "svx/svditer.hxx" 34*cdf0e10cSrcweir 35*cdf0e10cSrcweir #if defined( UNX ) || defined( ICC ) 36*cdf0e10cSrcweir #include <stdlib.h> 37*cdf0e10cSrcweir #endif 38*cdf0e10cSrcweir #include "svx/globl3d.hxx" 39*cdf0e10cSrcweir #include <svx/svdpage.hxx> 40*cdf0e10cSrcweir #include <svl/style.hxx> 41*cdf0e10cSrcweir #include <svx/scene3d.hxx> 42*cdf0e10cSrcweir #include <svx/e3dundo.hxx> 43*cdf0e10cSrcweir #include <svx/svdtrans.hxx> 44*cdf0e10cSrcweir #include <svx/svxids.hrc> 45*cdf0e10cSrcweir #include <editeng/colritem.hxx> 46*cdf0e10cSrcweir #include <svx/e3ditem.hxx> 47*cdf0e10cSrcweir #include <svx/xlntrit.hxx> 48*cdf0e10cSrcweir #include <svx/xfltrit.hxx> 49*cdf0e10cSrcweir #include <svx/svx3ditems.hxx> 50*cdf0e10cSrcweir #include <svl/whiter.hxx> 51*cdf0e10cSrcweir #include <svx/xflftrit.hxx> 52*cdf0e10cSrcweir #include <svx/sdr/properties/e3dsceneproperties.hxx> 53*cdf0e10cSrcweir #include <svx/sdr/contact/viewcontactofe3dscene.hxx> 54*cdf0e10cSrcweir #include <svx/svddrag.hxx> 55*cdf0e10cSrcweir #include <helperminimaldepth3d.hxx> 56*cdf0e10cSrcweir #include <algorithm> 57*cdf0e10cSrcweir #include <drawinglayer/geometry/viewinformation3d.hxx> 58*cdf0e10cSrcweir #include <basegfx/polygon/b2dpolypolygontools.hxx> 59*cdf0e10cSrcweir #include <svx/e3dsceneupdater.hxx> 60*cdf0e10cSrcweir 61*cdf0e10cSrcweir #define ITEMVALUE(ItemSet,Id,Cast) ((const Cast&)(ItemSet).Get(Id)).GetValue() 62*cdf0e10cSrcweir 63*cdf0e10cSrcweir ////////////////////////////////////////////////////////////////////////////// 64*cdf0e10cSrcweir // #110988# 65*cdf0e10cSrcweir 66*cdf0e10cSrcweir class ImpRemap3DDepth 67*cdf0e10cSrcweir { 68*cdf0e10cSrcweir sal_uInt32 mnOrdNum; 69*cdf0e10cSrcweir double mfMinimalDepth; 70*cdf0e10cSrcweir 71*cdf0e10cSrcweir // bitfield 72*cdf0e10cSrcweir unsigned mbIsScene : 1; 73*cdf0e10cSrcweir 74*cdf0e10cSrcweir public: 75*cdf0e10cSrcweir ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth); 76*cdf0e10cSrcweir ImpRemap3DDepth(sal_uInt32 nOrdNum); 77*cdf0e10cSrcweir ~ImpRemap3DDepth(); 78*cdf0e10cSrcweir 79*cdf0e10cSrcweir // for ::std::sort 80*cdf0e10cSrcweir bool operator<(const ImpRemap3DDepth& rComp) const; 81*cdf0e10cSrcweir 82*cdf0e10cSrcweir sal_uInt32 GetOrdNum() const { return mnOrdNum; } 83*cdf0e10cSrcweir sal_Bool IsScene() const { return mbIsScene; } 84*cdf0e10cSrcweir }; 85*cdf0e10cSrcweir 86*cdf0e10cSrcweir ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth) 87*cdf0e10cSrcweir : mnOrdNum(nOrdNum), 88*cdf0e10cSrcweir mfMinimalDepth(fMinimalDepth), 89*cdf0e10cSrcweir mbIsScene(sal_False) 90*cdf0e10cSrcweir { 91*cdf0e10cSrcweir } 92*cdf0e10cSrcweir 93*cdf0e10cSrcweir ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum) 94*cdf0e10cSrcweir : mnOrdNum(nOrdNum), 95*cdf0e10cSrcweir mbIsScene(sal_True) 96*cdf0e10cSrcweir { 97*cdf0e10cSrcweir } 98*cdf0e10cSrcweir 99*cdf0e10cSrcweir ImpRemap3DDepth::~ImpRemap3DDepth() 100*cdf0e10cSrcweir { 101*cdf0e10cSrcweir } 102*cdf0e10cSrcweir 103*cdf0e10cSrcweir bool ImpRemap3DDepth::operator<(const ImpRemap3DDepth& rComp) const 104*cdf0e10cSrcweir { 105*cdf0e10cSrcweir if(IsScene()) 106*cdf0e10cSrcweir { 107*cdf0e10cSrcweir return sal_False; 108*cdf0e10cSrcweir } 109*cdf0e10cSrcweir else 110*cdf0e10cSrcweir { 111*cdf0e10cSrcweir if(rComp.IsScene()) 112*cdf0e10cSrcweir { 113*cdf0e10cSrcweir return sal_True; 114*cdf0e10cSrcweir } 115*cdf0e10cSrcweir else 116*cdf0e10cSrcweir { 117*cdf0e10cSrcweir return mfMinimalDepth < rComp.mfMinimalDepth; 118*cdf0e10cSrcweir } 119*cdf0e10cSrcweir } 120*cdf0e10cSrcweir } 121*cdf0e10cSrcweir 122*cdf0e10cSrcweir // typedefs for a vector of ImpRemap3DDepths 123*cdf0e10cSrcweir typedef ::std::vector< ImpRemap3DDepth > ImpRemap3DDepthVector; 124*cdf0e10cSrcweir 125*cdf0e10cSrcweir ////////////////////////////////////////////////////////////////////////////// 126*cdf0e10cSrcweir // #110988# 127*cdf0e10cSrcweir 128*cdf0e10cSrcweir class Imp3DDepthRemapper 129*cdf0e10cSrcweir { 130*cdf0e10cSrcweir ImpRemap3DDepthVector maVector; 131*cdf0e10cSrcweir 132*cdf0e10cSrcweir public: 133*cdf0e10cSrcweir Imp3DDepthRemapper(E3dScene& rScene); 134*cdf0e10cSrcweir ~Imp3DDepthRemapper(); 135*cdf0e10cSrcweir 136*cdf0e10cSrcweir sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const; 137*cdf0e10cSrcweir }; 138*cdf0e10cSrcweir 139*cdf0e10cSrcweir Imp3DDepthRemapper::Imp3DDepthRemapper(E3dScene& rScene) 140*cdf0e10cSrcweir { 141*cdf0e10cSrcweir // only called when rScene.GetSubList() and nObjCount > 1L 142*cdf0e10cSrcweir SdrObjList* pList = rScene.GetSubList(); 143*cdf0e10cSrcweir const sal_uInt32 nObjCount(pList->GetObjCount()); 144*cdf0e10cSrcweir 145*cdf0e10cSrcweir for(sal_uInt32 a(0L); a < nObjCount; a++) 146*cdf0e10cSrcweir { 147*cdf0e10cSrcweir SdrObject* pCandidate = pList->GetObj(a); 148*cdf0e10cSrcweir 149*cdf0e10cSrcweir if(pCandidate) 150*cdf0e10cSrcweir { 151*cdf0e10cSrcweir if(pCandidate->ISA(E3dCompoundObject)) 152*cdf0e10cSrcweir { 153*cdf0e10cSrcweir // single 3d object, calc depth 154*cdf0e10cSrcweir const double fMinimalDepth(getMinimalDepthInViewCoordinates(static_cast< const E3dCompoundObject& >(*pCandidate))); 155*cdf0e10cSrcweir ImpRemap3DDepth aEntry(a, fMinimalDepth); 156*cdf0e10cSrcweir maVector.push_back(aEntry); 157*cdf0e10cSrcweir } 158*cdf0e10cSrcweir else 159*cdf0e10cSrcweir { 160*cdf0e10cSrcweir // scene, use standard entry for scene 161*cdf0e10cSrcweir ImpRemap3DDepth aEntry(a); 162*cdf0e10cSrcweir maVector.push_back(aEntry); 163*cdf0e10cSrcweir } 164*cdf0e10cSrcweir } 165*cdf0e10cSrcweir } 166*cdf0e10cSrcweir 167*cdf0e10cSrcweir // now, we need to sort the maVector by it's members minimal depth. The 168*cdf0e10cSrcweir // smaller, the nearer to the viewer. 169*cdf0e10cSrcweir ::std::sort(maVector.begin(), maVector.end()); 170*cdf0e10cSrcweir } 171*cdf0e10cSrcweir 172*cdf0e10cSrcweir Imp3DDepthRemapper::~Imp3DDepthRemapper() 173*cdf0e10cSrcweir { 174*cdf0e10cSrcweir } 175*cdf0e10cSrcweir 176*cdf0e10cSrcweir sal_uInt32 Imp3DDepthRemapper::RemapOrdNum(sal_uInt32 nOrdNum) const 177*cdf0e10cSrcweir { 178*cdf0e10cSrcweir if(nOrdNum < maVector.size()) 179*cdf0e10cSrcweir { 180*cdf0e10cSrcweir nOrdNum = maVector[(maVector.size() - 1) - nOrdNum].GetOrdNum(); 181*cdf0e10cSrcweir } 182*cdf0e10cSrcweir 183*cdf0e10cSrcweir return nOrdNum; 184*cdf0e10cSrcweir } 185*cdf0e10cSrcweir 186*cdf0e10cSrcweir ////////////////////////////////////////////////////////////////////////////// 187*cdf0e10cSrcweir // BaseProperties section 188*cdf0e10cSrcweir 189*cdf0e10cSrcweir sdr::properties::BaseProperties* E3dScene::CreateObjectSpecificProperties() 190*cdf0e10cSrcweir { 191*cdf0e10cSrcweir return new sdr::properties::E3dSceneProperties(*this); 192*cdf0e10cSrcweir } 193*cdf0e10cSrcweir 194*cdf0e10cSrcweir ////////////////////////////////////////////////////////////////////////////// 195*cdf0e10cSrcweir // #110094# DrawContact section 196*cdf0e10cSrcweir 197*cdf0e10cSrcweir sdr::contact::ViewContact* E3dScene::CreateObjectSpecificViewContact() 198*cdf0e10cSrcweir { 199*cdf0e10cSrcweir return new sdr::contact::ViewContactOfE3dScene(*this); 200*cdf0e10cSrcweir } 201*cdf0e10cSrcweir 202*cdf0e10cSrcweir //////////////////////////////////////////////////////////////////////////////////////////////////// 203*cdf0e10cSrcweir 204*cdf0e10cSrcweir TYPEINIT1(E3dScene, E3dObject); 205*cdf0e10cSrcweir 206*cdf0e10cSrcweir /************************************************************************* 207*cdf0e10cSrcweir |* 208*cdf0e10cSrcweir |* E3dScene-Konstruktor 209*cdf0e10cSrcweir |* 210*cdf0e10cSrcweir \************************************************************************/ 211*cdf0e10cSrcweir 212*cdf0e10cSrcweir E3dScene::E3dScene() 213*cdf0e10cSrcweir : E3dObject(), 214*cdf0e10cSrcweir aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()), 215*cdf0e10cSrcweir mp3DDepthRemapper(0L), 216*cdf0e10cSrcweir bDrawOnlySelected(false) 217*cdf0e10cSrcweir { 218*cdf0e10cSrcweir // Defaults setzen 219*cdf0e10cSrcweir E3dDefaultAttributes aDefault; 220*cdf0e10cSrcweir SetDefaultAttributes(aDefault); 221*cdf0e10cSrcweir } 222*cdf0e10cSrcweir 223*cdf0e10cSrcweir E3dScene::E3dScene(E3dDefaultAttributes& rDefault) 224*cdf0e10cSrcweir : E3dObject(), 225*cdf0e10cSrcweir aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()), 226*cdf0e10cSrcweir mp3DDepthRemapper(0L), 227*cdf0e10cSrcweir bDrawOnlySelected(false) 228*cdf0e10cSrcweir { 229*cdf0e10cSrcweir // Defaults setzen 230*cdf0e10cSrcweir SetDefaultAttributes(rDefault); 231*cdf0e10cSrcweir } 232*cdf0e10cSrcweir 233*cdf0e10cSrcweir void E3dScene::SetDefaultAttributes(E3dDefaultAttributes& /*rDefault*/) 234*cdf0e10cSrcweir { 235*cdf0e10cSrcweir // Fuer OS/2 die FP-Exceptions abschalten 236*cdf0e10cSrcweir #if defined(OS2) 237*cdf0e10cSrcweir #define SC_FPEXCEPTIONS_ON() _control87( MCW_EM, 0 ) 238*cdf0e10cSrcweir #define SC_FPEXCEPTIONS_OFF() _control87( MCW_EM, MCW_EM ) 239*cdf0e10cSrcweir SC_FPEXCEPTIONS_OFF(); 240*cdf0e10cSrcweir #endif 241*cdf0e10cSrcweir 242*cdf0e10cSrcweir // Fuer WIN95/NT die FP-Exceptions abschalten 243*cdf0e10cSrcweir #if defined(WNT) 244*cdf0e10cSrcweir #define SC_FPEXCEPTIONS_ON() _control87( _MCW_EM, 0 ) 245*cdf0e10cSrcweir #define SC_FPEXCEPTIONS_OFF() _control87( _MCW_EM, _MCW_EM ) 246*cdf0e10cSrcweir SC_FPEXCEPTIONS_OFF(); 247*cdf0e10cSrcweir #endif 248*cdf0e10cSrcweir 249*cdf0e10cSrcweir // Defaults setzen 250*cdf0e10cSrcweir aCamera.SetViewWindow(-2, -2, 4, 4); 251*cdf0e10cSrcweir aCameraSet.SetDeviceRectangle(-2, 2, -2, 2); 252*cdf0e10cSrcweir aCamera.SetDeviceWindow(Rectangle(0, 0, 10, 10)); 253*cdf0e10cSrcweir Rectangle aRect(0, 0, 10, 10); 254*cdf0e10cSrcweir aCameraSet.SetViewportRectangle(aRect); 255*cdf0e10cSrcweir 256*cdf0e10cSrcweir // set defaults for Camera from ItemPool 257*cdf0e10cSrcweir aCamera.SetProjection(GetPerspective()); 258*cdf0e10cSrcweir basegfx::B3DPoint aActualPosition(aCamera.GetPosition()); 259*cdf0e10cSrcweir double fNew = GetDistance(); 260*cdf0e10cSrcweir 261*cdf0e10cSrcweir if(fabs(fNew - aActualPosition.getZ()) > 1.0) 262*cdf0e10cSrcweir { 263*cdf0e10cSrcweir aCamera.SetPosition( basegfx::B3DPoint( aActualPosition.getX(), aActualPosition.getY(), fNew) ); 264*cdf0e10cSrcweir } 265*cdf0e10cSrcweir 266*cdf0e10cSrcweir fNew = GetFocalLength() / 100.0; 267*cdf0e10cSrcweir aCamera.SetFocalLength(fNew); 268*cdf0e10cSrcweir } 269*cdf0e10cSrcweir 270*cdf0e10cSrcweir /************************************************************************* 271*cdf0e10cSrcweir |* 272*cdf0e10cSrcweir |* Destruktor 273*cdf0e10cSrcweir |* 274*cdf0e10cSrcweir \************************************************************************/ 275*cdf0e10cSrcweir 276*cdf0e10cSrcweir E3dScene::~E3dScene() 277*cdf0e10cSrcweir { 278*cdf0e10cSrcweir // #110988# 279*cdf0e10cSrcweir ImpCleanup3DDepthMapper(); 280*cdf0e10cSrcweir } 281*cdf0e10cSrcweir 282*cdf0e10cSrcweir basegfx::B2DPolyPolygon E3dScene::TakeXorPoly() const 283*cdf0e10cSrcweir { 284*cdf0e10cSrcweir const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(GetViewContact()); 285*cdf0e10cSrcweir const drawinglayer::geometry::ViewInformation3D aViewInfo3D(rVCScene.getViewInformation3D()); 286*cdf0e10cSrcweir const basegfx::B3DPolyPolygon aCubePolyPolygon(CreateWireframe()); 287*cdf0e10cSrcweir 288*cdf0e10cSrcweir basegfx::B2DPolyPolygon aRetval(basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(aCubePolyPolygon, 289*cdf0e10cSrcweir aViewInfo3D.getObjectToView())); 290*cdf0e10cSrcweir aRetval.transform(rVCScene.getObjectTransformation()); 291*cdf0e10cSrcweir 292*cdf0e10cSrcweir return aRetval; 293*cdf0e10cSrcweir } 294*cdf0e10cSrcweir 295*cdf0e10cSrcweir // #110988# 296*cdf0e10cSrcweir void E3dScene::ImpCleanup3DDepthMapper() 297*cdf0e10cSrcweir { 298*cdf0e10cSrcweir if(mp3DDepthRemapper) 299*cdf0e10cSrcweir { 300*cdf0e10cSrcweir delete mp3DDepthRemapper; 301*cdf0e10cSrcweir mp3DDepthRemapper = 0L; 302*cdf0e10cSrcweir } 303*cdf0e10cSrcweir } 304*cdf0e10cSrcweir 305*cdf0e10cSrcweir // #110988# 306*cdf0e10cSrcweir sal_uInt32 E3dScene::RemapOrdNum(sal_uInt32 nNewOrdNum) const 307*cdf0e10cSrcweir { 308*cdf0e10cSrcweir if(!mp3DDepthRemapper) 309*cdf0e10cSrcweir { 310*cdf0e10cSrcweir const sal_uInt32 nObjCount(GetSubList() ? GetSubList()->GetObjCount() : 0L); 311*cdf0e10cSrcweir 312*cdf0e10cSrcweir if(nObjCount > 1L) 313*cdf0e10cSrcweir { 314*cdf0e10cSrcweir ((E3dScene*)this)->mp3DDepthRemapper = new Imp3DDepthRemapper((E3dScene&)(*this)); 315*cdf0e10cSrcweir } 316*cdf0e10cSrcweir } 317*cdf0e10cSrcweir 318*cdf0e10cSrcweir if(mp3DDepthRemapper) 319*cdf0e10cSrcweir { 320*cdf0e10cSrcweir return mp3DDepthRemapper->RemapOrdNum(nNewOrdNum); 321*cdf0e10cSrcweir } 322*cdf0e10cSrcweir 323*cdf0e10cSrcweir return nNewOrdNum; 324*cdf0e10cSrcweir } 325*cdf0e10cSrcweir 326*cdf0e10cSrcweir /************************************************************************* 327*cdf0e10cSrcweir |* 328*cdf0e10cSrcweir |* Identifier zurueckgeben 329*cdf0e10cSrcweir |* 330*cdf0e10cSrcweir \************************************************************************/ 331*cdf0e10cSrcweir 332*cdf0e10cSrcweir sal_uInt16 E3dScene::GetObjIdentifier() const 333*cdf0e10cSrcweir { 334*cdf0e10cSrcweir return E3D_SCENE_ID; 335*cdf0e10cSrcweir } 336*cdf0e10cSrcweir 337*cdf0e10cSrcweir void E3dScene::SetBoundRectDirty() 338*cdf0e10cSrcweir { 339*cdf0e10cSrcweir E3dScene* pScene = GetScene(); 340*cdf0e10cSrcweir 341*cdf0e10cSrcweir if(pScene == this) 342*cdf0e10cSrcweir { 343*cdf0e10cSrcweir // avoid resetting aOutRect which in case of a 3D scene used as 2d object 344*cdf0e10cSrcweir // is model data,not re-creatable view data 345*cdf0e10cSrcweir } 346*cdf0e10cSrcweir else 347*cdf0e10cSrcweir { 348*cdf0e10cSrcweir // if not the outmost scene it is used as group in 3d, call parent 349*cdf0e10cSrcweir E3dObject::SetBoundRectDirty(); 350*cdf0e10cSrcweir } 351*cdf0e10cSrcweir } 352*cdf0e10cSrcweir 353*cdf0e10cSrcweir /************************************************************************* 354*cdf0e10cSrcweir |* 355*cdf0e10cSrcweir |* SetSnapRect 356*cdf0e10cSrcweir |* 357*cdf0e10cSrcweir \************************************************************************/ 358*cdf0e10cSrcweir 359*cdf0e10cSrcweir void E3dScene::NbcSetSnapRect(const Rectangle& rRect) 360*cdf0e10cSrcweir { 361*cdf0e10cSrcweir SetRectsDirty(); 362*cdf0e10cSrcweir E3dObject::NbcSetSnapRect(rRect); 363*cdf0e10cSrcweir aCamera.SetDeviceWindow(rRect); 364*cdf0e10cSrcweir aCameraSet.SetViewportRectangle((Rectangle&)rRect); 365*cdf0e10cSrcweir 366*cdf0e10cSrcweir // #110988# 367*cdf0e10cSrcweir ImpCleanup3DDepthMapper(); 368*cdf0e10cSrcweir } 369*cdf0e10cSrcweir 370*cdf0e10cSrcweir /************************************************************************* 371*cdf0e10cSrcweir |* 372*cdf0e10cSrcweir |* Objekt verschieben 373*cdf0e10cSrcweir |* 374*cdf0e10cSrcweir \************************************************************************/ 375*cdf0e10cSrcweir 376*cdf0e10cSrcweir void E3dScene::NbcMove(const Size& rSize) 377*cdf0e10cSrcweir { 378*cdf0e10cSrcweir Rectangle aNewSnapRect = GetSnapRect(); 379*cdf0e10cSrcweir MoveRect(aNewSnapRect, rSize); 380*cdf0e10cSrcweir NbcSetSnapRect(aNewSnapRect); 381*cdf0e10cSrcweir } 382*cdf0e10cSrcweir 383*cdf0e10cSrcweir /************************************************************************* 384*cdf0e10cSrcweir |* 385*cdf0e10cSrcweir |* Objekt Resizen 386*cdf0e10cSrcweir |* 387*cdf0e10cSrcweir \************************************************************************/ 388*cdf0e10cSrcweir 389*cdf0e10cSrcweir void E3dScene::NbcResize(const Point& rRef, const Fraction& rXFact, 390*cdf0e10cSrcweir const Fraction& rYFact) 391*cdf0e10cSrcweir { 392*cdf0e10cSrcweir Rectangle aNewSnapRect = GetSnapRect(); 393*cdf0e10cSrcweir ResizeRect(aNewSnapRect, rRef, rXFact, rYFact); 394*cdf0e10cSrcweir NbcSetSnapRect(aNewSnapRect); 395*cdf0e10cSrcweir } 396*cdf0e10cSrcweir 397*cdf0e10cSrcweir /************************************************************************* 398*cdf0e10cSrcweir |* 399*cdf0e10cSrcweir |* Neue Kamera setzen, und dabei die Szene und ggf. das BoundVolume 400*cdf0e10cSrcweir |* als geaendert markieren 401*cdf0e10cSrcweir |* 402*cdf0e10cSrcweir \************************************************************************/ 403*cdf0e10cSrcweir 404*cdf0e10cSrcweir void E3dScene::SetCamera(const Camera3D& rNewCamera) 405*cdf0e10cSrcweir { 406*cdf0e10cSrcweir // Alte Kamera setzen 407*cdf0e10cSrcweir aCamera = rNewCamera; 408*cdf0e10cSrcweir ((sdr::properties::E3dSceneProperties&)GetProperties()).SetSceneItemsFromCamera(); 409*cdf0e10cSrcweir 410*cdf0e10cSrcweir SetRectsDirty(); 411*cdf0e10cSrcweir 412*cdf0e10cSrcweir // Neue Kamera aus alter fuellen 413*cdf0e10cSrcweir Camera3D& rCam = (Camera3D&)GetCamera(); 414*cdf0e10cSrcweir 415*cdf0e10cSrcweir // Ratio abschalten 416*cdf0e10cSrcweir if(rCam.GetAspectMapping() == AS_NO_MAPPING) 417*cdf0e10cSrcweir GetCameraSet().SetRatio(0.0); 418*cdf0e10cSrcweir 419*cdf0e10cSrcweir // Abbildungsgeometrie setzen 420*cdf0e10cSrcweir basegfx::B3DPoint aVRP(rCam.GetViewPoint()); 421*cdf0e10cSrcweir basegfx::B3DVector aVPN(aVRP - rCam.GetVRP()); 422*cdf0e10cSrcweir basegfx::B3DVector aVUV(rCam.GetVUV()); 423*cdf0e10cSrcweir 424*cdf0e10cSrcweir // #91047# use SetViewportValues() to set VRP, VPN and VUV as vectors, too. 425*cdf0e10cSrcweir // Else these values would not be exported/imported correctly. 426*cdf0e10cSrcweir GetCameraSet().SetViewportValues(aVRP, aVPN, aVUV); 427*cdf0e10cSrcweir 428*cdf0e10cSrcweir // Perspektive setzen 429*cdf0e10cSrcweir GetCameraSet().SetPerspective(rCam.GetProjection() == PR_PERSPECTIVE); 430*cdf0e10cSrcweir GetCameraSet().SetViewportRectangle((Rectangle&)rCam.GetDeviceWindow()); 431*cdf0e10cSrcweir 432*cdf0e10cSrcweir // #110988# 433*cdf0e10cSrcweir ImpCleanup3DDepthMapper(); 434*cdf0e10cSrcweir } 435*cdf0e10cSrcweir 436*cdf0e10cSrcweir /************************************************************************* 437*cdf0e10cSrcweir |* 438*cdf0e10cSrcweir |* 3D-Objekt einfuegen 439*cdf0e10cSrcweir |* 440*cdf0e10cSrcweir \************************************************************************/ 441*cdf0e10cSrcweir 442*cdf0e10cSrcweir void E3dScene::NewObjectInserted(const E3dObject* p3DObj) 443*cdf0e10cSrcweir { 444*cdf0e10cSrcweir E3dObject::NewObjectInserted(p3DObj); 445*cdf0e10cSrcweir 446*cdf0e10cSrcweir if ( p3DObj == this ) 447*cdf0e10cSrcweir return; 448*cdf0e10cSrcweir 449*cdf0e10cSrcweir // #110988# 450*cdf0e10cSrcweir ImpCleanup3DDepthMapper(); 451*cdf0e10cSrcweir } 452*cdf0e10cSrcweir 453*cdf0e10cSrcweir /************************************************************************* 454*cdf0e10cSrcweir |* 455*cdf0e10cSrcweir |* Parent ueber Aenderung eines Childs informieren 456*cdf0e10cSrcweir |* 457*cdf0e10cSrcweir \************************************************************************/ 458*cdf0e10cSrcweir 459*cdf0e10cSrcweir void E3dScene::StructureChanged() 460*cdf0e10cSrcweir { 461*cdf0e10cSrcweir E3dObject::StructureChanged(); 462*cdf0e10cSrcweir SetRectsDirty(); 463*cdf0e10cSrcweir 464*cdf0e10cSrcweir // #110988# 465*cdf0e10cSrcweir ImpCleanup3DDepthMapper(); 466*cdf0e10cSrcweir } 467*cdf0e10cSrcweir 468*cdf0e10cSrcweir /************************************************************************* 469*cdf0e10cSrcweir |* 470*cdf0e10cSrcweir |* Uebergeordnetes Szenenobjekt bestimmen 471*cdf0e10cSrcweir |* 472*cdf0e10cSrcweir \************************************************************************/ 473*cdf0e10cSrcweir 474*cdf0e10cSrcweir E3dScene* E3dScene::GetScene() const 475*cdf0e10cSrcweir { 476*cdf0e10cSrcweir if(GetParentObj()) 477*cdf0e10cSrcweir return GetParentObj()->GetScene(); 478*cdf0e10cSrcweir else 479*cdf0e10cSrcweir return (E3dScene*)this; 480*cdf0e10cSrcweir } 481*cdf0e10cSrcweir 482*cdf0e10cSrcweir void E3dScene::removeAllNonSelectedObjects() 483*cdf0e10cSrcweir { 484*cdf0e10cSrcweir E3DModifySceneSnapRectUpdater aUpdater(this); 485*cdf0e10cSrcweir 486*cdf0e10cSrcweir for(sal_uInt32 a(0); a < maSubList.GetObjCount(); a++) 487*cdf0e10cSrcweir { 488*cdf0e10cSrcweir SdrObject* pObj = maSubList.GetObj(a); 489*cdf0e10cSrcweir 490*cdf0e10cSrcweir if(pObj) 491*cdf0e10cSrcweir { 492*cdf0e10cSrcweir bool bRemoveObject(false); 493*cdf0e10cSrcweir 494*cdf0e10cSrcweir if(pObj->ISA(E3dScene)) 495*cdf0e10cSrcweir { 496*cdf0e10cSrcweir E3dScene* pScene = (E3dScene*)pObj; 497*cdf0e10cSrcweir 498*cdf0e10cSrcweir // iterate over this sub-scene 499*cdf0e10cSrcweir pScene->removeAllNonSelectedObjects(); 500*cdf0e10cSrcweir 501*cdf0e10cSrcweir // check object count. Empty scenes can be deleted 502*cdf0e10cSrcweir const sal_uInt32 nObjCount(pScene->GetSubList() ? pScene->GetSubList()->GetObjCount() : 0); 503*cdf0e10cSrcweir 504*cdf0e10cSrcweir if(!nObjCount) 505*cdf0e10cSrcweir { 506*cdf0e10cSrcweir // all objects removed, scene can be removed, too 507*cdf0e10cSrcweir bRemoveObject = true; 508*cdf0e10cSrcweir } 509*cdf0e10cSrcweir } 510*cdf0e10cSrcweir else if(pObj->ISA(E3dCompoundObject)) 511*cdf0e10cSrcweir { 512*cdf0e10cSrcweir E3dCompoundObject* pCompound = (E3dCompoundObject*)pObj; 513*cdf0e10cSrcweir 514*cdf0e10cSrcweir if(!pCompound->GetSelected()) 515*cdf0e10cSrcweir { 516*cdf0e10cSrcweir bRemoveObject = true; 517*cdf0e10cSrcweir } 518*cdf0e10cSrcweir } 519*cdf0e10cSrcweir 520*cdf0e10cSrcweir if(bRemoveObject) 521*cdf0e10cSrcweir { 522*cdf0e10cSrcweir maSubList.NbcRemoveObject(pObj->GetOrdNum()); 523*cdf0e10cSrcweir a--; 524*cdf0e10cSrcweir SdrObject::Free(pObj); 525*cdf0e10cSrcweir } 526*cdf0e10cSrcweir } 527*cdf0e10cSrcweir } 528*cdf0e10cSrcweir } 529*cdf0e10cSrcweir 530*cdf0e10cSrcweir /************************************************************************* 531*cdf0e10cSrcweir |* 532*cdf0e10cSrcweir |* Zuweisungsoperator 533*cdf0e10cSrcweir |* 534*cdf0e10cSrcweir \************************************************************************/ 535*cdf0e10cSrcweir 536*cdf0e10cSrcweir void E3dScene::operator=(const SdrObject& rObj) 537*cdf0e10cSrcweir { 538*cdf0e10cSrcweir E3dObject::operator=(rObj); 539*cdf0e10cSrcweir 540*cdf0e10cSrcweir const E3dScene& r3DObj = (const E3dScene&) rObj; 541*cdf0e10cSrcweir aCamera = r3DObj.aCamera; 542*cdf0e10cSrcweir 543*cdf0e10cSrcweir // neu ab 377: 544*cdf0e10cSrcweir aCameraSet = r3DObj.aCameraSet; 545*cdf0e10cSrcweir ((sdr::properties::E3dSceneProperties&)GetProperties()).SetSceneItemsFromCamera(); 546*cdf0e10cSrcweir 547*cdf0e10cSrcweir // SetSnapRect(r3DObj.GetSnapRect()); 548*cdf0e10cSrcweir InvalidateBoundVolume(); 549*cdf0e10cSrcweir RebuildLists(); 550*cdf0e10cSrcweir SetRectsDirty(); 551*cdf0e10cSrcweir 552*cdf0e10cSrcweir // #110988# 553*cdf0e10cSrcweir ImpCleanup3DDepthMapper(); 554*cdf0e10cSrcweir 555*cdf0e10cSrcweir // #i101941# 556*cdf0e10cSrcweir // After a Scene as model object is cloned, the used 557*cdf0e10cSrcweir // ViewContactOfE3dScene is created and partially used 558*cdf0e10cSrcweir // to calculate Bound/SnapRects, but - since quite some 559*cdf0e10cSrcweir // values are buffered at the VC - not really well 560*cdf0e10cSrcweir // initialized. It would be possible to always watch for 561*cdf0e10cSrcweir // preconditions of buffered data, but this would be expensive 562*cdf0e10cSrcweir // and would create a lot of short living data structures. 563*cdf0e10cSrcweir // It is currently better to flush that data, e.g. by using 564*cdf0e10cSrcweir // ActionChanged at the VC which will for this class 565*cdf0e10cSrcweir // flush that cached data and initalize it's valid reconstruction 566*cdf0e10cSrcweir GetViewContact().ActionChanged(); 567*cdf0e10cSrcweir } 568*cdf0e10cSrcweir 569*cdf0e10cSrcweir /************************************************************************* 570*cdf0e10cSrcweir |* 571*cdf0e10cSrcweir |* Licht- und Labelobjektlisten neu aufbauen (nach Laden, Zuweisung) 572*cdf0e10cSrcweir |* 573*cdf0e10cSrcweir \************************************************************************/ 574*cdf0e10cSrcweir 575*cdf0e10cSrcweir void E3dScene::RebuildLists() 576*cdf0e10cSrcweir { 577*cdf0e10cSrcweir // zuerst loeschen 578*cdf0e10cSrcweir SdrLayerID nCurrLayerID = GetLayer(); 579*cdf0e10cSrcweir 580*cdf0e10cSrcweir SdrObjListIter a3DIterator(maSubList, IM_FLAT); 581*cdf0e10cSrcweir 582*cdf0e10cSrcweir // dann alle Objekte in der Szene pruefen 583*cdf0e10cSrcweir while ( a3DIterator.IsMore() ) 584*cdf0e10cSrcweir { 585*cdf0e10cSrcweir E3dObject* p3DObj = (E3dObject*) a3DIterator.Next(); 586*cdf0e10cSrcweir p3DObj->NbcSetLayer(nCurrLayerID); 587*cdf0e10cSrcweir NewObjectInserted(p3DObj); 588*cdf0e10cSrcweir } 589*cdf0e10cSrcweir } 590*cdf0e10cSrcweir 591*cdf0e10cSrcweir /************************************************************************* 592*cdf0e10cSrcweir |* 593*cdf0e10cSrcweir |* erstelle neues GeoData-Objekt 594*cdf0e10cSrcweir |* 595*cdf0e10cSrcweir \************************************************************************/ 596*cdf0e10cSrcweir 597*cdf0e10cSrcweir SdrObjGeoData *E3dScene::NewGeoData() const 598*cdf0e10cSrcweir { 599*cdf0e10cSrcweir return new E3DSceneGeoData; 600*cdf0e10cSrcweir } 601*cdf0e10cSrcweir 602*cdf0e10cSrcweir /************************************************************************* 603*cdf0e10cSrcweir |* 604*cdf0e10cSrcweir |* uebergebe aktuelle werte an das GeoData-Objekt 605*cdf0e10cSrcweir |* 606*cdf0e10cSrcweir \************************************************************************/ 607*cdf0e10cSrcweir 608*cdf0e10cSrcweir void E3dScene::SaveGeoData(SdrObjGeoData& rGeo) const 609*cdf0e10cSrcweir { 610*cdf0e10cSrcweir E3dObject::SaveGeoData (rGeo); 611*cdf0e10cSrcweir 612*cdf0e10cSrcweir ((E3DSceneGeoData &) rGeo).aCamera = aCamera; 613*cdf0e10cSrcweir } 614*cdf0e10cSrcweir 615*cdf0e10cSrcweir /************************************************************************* 616*cdf0e10cSrcweir |* 617*cdf0e10cSrcweir |* uebernehme werte aus dem GeoData-Objekt 618*cdf0e10cSrcweir |* 619*cdf0e10cSrcweir \************************************************************************/ 620*cdf0e10cSrcweir 621*cdf0e10cSrcweir void E3dScene::RestGeoData(const SdrObjGeoData& rGeo) 622*cdf0e10cSrcweir { 623*cdf0e10cSrcweir // #i94832# removed E3DModifySceneSnapRectUpdater here. 624*cdf0e10cSrcweir // It should not be needed, is already part of E3dObject::RestGeoData 625*cdf0e10cSrcweir E3dObject::RestGeoData (rGeo); 626*cdf0e10cSrcweir SetCamera (((E3DSceneGeoData &) rGeo).aCamera); 627*cdf0e10cSrcweir } 628*cdf0e10cSrcweir 629*cdf0e10cSrcweir /************************************************************************* 630*cdf0e10cSrcweir |* 631*cdf0e10cSrcweir |* Am StyleSheet wurde etwas geaendert, also Scene aendern 632*cdf0e10cSrcweir |* 633*cdf0e10cSrcweir \************************************************************************/ 634*cdf0e10cSrcweir 635*cdf0e10cSrcweir void E3dScene::Notify(SfxBroadcaster &rBC, const SfxHint &rHint) 636*cdf0e10cSrcweir { 637*cdf0e10cSrcweir SetRectsDirty(); 638*cdf0e10cSrcweir E3dObject::Notify(rBC, rHint); 639*cdf0e10cSrcweir } 640*cdf0e10cSrcweir 641*cdf0e10cSrcweir /************************************************************************* 642*cdf0e10cSrcweir |* 643*cdf0e10cSrcweir \************************************************************************/ 644*cdf0e10cSrcweir 645*cdf0e10cSrcweir void E3dScene::RotateScene (const Point& rRef, long /*nWink*/, double sn, double cs) 646*cdf0e10cSrcweir { 647*cdf0e10cSrcweir Point UpperLeft, LowerRight, Center, NewCenter; 648*cdf0e10cSrcweir 649*cdf0e10cSrcweir UpperLeft = aOutRect.TopLeft(); 650*cdf0e10cSrcweir LowerRight = aOutRect.BottomRight(); 651*cdf0e10cSrcweir 652*cdf0e10cSrcweir long dxOutRectHalf = labs(UpperLeft.X() - LowerRight.X()); 653*cdf0e10cSrcweir dxOutRectHalf /= 2; 654*cdf0e10cSrcweir long dyOutRectHalf = labs(UpperLeft.Y() - LowerRight.Y()); 655*cdf0e10cSrcweir dyOutRectHalf /= 2; 656*cdf0e10cSrcweir 657*cdf0e10cSrcweir Rectangle RectQuelle(aOutRect), RectZiel(aOutRect); 658*cdf0e10cSrcweir 659*cdf0e10cSrcweir // Nur der Mittelpunkt wird bewegt. Die Ecken werden von NbcMove bewegt. 660*cdf0e10cSrcweir // Fuer das Drehen wird von mir ein kartesisches Koordinatensystem verwendet in dem der Drehpunkt 661*cdf0e10cSrcweir // der Nullpunkt ist und die Y- Achse nach oben ansteigt, die X-Achse nach rechts. 662*cdf0e10cSrcweir // Dies muss bei den Y-Werten beachtet werden. (Auf dem Blatt zeigt die Y-Achse nach unten 663*cdf0e10cSrcweir Center.X() = (UpperLeft.X() + dxOutRectHalf) - rRef.X(); 664*cdf0e10cSrcweir Center.Y() = -((UpperLeft.Y() + dyOutRectHalf) - rRef.Y()); 665*cdf0e10cSrcweir // Ein paar Spezialfaelle zuerst abhandeln (n*90 Grad n ganzzahlig) 666*cdf0e10cSrcweir if (sn==1.0 && cs==0.0) { // 90deg 667*cdf0e10cSrcweir NewCenter.X() = -Center.Y(); 668*cdf0e10cSrcweir NewCenter.Y() = -Center.X(); 669*cdf0e10cSrcweir } else if (sn==0.0 && cs==-1.0) { // 180deg 670*cdf0e10cSrcweir NewCenter.X() = -Center.X(); 671*cdf0e10cSrcweir NewCenter.Y() = -Center.Y(); 672*cdf0e10cSrcweir } else if (sn==-1.0 && cs==0.0) { // 270deg 673*cdf0e10cSrcweir NewCenter.X() = Center.Y(); 674*cdf0e10cSrcweir NewCenter.Y() = -Center.X(); 675*cdf0e10cSrcweir } 676*cdf0e10cSrcweir else // Hier wird um einen beliebigen Winkel in mathematisch positiver Richtung gedreht! 677*cdf0e10cSrcweir { // xneu = x * cos(alpha) - y * sin(alpha) 678*cdf0e10cSrcweir // yneu = x * sin(alpha) + y * cos(alpha) 679*cdf0e10cSrcweir // Unten Rechts wird nicht gedreht: die Seiten von RectQuelle muessen parallel 680*cdf0e10cSrcweir // zu den Koordinatenachsen bleiben. 681*cdf0e10cSrcweir NewCenter.X() = (long) (Center.X() * cs - Center.Y() * sn); 682*cdf0e10cSrcweir NewCenter.Y() = (long) (Center.X() * sn + Center.Y() * cs); 683*cdf0e10cSrcweir } 684*cdf0e10cSrcweir 685*cdf0e10cSrcweir Size Differenz; 686*cdf0e10cSrcweir Point DiffPoint = (NewCenter - Center); 687*cdf0e10cSrcweir Differenz.Width() = DiffPoint.X(); 688*cdf0e10cSrcweir Differenz.Height() = -DiffPoint.Y(); // Man beachte dass die Y-Achse nach unten positiv gezaehlt wird. 689*cdf0e10cSrcweir NbcMove (Differenz); // fuehrt die eigentliche Koordinatentransformation durch. 690*cdf0e10cSrcweir } 691*cdf0e10cSrcweir 692*cdf0e10cSrcweir /************************************************************************* 693*cdf0e10cSrcweir |* 694*cdf0e10cSrcweir |* Get the name of the object (singular) 695*cdf0e10cSrcweir |* 696*cdf0e10cSrcweir \************************************************************************/ 697*cdf0e10cSrcweir 698*cdf0e10cSrcweir void E3dScene::TakeObjNameSingul(XubString& rName) const 699*cdf0e10cSrcweir { 700*cdf0e10cSrcweir rName=ImpGetResStr(STR_ObjNameSingulScene3d); 701*cdf0e10cSrcweir 702*cdf0e10cSrcweir String aName( GetName() ); 703*cdf0e10cSrcweir if(aName.Len()) 704*cdf0e10cSrcweir { 705*cdf0e10cSrcweir rName += sal_Unicode(' '); 706*cdf0e10cSrcweir rName += sal_Unicode('\''); 707*cdf0e10cSrcweir rName += aName; 708*cdf0e10cSrcweir rName += sal_Unicode('\''); 709*cdf0e10cSrcweir } 710*cdf0e10cSrcweir } 711*cdf0e10cSrcweir 712*cdf0e10cSrcweir /************************************************************************* 713*cdf0e10cSrcweir |* 714*cdf0e10cSrcweir |* Get the name of the object (plural) 715*cdf0e10cSrcweir |* 716*cdf0e10cSrcweir \************************************************************************/ 717*cdf0e10cSrcweir 718*cdf0e10cSrcweir void E3dScene::TakeObjNamePlural(XubString& rName) const 719*cdf0e10cSrcweir { 720*cdf0e10cSrcweir rName=ImpGetResStr(STR_ObjNamePluralScene3d); 721*cdf0e10cSrcweir } 722*cdf0e10cSrcweir 723*cdf0e10cSrcweir /************************************************************************* 724*cdf0e10cSrcweir |* 725*cdf0e10cSrcweir |* Die NbcRotate-Routine ueberlaedt die des SdrObject. Die Idee ist die Scene 726*cdf0e10cSrcweir |* drehen zu koennen und relativ zur Lage der Scene dann auch die Objekte 727*cdf0e10cSrcweir |* in der Scene 728*cdf0e10cSrcweir |* 729*cdf0e10cSrcweir \************************************************************************/ 730*cdf0e10cSrcweir 731*cdf0e10cSrcweir void E3dScene::NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix) 732*cdf0e10cSrcweir { 733*cdf0e10cSrcweir if(maTransformation != rMatrix) 734*cdf0e10cSrcweir { 735*cdf0e10cSrcweir // call parent 736*cdf0e10cSrcweir E3dObject::NbcSetTransform(rMatrix); 737*cdf0e10cSrcweir } 738*cdf0e10cSrcweir } 739*cdf0e10cSrcweir 740*cdf0e10cSrcweir void E3dScene::SetTransform(const basegfx::B3DHomMatrix& rMatrix) 741*cdf0e10cSrcweir { 742*cdf0e10cSrcweir if(rMatrix != maTransformation) 743*cdf0e10cSrcweir { 744*cdf0e10cSrcweir // call parent 745*cdf0e10cSrcweir E3dObject::SetTransform(rMatrix); 746*cdf0e10cSrcweir } 747*cdf0e10cSrcweir } 748*cdf0e10cSrcweir 749*cdf0e10cSrcweir void E3dScene::NbcRotate(const Point& rRef, long nWink, double sn, double cs) 750*cdf0e10cSrcweir { 751*cdf0e10cSrcweir // Also derzeit sind die Klebepunkte relativ zum aOutRect der Szene definiert. Vor dem Drehen 752*cdf0e10cSrcweir // werden die Klebepunkte relativ zur Seite definiert. Sie nehmen an der Drehung der Szene noch nicht Teil 753*cdf0e10cSrcweir // dafuer gibt es den 754*cdf0e10cSrcweir SetGlueReallyAbsolute(sal_True); 755*cdf0e10cSrcweir 756*cdf0e10cSrcweir // So dass war die Szene, ab jetzt kommen die Objekte in der Szene 757*cdf0e10cSrcweir // 3D-Objekte gibt es nur ein einziges das kann zwar mehrere Flaechen haben aber die Flaechen 758*cdf0e10cSrcweir // muessen ja nicht zusammenhaengend sein 759*cdf0e10cSrcweir // es ermoeglicht den Zugriff auf Kindobjekte 760*cdf0e10cSrcweir // Ich gehe also die gesamte Liste durch und rotiere um die Z-Achse die durch den 761*cdf0e10cSrcweir // Mittelpunkt von aOutRect geht (Satz von Steiner), also RotateZ 762*cdf0e10cSrcweir 763*cdf0e10cSrcweir RotateScene (rRef, nWink, sn, cs); // Rotiert die Szene 764*cdf0e10cSrcweir double fWinkelInRad = nWink/100 * F_PI180; 765*cdf0e10cSrcweir 766*cdf0e10cSrcweir basegfx::B3DHomMatrix aRotation; 767*cdf0e10cSrcweir aRotation.rotate(0.0, 0.0, fWinkelInRad); 768*cdf0e10cSrcweir NbcSetTransform(aRotation * GetTransform()); 769*cdf0e10cSrcweir 770*cdf0e10cSrcweir SetRectsDirty(); // Veranlasst eine Neuberechnung aller BoundRects 771*cdf0e10cSrcweir NbcRotateGluePoints(rRef,nWink,sn,cs); // Rotiert die Klebepunkte (die haben noch Koordinaten relativ 772*cdf0e10cSrcweir // zum Urpsung des Blattes 773*cdf0e10cSrcweir SetGlueReallyAbsolute(sal_False); // ab jetzt sind sie wieder relativ zum BoundRect (also dem aOutRect definiert) 774*cdf0e10cSrcweir SetRectsDirty(); 775*cdf0e10cSrcweir } 776*cdf0e10cSrcweir 777*cdf0e10cSrcweir /************************************************************************* 778*cdf0e10cSrcweir |* 779*cdf0e10cSrcweir |* SnapRect berechnen 780*cdf0e10cSrcweir |* 781*cdf0e10cSrcweir \************************************************************************/ 782*cdf0e10cSrcweir 783*cdf0e10cSrcweir void E3dScene::RecalcSnapRect() 784*cdf0e10cSrcweir { 785*cdf0e10cSrcweir E3dScene* pScene = GetScene(); 786*cdf0e10cSrcweir 787*cdf0e10cSrcweir if(pScene == this) 788*cdf0e10cSrcweir { 789*cdf0e10cSrcweir // Szene wird als 2D-Objekt benutzt, nimm SnapRect aus der 790*cdf0e10cSrcweir // 2D Bildschrimdarstellung 791*cdf0e10cSrcweir Camera3D& rCam = (Camera3D&)pScene->GetCamera(); 792*cdf0e10cSrcweir maSnapRect = rCam.GetDeviceWindow(); 793*cdf0e10cSrcweir } 794*cdf0e10cSrcweir else 795*cdf0e10cSrcweir { 796*cdf0e10cSrcweir // Szene ist selbst Mitglied einer anderen Szene, hole das 797*cdf0e10cSrcweir // SnapRect als zusammengesetztes Objekt 798*cdf0e10cSrcweir E3dObject::RecalcSnapRect(); 799*cdf0e10cSrcweir } 800*cdf0e10cSrcweir } 801*cdf0e10cSrcweir 802*cdf0e10cSrcweir /************************************************************************* 803*cdf0e10cSrcweir |* 804*cdf0e10cSrcweir |* Aufbrechen 805*cdf0e10cSrcweir |* 806*cdf0e10cSrcweir \************************************************************************/ 807*cdf0e10cSrcweir 808*cdf0e10cSrcweir sal_Bool E3dScene::IsBreakObjPossible() 809*cdf0e10cSrcweir { 810*cdf0e10cSrcweir // Szene ist aufzubrechen, wenn alle Mitglieder aufzubrechen sind 811*cdf0e10cSrcweir SdrObjListIter a3DIterator(maSubList, IM_DEEPWITHGROUPS); 812*cdf0e10cSrcweir 813*cdf0e10cSrcweir while ( a3DIterator.IsMore() ) 814*cdf0e10cSrcweir { 815*cdf0e10cSrcweir E3dObject* pObj = (E3dObject*) a3DIterator.Next(); 816*cdf0e10cSrcweir DBG_ASSERT(pObj->ISA(E3dObject), "AW: In Szenen sind nur 3D-Objekte erlaubt!"); 817*cdf0e10cSrcweir if(!pObj->IsBreakObjPossible()) 818*cdf0e10cSrcweir return sal_False; 819*cdf0e10cSrcweir } 820*cdf0e10cSrcweir 821*cdf0e10cSrcweir return sal_True; 822*cdf0e10cSrcweir } 823*cdf0e10cSrcweir 824*cdf0e10cSrcweir basegfx::B3DVector E3dScene::GetShadowPlaneDirection() const 825*cdf0e10cSrcweir { 826*cdf0e10cSrcweir double fWink = (double)GetShadowSlant() * F_PI180; 827*cdf0e10cSrcweir basegfx::B3DVector aShadowPlaneDir(0.0, sin(fWink), cos(fWink)); 828*cdf0e10cSrcweir aShadowPlaneDir.normalize(); 829*cdf0e10cSrcweir return aShadowPlaneDir; 830*cdf0e10cSrcweir } 831*cdf0e10cSrcweir 832*cdf0e10cSrcweir void E3dScene::SetShadowPlaneDirection(const basegfx::B3DVector& rVec) 833*cdf0e10cSrcweir { 834*cdf0e10cSrcweir sal_uInt16 nSceneShadowSlant = (sal_uInt16)((atan2(rVec.getY(), rVec.getZ()) / F_PI180) + 0.5); 835*cdf0e10cSrcweir GetProperties().SetObjectItemDirect(Svx3DShadowSlantItem(nSceneShadowSlant)); 836*cdf0e10cSrcweir } 837*cdf0e10cSrcweir 838*cdf0e10cSrcweir basegfx::B2DPolyPolygon E3dScene::TakeCreatePoly(const SdrDragStat& /*rDrag*/) const 839*cdf0e10cSrcweir { 840*cdf0e10cSrcweir return TakeXorPoly(); 841*cdf0e10cSrcweir } 842*cdf0e10cSrcweir 843*cdf0e10cSrcweir FASTBOOL E3dScene::BegCreate(SdrDragStat& rStat) 844*cdf0e10cSrcweir { 845*cdf0e10cSrcweir rStat.SetOrtho4Possible(); 846*cdf0e10cSrcweir Rectangle aRect1(rStat.GetStart(), rStat.GetNow()); 847*cdf0e10cSrcweir aRect1.Justify(); 848*cdf0e10cSrcweir rStat.SetActionRect(aRect1); 849*cdf0e10cSrcweir NbcSetSnapRect(aRect1); 850*cdf0e10cSrcweir return sal_True; 851*cdf0e10cSrcweir } 852*cdf0e10cSrcweir 853*cdf0e10cSrcweir FASTBOOL E3dScene::MovCreate(SdrDragStat& rStat) 854*cdf0e10cSrcweir { 855*cdf0e10cSrcweir Rectangle aRect1; 856*cdf0e10cSrcweir rStat.TakeCreateRect(aRect1); 857*cdf0e10cSrcweir aRect1.Justify(); 858*cdf0e10cSrcweir rStat.SetActionRect(aRect1); 859*cdf0e10cSrcweir NbcSetSnapRect(aRect1); 860*cdf0e10cSrcweir SetBoundRectDirty(); 861*cdf0e10cSrcweir bSnapRectDirty=sal_True; 862*cdf0e10cSrcweir return sal_True; 863*cdf0e10cSrcweir } 864*cdf0e10cSrcweir 865*cdf0e10cSrcweir FASTBOOL E3dScene::EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd) 866*cdf0e10cSrcweir { 867*cdf0e10cSrcweir Rectangle aRect1; 868*cdf0e10cSrcweir rStat.TakeCreateRect(aRect1); 869*cdf0e10cSrcweir aRect1.Justify(); 870*cdf0e10cSrcweir NbcSetSnapRect(aRect1); 871*cdf0e10cSrcweir SetRectsDirty(); 872*cdf0e10cSrcweir return (eCmd==SDRCREATE_FORCEEND || rStat.GetPointAnz()>=2); 873*cdf0e10cSrcweir } 874*cdf0e10cSrcweir 875*cdf0e10cSrcweir FASTBOOL E3dScene::BckCreate(SdrDragStat& /*rStat*/) 876*cdf0e10cSrcweir { 877*cdf0e10cSrcweir return sal_False; 878*cdf0e10cSrcweir } 879*cdf0e10cSrcweir 880*cdf0e10cSrcweir void E3dScene::BrkCreate(SdrDragStat& /*rStat*/) 881*cdf0e10cSrcweir { 882*cdf0e10cSrcweir } 883*cdf0e10cSrcweir 884*cdf0e10cSrcweir // eof 885