xref: /aoo41x/main/svx/source/engine3d/view3d.cxx (revision cdf0e10c)
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 <vcl/wrkwin.hxx>
32*cdf0e10cSrcweir #include <svx/svdogrp.hxx>
33*cdf0e10cSrcweir #include <svx/svdopath.hxx>
34*cdf0e10cSrcweir #include <tools/shl.hxx>
35*cdf0e10cSrcweir #include "svx/svditer.hxx"
36*cdf0e10cSrcweir #include <svx/svdpool.hxx>
37*cdf0e10cSrcweir #include <svx/svdorect.hxx>
38*cdf0e10cSrcweir #include <svx/svdmodel.hxx>
39*cdf0e10cSrcweir #include <svx/svdpagv.hxx>
40*cdf0e10cSrcweir #include <svx/svxids.hrc>
41*cdf0e10cSrcweir #include <editeng/colritem.hxx>
42*cdf0e10cSrcweir #include <svx/xtable.hxx>
43*cdf0e10cSrcweir #include <svx/svdview.hxx>
44*cdf0e10cSrcweir #include <svx/dialogs.hrc>
45*cdf0e10cSrcweir #include <svx/dialmgr.hxx>
46*cdf0e10cSrcweir #include "svx/globl3d.hxx"
47*cdf0e10cSrcweir #include <svx/obj3d.hxx>
48*cdf0e10cSrcweir #include <svx/lathe3d.hxx>
49*cdf0e10cSrcweir #include <svx/sphere3d.hxx>
50*cdf0e10cSrcweir #include <svx/extrud3d.hxx>
51*cdf0e10cSrcweir #include <svx/cube3d.hxx>
52*cdf0e10cSrcweir #include <svx/polysc3d.hxx>
53*cdf0e10cSrcweir #include "dragmt3d.hxx"
54*cdf0e10cSrcweir #include <svx/view3d.hxx>
55*cdf0e10cSrcweir #include <svx/svdundo.hxx>
56*cdf0e10cSrcweir #include <svx/xflclit.hxx>
57*cdf0e10cSrcweir #include <svx/xlnclit.hxx>
58*cdf0e10cSrcweir #include <svx/svdograf.hxx>
59*cdf0e10cSrcweir #include <svx/xbtmpit.hxx>
60*cdf0e10cSrcweir #include <svx/xflbmtit.hxx>
61*cdf0e10cSrcweir #include <basegfx/range/b2drange.hxx>
62*cdf0e10cSrcweir #include <basegfx/polygon/b2dpolygontools.hxx>
63*cdf0e10cSrcweir #include <basegfx/polygon/b2dpolypolygontools.hxx>
64*cdf0e10cSrcweir #include <svx/xlnwtit.hxx>
65*cdf0e10cSrcweir #include <svx/sdr/overlay/overlaypolypolygon.hxx>
66*cdf0e10cSrcweir #include <svx/sdr/overlay/overlaymanager.hxx>
67*cdf0e10cSrcweir #include <svx/sdrpaintwindow.hxx>
68*cdf0e10cSrcweir #include <svx/sdr/contact/viewcontactofe3dscene.hxx>
69*cdf0e10cSrcweir #include <drawinglayer/geometry/viewinformation3d.hxx>
70*cdf0e10cSrcweir #include <svx/sdrpagewindow.hxx>
71*cdf0e10cSrcweir #include <svx/sdr/contact/displayinfo.hxx>
72*cdf0e10cSrcweir #include <svx/sdr/contact/objectcontact.hxx>
73*cdf0e10cSrcweir #include <svx/sdr/contact/viewobjectcontact.hxx>
74*cdf0e10cSrcweir #include <drawinglayer/primitive2d/unifiedtransparenceprimitive2d.hxx>
75*cdf0e10cSrcweir #include <svx/sdr/overlay/overlayprimitive2dsequenceobject.hxx>
76*cdf0e10cSrcweir #include <drawinglayer/primitive2d/transformprimitive2d.hxx>
77*cdf0e10cSrcweir #include <basegfx/matrix/b2dhommatrixtools.hxx>
78*cdf0e10cSrcweir #include <basegfx/polygon/b2dpolypolygoncutter.hxx>
79*cdf0e10cSrcweir 
80*cdf0e10cSrcweir #define ITEMVALUE(ItemSet,Id,Cast)	((const Cast&)(ItemSet).Get(Id)).GetValue()
81*cdf0e10cSrcweir 
82*cdf0e10cSrcweir TYPEINIT1(E3dView, SdrView);
83*cdf0e10cSrcweir 
84*cdf0e10cSrcweir ////////////////////////////////////////////////////////////////////////////////////////////////////
85*cdf0e10cSrcweir // Migrate Marking
86*cdf0e10cSrcweir 
87*cdf0e10cSrcweir class Impl3DMirrorConstructOverlay
88*cdf0e10cSrcweir {
89*cdf0e10cSrcweir 	// The OverlayObjects
90*cdf0e10cSrcweir 	::sdr::overlay::OverlayObjectList				maObjects;
91*cdf0e10cSrcweir 
92*cdf0e10cSrcweir 	// the view
93*cdf0e10cSrcweir 	const E3dView&									mrView;
94*cdf0e10cSrcweir 
95*cdf0e10cSrcweir 	// the object count
96*cdf0e10cSrcweir 	sal_uInt32										mnCount;
97*cdf0e10cSrcweir 
98*cdf0e10cSrcweir 	// the unmirrored polygons
99*cdf0e10cSrcweir 	basegfx::B2DPolyPolygon*						mpPolygons;
100*cdf0e10cSrcweir 
101*cdf0e10cSrcweir     // the overlay geometry from selected objects
102*cdf0e10cSrcweir     drawinglayer::primitive2d::Primitive2DSequence  maFullOverlay;
103*cdf0e10cSrcweir 
104*cdf0e10cSrcweir public:
105*cdf0e10cSrcweir 	Impl3DMirrorConstructOverlay(const E3dView& rView);
106*cdf0e10cSrcweir 	~Impl3DMirrorConstructOverlay();
107*cdf0e10cSrcweir 
108*cdf0e10cSrcweir 	void SetMirrorAxis(Point aMirrorAxisA, Point aMirrorAxisB);
109*cdf0e10cSrcweir };
110*cdf0e10cSrcweir 
111*cdf0e10cSrcweir Impl3DMirrorConstructOverlay::Impl3DMirrorConstructOverlay(const E3dView& rView)
112*cdf0e10cSrcweir :	maObjects(),
113*cdf0e10cSrcweir     mrView(rView),
114*cdf0e10cSrcweir     mnCount(rView.GetMarkedObjectCount()),
115*cdf0e10cSrcweir     mpPolygons(0),
116*cdf0e10cSrcweir     maFullOverlay()
117*cdf0e10cSrcweir {
118*cdf0e10cSrcweir     if(mnCount)
119*cdf0e10cSrcweir     {
120*cdf0e10cSrcweir         if(mrView.IsSolidDragging())
121*cdf0e10cSrcweir         {
122*cdf0e10cSrcweir 	        SdrPageView* pPV = rView.GetSdrPageView();
123*cdf0e10cSrcweir 
124*cdf0e10cSrcweir 	        if(pPV && pPV->PageWindowCount())
125*cdf0e10cSrcweir 	        {
126*cdf0e10cSrcweir 		        sdr::contact::ObjectContact& rOC = pPV->GetPageWindow(0)->GetObjectContact();
127*cdf0e10cSrcweir     	        sdr::contact::DisplayInfo aDisplayInfo;
128*cdf0e10cSrcweir 
129*cdf0e10cSrcweir                 // Do not use the last ViewPort set at the OC at the last ProcessDisplay()
130*cdf0e10cSrcweir                 rOC.resetViewPort();
131*cdf0e10cSrcweir 
132*cdf0e10cSrcweir 		        for(sal_uInt32 a(0);a < mnCount;a++)
133*cdf0e10cSrcweir 		        {
134*cdf0e10cSrcweir 			        SdrObject* pObject = mrView.GetMarkedObjectByIndex(a);
135*cdf0e10cSrcweir 
136*cdf0e10cSrcweir 			        if(pObject)
137*cdf0e10cSrcweir 			        {
138*cdf0e10cSrcweir 				        sdr::contact::ViewContact& rVC = pObject->GetViewContact();
139*cdf0e10cSrcweir 				        sdr::contact::ViewObjectContact& rVOC = rVC.GetViewObjectContact(rOC);
140*cdf0e10cSrcweir 
141*cdf0e10cSrcweir                         const drawinglayer::primitive2d::Primitive2DSequence aNewSequence(rVOC.getPrimitive2DSequenceHierarchy(aDisplayInfo));
142*cdf0e10cSrcweir                         drawinglayer::primitive2d::appendPrimitive2DSequenceToPrimitive2DSequence(maFullOverlay, aNewSequence);
143*cdf0e10cSrcweir 			        }
144*cdf0e10cSrcweir 		        }
145*cdf0e10cSrcweir 	        }
146*cdf0e10cSrcweir         }
147*cdf0e10cSrcweir         else
148*cdf0e10cSrcweir         {
149*cdf0e10cSrcweir 	        mpPolygons = new basegfx::B2DPolyPolygon[mnCount];
150*cdf0e10cSrcweir 
151*cdf0e10cSrcweir 	        for(sal_uInt32 a(0); a < mnCount; a++)
152*cdf0e10cSrcweir 	        {
153*cdf0e10cSrcweir 			    SdrObject* pObject = mrView.GetMarkedObjectByIndex(a);
154*cdf0e10cSrcweir 		        mpPolygons[mnCount - (a + 1)] = pObject->TakeXorPoly();
155*cdf0e10cSrcweir 	        }
156*cdf0e10cSrcweir         }
157*cdf0e10cSrcweir     }
158*cdf0e10cSrcweir }
159*cdf0e10cSrcweir 
160*cdf0e10cSrcweir Impl3DMirrorConstructOverlay::~Impl3DMirrorConstructOverlay()
161*cdf0e10cSrcweir {
162*cdf0e10cSrcweir 	// The OverlayObjects are cleared using the destructor of OverlayObjectList.
163*cdf0e10cSrcweir 	// That destructor calls clear() at the list which removes all objects from the
164*cdf0e10cSrcweir 	// OverlayManager and deletes them.
165*cdf0e10cSrcweir     if(!mrView.IsSolidDragging())
166*cdf0e10cSrcweir     {
167*cdf0e10cSrcweir     	delete[] mpPolygons;
168*cdf0e10cSrcweir     }
169*cdf0e10cSrcweir }
170*cdf0e10cSrcweir 
171*cdf0e10cSrcweir void Impl3DMirrorConstructOverlay::SetMirrorAxis(Point aMirrorAxisA, Point aMirrorAxisB)
172*cdf0e10cSrcweir {
173*cdf0e10cSrcweir 	// get rid of old overlay objects
174*cdf0e10cSrcweir 	maObjects.clear();
175*cdf0e10cSrcweir 
176*cdf0e10cSrcweir 	// create new ones
177*cdf0e10cSrcweir 	for(sal_uInt32 a(0); a < mrView.PaintWindowCount(); a++)
178*cdf0e10cSrcweir 	{
179*cdf0e10cSrcweir 		SdrPaintWindow* pCandidate = mrView.GetPaintWindow(a);
180*cdf0e10cSrcweir 		::sdr::overlay::OverlayManager* pTargetOverlay = pCandidate->GetOverlayManager();
181*cdf0e10cSrcweir 
182*cdf0e10cSrcweir 		if(pTargetOverlay)
183*cdf0e10cSrcweir 		{
184*cdf0e10cSrcweir 	        // buld transfoprmation: translate and rotate so that given edge is
185*cdf0e10cSrcweir             // on x axis, them mirror in y and translate back
186*cdf0e10cSrcweir 	        const basegfx::B2DVector aEdge(aMirrorAxisB.X() - aMirrorAxisA.X(), aMirrorAxisB.Y() - aMirrorAxisA.Y());
187*cdf0e10cSrcweir             basegfx::B2DHomMatrix aMatrixTransform(basegfx::tools::createTranslateB2DHomMatrix(
188*cdf0e10cSrcweir                 -aMirrorAxisA.X(), -aMirrorAxisA.Y()));
189*cdf0e10cSrcweir 	        aMatrixTransform.rotate(-atan2(aEdge.getY(), aEdge.getX()));
190*cdf0e10cSrcweir 	        aMatrixTransform.scale(1.0, -1.0);
191*cdf0e10cSrcweir 	        aMatrixTransform.rotate(atan2(aEdge.getY(), aEdge.getX()));
192*cdf0e10cSrcweir 	        aMatrixTransform.translate(aMirrorAxisA.X(), aMirrorAxisA.Y());
193*cdf0e10cSrcweir 
194*cdf0e10cSrcweir             if(mrView.IsSolidDragging())
195*cdf0e10cSrcweir             {
196*cdf0e10cSrcweir                 if(maFullOverlay.hasElements())
197*cdf0e10cSrcweir                 {
198*cdf0e10cSrcweir 					drawinglayer::primitive2d::Primitive2DSequence aContent(maFullOverlay);
199*cdf0e10cSrcweir 
200*cdf0e10cSrcweir 					if(!aMatrixTransform.isIdentity())
201*cdf0e10cSrcweir 					{
202*cdf0e10cSrcweir 						// embed in transformation group
203*cdf0e10cSrcweir 						drawinglayer::primitive2d::Primitive2DReference aTransformPrimitive2D(new drawinglayer::primitive2d::TransformPrimitive2D(aMatrixTransform, aContent));
204*cdf0e10cSrcweir 						aContent = drawinglayer::primitive2d::Primitive2DSequence(&aTransformPrimitive2D, 1);
205*cdf0e10cSrcweir 					}
206*cdf0e10cSrcweir 
207*cdf0e10cSrcweir                     // if we have full overlay from selected objects, embed with 50% transparence, the
208*cdf0e10cSrcweir                     // transformation is added to the OverlayPrimitive2DSequenceObject
209*cdf0e10cSrcweir 		            drawinglayer::primitive2d::Primitive2DReference aUnifiedTransparencePrimitive2D(new drawinglayer::primitive2d::UnifiedTransparencePrimitive2D(aContent, 0.5));
210*cdf0e10cSrcweir                     aContent = drawinglayer::primitive2d::Primitive2DSequence(&aUnifiedTransparencePrimitive2D, 1);
211*cdf0e10cSrcweir 
212*cdf0e10cSrcweir 					sdr::overlay::OverlayPrimitive2DSequenceObject* pNew = new sdr::overlay::OverlayPrimitive2DSequenceObject(aContent);
213*cdf0e10cSrcweir 
214*cdf0e10cSrcweir 		            pTargetOverlay->add(*pNew);
215*cdf0e10cSrcweir 		            maObjects.append(*pNew);
216*cdf0e10cSrcweir                 }
217*cdf0e10cSrcweir             }
218*cdf0e10cSrcweir             else
219*cdf0e10cSrcweir             {
220*cdf0e10cSrcweir 		        for(sal_uInt32 b(0); b < mnCount; b++)
221*cdf0e10cSrcweir 		        {
222*cdf0e10cSrcweir 			        // apply to polygon
223*cdf0e10cSrcweir 			        basegfx::B2DPolyPolygon aPolyPolygon(mpPolygons[b]);
224*cdf0e10cSrcweir 			        aPolyPolygon.transform(aMatrixTransform);
225*cdf0e10cSrcweir 
226*cdf0e10cSrcweir 			        ::sdr::overlay::OverlayPolyPolygonStriped* pNew = new ::sdr::overlay::OverlayPolyPolygonStriped(aPolyPolygon);
227*cdf0e10cSrcweir 			        pTargetOverlay->add(*pNew);
228*cdf0e10cSrcweir 			        maObjects.append(*pNew);
229*cdf0e10cSrcweir                 }
230*cdf0e10cSrcweir             }
231*cdf0e10cSrcweir 		}
232*cdf0e10cSrcweir 	}
233*cdf0e10cSrcweir }
234*cdf0e10cSrcweir 
235*cdf0e10cSrcweir /*************************************************************************
236*cdf0e10cSrcweir |*
237*cdf0e10cSrcweir |* Konstruktor 1
238*cdf0e10cSrcweir |*
239*cdf0e10cSrcweir \************************************************************************/
240*cdf0e10cSrcweir 
241*cdf0e10cSrcweir E3dView::E3dView(SdrModel* pModel, OutputDevice* pOut) :
242*cdf0e10cSrcweir     SdrView(pModel, pOut)
243*cdf0e10cSrcweir {
244*cdf0e10cSrcweir 	InitView ();
245*cdf0e10cSrcweir }
246*cdf0e10cSrcweir 
247*cdf0e10cSrcweir /*************************************************************************
248*cdf0e10cSrcweir |*
249*cdf0e10cSrcweir |* DrawMarkedObj ueberladen, da eventuell nur einzelne 3D-Objekte
250*cdf0e10cSrcweir |* gezeichnet werden sollen
251*cdf0e10cSrcweir |*
252*cdf0e10cSrcweir \************************************************************************/
253*cdf0e10cSrcweir 
254*cdf0e10cSrcweir void E3dView::DrawMarkedObj(OutputDevice& rOut) const
255*cdf0e10cSrcweir {
256*cdf0e10cSrcweir 	// Existieren 3D-Objekte, deren Szenen nicht selektiert sind?
257*cdf0e10cSrcweir 	sal_Bool bSpecialHandling = sal_False;
258*cdf0e10cSrcweir 	E3dScene *pScene = NULL;
259*cdf0e10cSrcweir 
260*cdf0e10cSrcweir 	long nCnt = GetMarkedObjectCount();
261*cdf0e10cSrcweir 	for(long nObjs = 0;nObjs < nCnt;nObjs++)
262*cdf0e10cSrcweir 	{
263*cdf0e10cSrcweir 		SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
264*cdf0e10cSrcweir 		if(pObj && pObj->ISA(E3dCompoundObject))
265*cdf0e10cSrcweir 		{
266*cdf0e10cSrcweir 			// zugehoerige Szene
267*cdf0e10cSrcweir 			pScene = ((E3dCompoundObject*)pObj)->GetScene();
268*cdf0e10cSrcweir 			if(pScene && !IsObjMarked(pScene))
269*cdf0e10cSrcweir 				bSpecialHandling = sal_True;
270*cdf0e10cSrcweir 		}
271*cdf0e10cSrcweir 		// Alle SelectionFlags zuruecksetzen
272*cdf0e10cSrcweir 		if(pObj && pObj->ISA(E3dObject))
273*cdf0e10cSrcweir 		{
274*cdf0e10cSrcweir 			pScene = ((E3dObject*)pObj)->GetScene();
275*cdf0e10cSrcweir 			if(pScene)
276*cdf0e10cSrcweir 				pScene->SetSelected(sal_False);
277*cdf0e10cSrcweir 		}
278*cdf0e10cSrcweir 	}
279*cdf0e10cSrcweir 
280*cdf0e10cSrcweir 	if(bSpecialHandling)
281*cdf0e10cSrcweir 	{
282*cdf0e10cSrcweir 		// SelectionFlag bei allen zu 3D Objekten gehoerigen
283*cdf0e10cSrcweir 		// Szenen und deren Objekten auf nicht selektiert setzen
284*cdf0e10cSrcweir 		long nObjs;
285*cdf0e10cSrcweir 		for(nObjs = 0;nObjs < nCnt;nObjs++)
286*cdf0e10cSrcweir 		{
287*cdf0e10cSrcweir 			SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
288*cdf0e10cSrcweir 			if(pObj && pObj->ISA(E3dCompoundObject))
289*cdf0e10cSrcweir 			{
290*cdf0e10cSrcweir 				// zugehoerige Szene
291*cdf0e10cSrcweir 				pScene = ((E3dCompoundObject*)pObj)->GetScene();
292*cdf0e10cSrcweir 				if(pScene)
293*cdf0e10cSrcweir 					pScene->SetSelected(sal_False);
294*cdf0e10cSrcweir 			}
295*cdf0e10cSrcweir 		}
296*cdf0e10cSrcweir 
297*cdf0e10cSrcweir 		// bei allen direkt selektierten Objekten auf selektiert setzen
298*cdf0e10cSrcweir 		SdrMark* pM = NULL;
299*cdf0e10cSrcweir 
300*cdf0e10cSrcweir 		for(nObjs = 0;nObjs < nCnt;nObjs++)
301*cdf0e10cSrcweir 		{
302*cdf0e10cSrcweir 			SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
303*cdf0e10cSrcweir 			if(pObj && pObj->ISA(E3dObject))
304*cdf0e10cSrcweir 			{
305*cdf0e10cSrcweir 				// Objekt markieren
306*cdf0e10cSrcweir 				E3dObject* p3DObj = (E3dObject*)pObj;
307*cdf0e10cSrcweir 				p3DObj->SetSelected(sal_True);
308*cdf0e10cSrcweir 				pScene = p3DObj->GetScene();
309*cdf0e10cSrcweir 				pM = GetSdrMarkByIndex(nObjs);
310*cdf0e10cSrcweir 			}
311*cdf0e10cSrcweir 		}
312*cdf0e10cSrcweir 
313*cdf0e10cSrcweir 		if(pScene)
314*cdf0e10cSrcweir 		{
315*cdf0e10cSrcweir 			// code from parent
316*cdf0e10cSrcweir 			SortMarkedObjects();
317*cdf0e10cSrcweir 
318*cdf0e10cSrcweir 			pScene->SetDrawOnlySelected(sal_True);
319*cdf0e10cSrcweir 			pScene->SingleObjectPainter(rOut); // #110094#-17
320*cdf0e10cSrcweir 			pScene->SetDrawOnlySelected(sal_False);
321*cdf0e10cSrcweir 		}
322*cdf0e10cSrcweir 
323*cdf0e10cSrcweir 		// SelectionFlag zuruecksetzen
324*cdf0e10cSrcweir 		for(nObjs = 0;nObjs < nCnt;nObjs++)
325*cdf0e10cSrcweir 		{
326*cdf0e10cSrcweir 			SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
327*cdf0e10cSrcweir 			if(pObj && pObj->ISA(E3dCompoundObject))
328*cdf0e10cSrcweir 			{
329*cdf0e10cSrcweir 				// zugehoerige Szene
330*cdf0e10cSrcweir 				pScene = ((E3dCompoundObject*)pObj)->GetScene();
331*cdf0e10cSrcweir 				if(pScene)
332*cdf0e10cSrcweir 					pScene->SetSelected(sal_False);
333*cdf0e10cSrcweir 			}
334*cdf0e10cSrcweir 		}
335*cdf0e10cSrcweir 	}
336*cdf0e10cSrcweir 	else
337*cdf0e10cSrcweir 	{
338*cdf0e10cSrcweir 		// call parent
339*cdf0e10cSrcweir 		SdrExchangeView::DrawMarkedObj(rOut);
340*cdf0e10cSrcweir 	}
341*cdf0e10cSrcweir }
342*cdf0e10cSrcweir 
343*cdf0e10cSrcweir /*************************************************************************
344*cdf0e10cSrcweir |*
345*cdf0e10cSrcweir |* Model holen ueberladen, da bei einzelnen 3D Objekten noch eine Szene
346*cdf0e10cSrcweir |* untergeschoben werden muss
347*cdf0e10cSrcweir |*
348*cdf0e10cSrcweir \************************************************************************/
349*cdf0e10cSrcweir 
350*cdf0e10cSrcweir SdrModel* E3dView::GetMarkedObjModel() const
351*cdf0e10cSrcweir {
352*cdf0e10cSrcweir 	// Existieren 3D-Objekte, deren Szenen nicht selektiert sind?
353*cdf0e10cSrcweir 	bool bSpecialHandling(false);
354*cdf0e10cSrcweir 	const sal_uInt32 nCount(GetMarkedObjectCount());
355*cdf0e10cSrcweir     sal_uInt32 nObjs(0);
356*cdf0e10cSrcweir 	E3dScene *pScene = 0;
357*cdf0e10cSrcweir 
358*cdf0e10cSrcweir 	for(nObjs = 0; nObjs < nCount; nObjs++)
359*cdf0e10cSrcweir 	{
360*cdf0e10cSrcweir 		const SdrObject* pObj = GetMarkedObjectByIndex(nObjs);
361*cdf0e10cSrcweir 
362*cdf0e10cSrcweir         if(!bSpecialHandling && pObj && pObj->ISA(E3dCompoundObject))
363*cdf0e10cSrcweir 		{
364*cdf0e10cSrcweir 			// if the object is selected, but it's scene not,
365*cdf0e10cSrcweir             // we need special handling
366*cdf0e10cSrcweir 			pScene = ((E3dCompoundObject*)pObj)->GetScene();
367*cdf0e10cSrcweir 
368*cdf0e10cSrcweir 			if(pScene && !IsObjMarked(pScene))
369*cdf0e10cSrcweir             {
370*cdf0e10cSrcweir 				bSpecialHandling = true;
371*cdf0e10cSrcweir 			}
372*cdf0e10cSrcweir 		}
373*cdf0e10cSrcweir 
374*cdf0e10cSrcweir 		if(pObj && pObj->ISA(E3dObject))
375*cdf0e10cSrcweir 		{
376*cdf0e10cSrcweir             // reset all selection flags at 3D objects
377*cdf0e10cSrcweir 			pScene = ((E3dObject*)pObj)->GetScene();
378*cdf0e10cSrcweir 
379*cdf0e10cSrcweir 			if(pScene)
380*cdf0e10cSrcweir             {
381*cdf0e10cSrcweir 				pScene->SetSelected(false);
382*cdf0e10cSrcweir             }
383*cdf0e10cSrcweir 		}
384*cdf0e10cSrcweir 	}
385*cdf0e10cSrcweir 
386*cdf0e10cSrcweir     if(!bSpecialHandling)
387*cdf0e10cSrcweir 	{
388*cdf0e10cSrcweir 		// call parent
389*cdf0e10cSrcweir 		return SdrView::GetMarkedObjModel();
390*cdf0e10cSrcweir 	}
391*cdf0e10cSrcweir 
392*cdf0e10cSrcweir 	SdrModel* pNewModel = 0;
393*cdf0e10cSrcweir     Rectangle aSelectedSnapRect;
394*cdf0e10cSrcweir 
395*cdf0e10cSrcweir 	// set 3d selection flags at all directly selected objects
396*cdf0e10cSrcweir     // and collect SnapRect of selected objects
397*cdf0e10cSrcweir 	for(nObjs = 0; nObjs < nCount; nObjs++)
398*cdf0e10cSrcweir 	{
399*cdf0e10cSrcweir 		SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
400*cdf0e10cSrcweir 
401*cdf0e10cSrcweir         if(pObj && pObj->ISA(E3dCompoundObject))
402*cdf0e10cSrcweir 		{
403*cdf0e10cSrcweir 			// mark object, but not scenes
404*cdf0e10cSrcweir 			E3dCompoundObject* p3DObj = (E3dCompoundObject*)pObj;
405*cdf0e10cSrcweir 			p3DObj->SetSelected(true);
406*cdf0e10cSrcweir             aSelectedSnapRect.Union(p3DObj->GetSnapRect());
407*cdf0e10cSrcweir 		}
408*cdf0e10cSrcweir 	}
409*cdf0e10cSrcweir 
410*cdf0e10cSrcweir 	// create new mark list which contains all indirectly selected3d
411*cdf0e10cSrcweir     // scenes as selected objects
412*cdf0e10cSrcweir     SdrMarkList aOldML(GetMarkedObjectList());
413*cdf0e10cSrcweir     SdrMarkList aNewML;
414*cdf0e10cSrcweir 	SdrMarkList& rCurrentMarkList = ((E3dView*)this)->GetMarkedObjectListWriteAccess();
415*cdf0e10cSrcweir 	rCurrentMarkList = aNewML;
416*cdf0e10cSrcweir 
417*cdf0e10cSrcweir 	for(nObjs = 0; nObjs < nCount; nObjs++)
418*cdf0e10cSrcweir 	{
419*cdf0e10cSrcweir 		SdrObject *pObj = aOldML.GetMark(nObjs)->GetMarkedSdrObj();
420*cdf0e10cSrcweir 
421*cdf0e10cSrcweir 		if(pObj && pObj->ISA(E3dObject))
422*cdf0e10cSrcweir 		{
423*cdf0e10cSrcweir 			pScene = ((E3dObject*)pObj)->GetScene();
424*cdf0e10cSrcweir 
425*cdf0e10cSrcweir             if(pScene && !IsObjMarked(pScene) && GetSdrPageView())
426*cdf0e10cSrcweir 			{
427*cdf0e10cSrcweir 				((E3dView*)this)->MarkObj(pScene, GetSdrPageView(), sal_False, sal_True);
428*cdf0e10cSrcweir 			}
429*cdf0e10cSrcweir 		}
430*cdf0e10cSrcweir 	}
431*cdf0e10cSrcweir 
432*cdf0e10cSrcweir 	// call parent. This will copy all scenes and the selection flags at the 3d objectss. So
433*cdf0e10cSrcweir     // it will be possible to delete all non-selected 3d objects from the cloned 3d scenes
434*cdf0e10cSrcweir 	pNewModel = SdrView::GetMarkedObjModel();
435*cdf0e10cSrcweir 
436*cdf0e10cSrcweir 	if(pNewModel)
437*cdf0e10cSrcweir 	{
438*cdf0e10cSrcweir 		for(sal_uInt16 nPg(0); nPg < pNewModel->GetPageCount(); nPg++)
439*cdf0e10cSrcweir 		{
440*cdf0e10cSrcweir 			const SdrPage* pSrcPg=pNewModel->GetPage(nPg);
441*cdf0e10cSrcweir 			const sal_uInt32 nObAnz(pSrcPg->GetObjCount());
442*cdf0e10cSrcweir 
443*cdf0e10cSrcweir 			for(sal_uInt32 nOb(0); nOb < nObAnz; nOb++)
444*cdf0e10cSrcweir 			{
445*cdf0e10cSrcweir 				const SdrObject* pSrcOb=pSrcPg->GetObj(nOb);
446*cdf0e10cSrcweir 
447*cdf0e10cSrcweir 				if(pSrcOb->ISA(E3dScene))
448*cdf0e10cSrcweir 				{
449*cdf0e10cSrcweir 					pScene = (E3dScene*)pSrcOb;
450*cdf0e10cSrcweir 
451*cdf0e10cSrcweir                     // delete all not intentionally cloned 3d objects
452*cdf0e10cSrcweir                     pScene->removeAllNonSelectedObjects();
453*cdf0e10cSrcweir 
454*cdf0e10cSrcweir                     // reset select flags and set SnapRect of all selected objects
455*cdf0e10cSrcweir 					pScene->SetSelected(false);
456*cdf0e10cSrcweir                     pScene->SetSnapRect(aSelectedSnapRect);
457*cdf0e10cSrcweir 				}
458*cdf0e10cSrcweir 			}
459*cdf0e10cSrcweir 		}
460*cdf0e10cSrcweir 	}
461*cdf0e10cSrcweir 
462*cdf0e10cSrcweir 	// restore old selection
463*cdf0e10cSrcweir 	rCurrentMarkList = aOldML;
464*cdf0e10cSrcweir 
465*cdf0e10cSrcweir 	// model zurueckgeben
466*cdf0e10cSrcweir 	return pNewModel;
467*cdf0e10cSrcweir }
468*cdf0e10cSrcweir 
469*cdf0e10cSrcweir /*************************************************************************
470*cdf0e10cSrcweir |*
471*cdf0e10cSrcweir |* Bei Paste muss - falls in eine Scene eingefuegt wird - die
472*cdf0e10cSrcweir |* Objekte der Szene eingefuegt werden, die Szene selbst aber nicht
473*cdf0e10cSrcweir |*
474*cdf0e10cSrcweir \************************************************************************/
475*cdf0e10cSrcweir 
476*cdf0e10cSrcweir sal_Bool E3dView::Paste(const SdrModel& rMod, const Point& rPos, SdrObjList* pLst, sal_uInt32 nOptions)
477*cdf0e10cSrcweir {
478*cdf0e10cSrcweir 	sal_Bool bRetval = sal_False;
479*cdf0e10cSrcweir 
480*cdf0e10cSrcweir 	// Liste holen
481*cdf0e10cSrcweir     Point aPos(rPos);
482*cdf0e10cSrcweir 	SdrObjList* pDstList = pLst;
483*cdf0e10cSrcweir     ImpGetPasteObjList(aPos, pDstList);
484*cdf0e10cSrcweir 
485*cdf0e10cSrcweir 	if(!pDstList)
486*cdf0e10cSrcweir 		return sal_False;
487*cdf0e10cSrcweir 
488*cdf0e10cSrcweir 	// Owner der Liste holen
489*cdf0e10cSrcweir 	SdrObject* pOwner = pDstList->GetOwnerObj();
490*cdf0e10cSrcweir 	if(pOwner && pOwner->ISA(E3dScene))
491*cdf0e10cSrcweir 	{
492*cdf0e10cSrcweir 		E3dScene* pDstScene = (E3dScene*)pOwner;
493*cdf0e10cSrcweir 	    BegUndo(SVX_RESSTR(RID_SVX_3D_UNDO_EXCHANGE_PASTE));
494*cdf0e10cSrcweir 
495*cdf0e10cSrcweir 		// Alle Objekte aus E3dScenes kopieren und direkt einfuegen
496*cdf0e10cSrcweir 	    for(sal_uInt16 nPg(0); nPg < rMod.GetPageCount(); nPg++)
497*cdf0e10cSrcweir 		{
498*cdf0e10cSrcweir 	        const SdrPage* pSrcPg=rMod.GetPage(nPg);
499*cdf0e10cSrcweir 	        sal_uInt32 nObAnz(pSrcPg->GetObjCount());
500*cdf0e10cSrcweir 
501*cdf0e10cSrcweir 			// calculate offset for paste
502*cdf0e10cSrcweir 			Rectangle aR = pSrcPg->GetAllObjBoundRect();
503*cdf0e10cSrcweir 			Point aDist(aPos - aR.Center());
504*cdf0e10cSrcweir 
505*cdf0e10cSrcweir 			// Unterobjekte von Szenen einfuegen
506*cdf0e10cSrcweir 			for(sal_uInt32 nOb(0); nOb < nObAnz; nOb++)
507*cdf0e10cSrcweir 			{
508*cdf0e10cSrcweir 				const SdrObject* pSrcOb = pSrcPg->GetObj(nOb);
509*cdf0e10cSrcweir 				if(pSrcOb->ISA(E3dScene))
510*cdf0e10cSrcweir 				{
511*cdf0e10cSrcweir 					E3dScene* pSrcScene = (E3dScene*)pSrcOb;
512*cdf0e10cSrcweir 					ImpCloneAll3DObjectsToDestScene(pSrcScene, pDstScene, aDist);
513*cdf0e10cSrcweir 				}
514*cdf0e10cSrcweir 			}
515*cdf0e10cSrcweir 		}
516*cdf0e10cSrcweir 		EndUndo();
517*cdf0e10cSrcweir 	}
518*cdf0e10cSrcweir 	else
519*cdf0e10cSrcweir 	{
520*cdf0e10cSrcweir 		// call parent
521*cdf0e10cSrcweir 		bRetval = SdrView::Paste(rMod, rPos, pLst, nOptions);
522*cdf0e10cSrcweir 	}
523*cdf0e10cSrcweir 
524*cdf0e10cSrcweir 	// und Rueckgabewert liefern
525*cdf0e10cSrcweir 	return bRetval;
526*cdf0e10cSrcweir }
527*cdf0e10cSrcweir 
528*cdf0e10cSrcweir // #83403# Service routine used from local Clone() and from SdrCreateView::EndCreateObj(...)
529*cdf0e10cSrcweir sal_Bool E3dView::ImpCloneAll3DObjectsToDestScene(E3dScene* pSrcScene, E3dScene* pDstScene, Point /*aOffset*/)
530*cdf0e10cSrcweir {
531*cdf0e10cSrcweir 	sal_Bool bRetval(sal_False);
532*cdf0e10cSrcweir 
533*cdf0e10cSrcweir 	if(pSrcScene && pDstScene)
534*cdf0e10cSrcweir 	{
535*cdf0e10cSrcweir 		const sdr::contact::ViewContactOfE3dScene& rVCSceneDst = static_cast< sdr::contact::ViewContactOfE3dScene& >(pDstScene->GetViewContact());
536*cdf0e10cSrcweir 		const drawinglayer::geometry::ViewInformation3D aViewInfo3DDst(rVCSceneDst.getViewInformation3D());
537*cdf0e10cSrcweir 		const sdr::contact::ViewContactOfE3dScene& rVCSceneSrc = static_cast< sdr::contact::ViewContactOfE3dScene& >(pSrcScene->GetViewContact());
538*cdf0e10cSrcweir 		const drawinglayer::geometry::ViewInformation3D aViewInfo3DSrc(rVCSceneSrc.getViewInformation3D());
539*cdf0e10cSrcweir 
540*cdf0e10cSrcweir 		for(sal_uInt32 i(0); i < pSrcScene->GetSubList()->GetObjCount(); i++)
541*cdf0e10cSrcweir 		{
542*cdf0e10cSrcweir 			E3dCompoundObject* pCompoundObj = dynamic_cast< E3dCompoundObject* >(pSrcScene->GetSubList()->GetObj(i));
543*cdf0e10cSrcweir 
544*cdf0e10cSrcweir 			if(pCompoundObj)
545*cdf0e10cSrcweir 			{
546*cdf0e10cSrcweir 				// #116235#
547*cdf0e10cSrcweir 				E3dCompoundObject* pNewCompoundObj = dynamic_cast< E3dCompoundObject* >(pCompoundObj->Clone());
548*cdf0e10cSrcweir 
549*cdf0e10cSrcweir 				if(pNewCompoundObj)
550*cdf0e10cSrcweir 				{
551*cdf0e10cSrcweir                     // get dest scene's current range in 3D world coordinates
552*cdf0e10cSrcweir                     const basegfx::B3DHomMatrix aSceneToWorldTrans(pDstScene->GetFullTransform());
553*cdf0e10cSrcweir                 	basegfx::B3DRange aSceneRange(pDstScene->GetBoundVolume());
554*cdf0e10cSrcweir                     aSceneRange.transform(aSceneToWorldTrans);
555*cdf0e10cSrcweir 
556*cdf0e10cSrcweir                     // get new object's implied object transformation
557*cdf0e10cSrcweir                     const basegfx::B3DHomMatrix aNewObjectTrans(pNewCompoundObj->GetTransform());
558*cdf0e10cSrcweir 
559*cdf0e10cSrcweir                     // get new object's range in 3D world coordinates in dest scene
560*cdf0e10cSrcweir                     // as if it were already added
561*cdf0e10cSrcweir                     const basegfx::B3DHomMatrix aObjectToWorldTrans(aSceneToWorldTrans * aNewObjectTrans);
562*cdf0e10cSrcweir                     basegfx::B3DRange aObjectRange(pNewCompoundObj->GetBoundVolume());
563*cdf0e10cSrcweir                     aObjectRange.transform(aObjectToWorldTrans);
564*cdf0e10cSrcweir 
565*cdf0e10cSrcweir                     // get scale adaption
566*cdf0e10cSrcweir                     const basegfx::B3DVector aSceneScale(aSceneRange.getRange());
567*cdf0e10cSrcweir                     const basegfx::B3DVector aObjectScale(aObjectRange.getRange());
568*cdf0e10cSrcweir                     double fScale(1.0);
569*cdf0e10cSrcweir 
570*cdf0e10cSrcweir                     // if new object's size in X,Y or Z is bigger that 80% of dest scene, adapt scale
571*cdf0e10cSrcweir                     // to not change the scene by the inserted object
572*cdf0e10cSrcweir                     const double fSizeFactor(0.5);
573*cdf0e10cSrcweir 
574*cdf0e10cSrcweir                     if(aObjectScale.getX() * fScale > aSceneScale.getX() * fSizeFactor)
575*cdf0e10cSrcweir                     {
576*cdf0e10cSrcweir                         const double fObjSize(aObjectScale.getX() * fScale);
577*cdf0e10cSrcweir                         const double fFactor((aSceneScale.getX() * fSizeFactor) / (basegfx::fTools::equalZero(fObjSize) ? 1.0 : fObjSize));
578*cdf0e10cSrcweir                         fScale *= fFactor;
579*cdf0e10cSrcweir                     }
580*cdf0e10cSrcweir 
581*cdf0e10cSrcweir                     if(aObjectScale.getY() * fScale > aSceneScale.getY() * fSizeFactor)
582*cdf0e10cSrcweir                     {
583*cdf0e10cSrcweir                         const double fObjSize(aObjectScale.getY() * fScale);
584*cdf0e10cSrcweir                         const double fFactor((aSceneScale.getY() * fSizeFactor) / (basegfx::fTools::equalZero(fObjSize) ? 1.0 : fObjSize));
585*cdf0e10cSrcweir                         fScale *= fFactor;
586*cdf0e10cSrcweir 					}
587*cdf0e10cSrcweir 
588*cdf0e10cSrcweir                     if(aObjectScale.getZ() * fScale > aSceneScale.getZ() * fSizeFactor)
589*cdf0e10cSrcweir                     {
590*cdf0e10cSrcweir                         const double fObjSize(aObjectScale.getZ() * fScale);
591*cdf0e10cSrcweir                         const double fFactor((aSceneScale.getZ() * fSizeFactor) / (basegfx::fTools::equalZero(fObjSize) ? 1.0 : fObjSize));
592*cdf0e10cSrcweir                         fScale *= fFactor;
593*cdf0e10cSrcweir                     }
594*cdf0e10cSrcweir 
595*cdf0e10cSrcweir                     // get translation adaption
596*cdf0e10cSrcweir                     const basegfx::B3DPoint aSceneCenter(aSceneRange.getCenter());
597*cdf0e10cSrcweir             		const basegfx::B3DPoint aObjectCenter(aObjectRange.getCenter());
598*cdf0e10cSrcweir 
599*cdf0e10cSrcweir                     // build full modification transform. The object's transformation
600*cdf0e10cSrcweir                     // shall be modified, so start at object coordinates; transform to 3d world coor
601*cdf0e10cSrcweir                     basegfx::B3DHomMatrix aModifyingTransform(aObjectToWorldTrans);
602*cdf0e10cSrcweir 
603*cdf0e10cSrcweir                     // translate to absolute center in 3d world coor
604*cdf0e10cSrcweir                     aModifyingTransform.translate(-aObjectCenter.getX(), -aObjectCenter.getY(), -aObjectCenter.getZ());
605*cdf0e10cSrcweir 
606*cdf0e10cSrcweir                     // scale to dest size in 3d world coor
607*cdf0e10cSrcweir                     aModifyingTransform.scale(fScale, fScale, fScale);
608*cdf0e10cSrcweir 
609*cdf0e10cSrcweir                     // translate to dest scene center in 3d world coor
610*cdf0e10cSrcweir                     aModifyingTransform.translate(aSceneCenter.getX(), aSceneCenter.getY(), aSceneCenter.getZ());
611*cdf0e10cSrcweir 
612*cdf0e10cSrcweir                     // transform from 3d world to dest object coordinates
613*cdf0e10cSrcweir                     basegfx::B3DHomMatrix aWorldToObject(aObjectToWorldTrans);
614*cdf0e10cSrcweir                     aWorldToObject.invert();
615*cdf0e10cSrcweir                     aModifyingTransform = aWorldToObject * aModifyingTransform;
616*cdf0e10cSrcweir 
617*cdf0e10cSrcweir                     // correct implied object transform by applying changing one in object coor
618*cdf0e10cSrcweir                     pNewCompoundObj->SetTransform(aModifyingTransform * aNewObjectTrans);
619*cdf0e10cSrcweir 
620*cdf0e10cSrcweir 					// fill and insert new object
621*cdf0e10cSrcweir 					pNewCompoundObj->SetModel(pDstScene->GetModel());
622*cdf0e10cSrcweir 					pNewCompoundObj->SetPage(pDstScene->GetPage());
623*cdf0e10cSrcweir 					pNewCompoundObj->NbcSetLayer(pCompoundObj->GetLayer());
624*cdf0e10cSrcweir 					pNewCompoundObj->NbcSetStyleSheet(pCompoundObj->GetStyleSheet(), sal_True);
625*cdf0e10cSrcweir 					pDstScene->Insert3DObj(pNewCompoundObj);
626*cdf0e10cSrcweir 					bRetval = sal_True;
627*cdf0e10cSrcweir 
628*cdf0e10cSrcweir 					// Undo anlegen
629*cdf0e10cSrcweir 					if( GetModel()->IsUndoEnabled() )
630*cdf0e10cSrcweir 						AddUndo(GetModel()->GetSdrUndoFactory().CreateUndoNewObject(*pNewCompoundObj));
631*cdf0e10cSrcweir 				}
632*cdf0e10cSrcweir 			}
633*cdf0e10cSrcweir 		}
634*cdf0e10cSrcweir 	}
635*cdf0e10cSrcweir 
636*cdf0e10cSrcweir 	return bRetval;
637*cdf0e10cSrcweir }
638*cdf0e10cSrcweir 
639*cdf0e10cSrcweir /*************************************************************************
640*cdf0e10cSrcweir |*
641*cdf0e10cSrcweir |* 3D-Konvertierung moeglich?
642*cdf0e10cSrcweir |*
643*cdf0e10cSrcweir \************************************************************************/
644*cdf0e10cSrcweir 
645*cdf0e10cSrcweir sal_Bool E3dView::IsConvertTo3DObjPossible() const
646*cdf0e10cSrcweir {
647*cdf0e10cSrcweir 	sal_Bool bAny3D(sal_False);
648*cdf0e10cSrcweir 	sal_Bool bGroupSelected(sal_False);
649*cdf0e10cSrcweir 	sal_Bool bRetval(sal_True);
650*cdf0e10cSrcweir 
651*cdf0e10cSrcweir 	for(sal_uInt32 a=0;!bAny3D && a<GetMarkedObjectCount();a++)
652*cdf0e10cSrcweir 	{
653*cdf0e10cSrcweir 		SdrObject *pObj = GetMarkedObjectByIndex(a);
654*cdf0e10cSrcweir 		if(pObj)
655*cdf0e10cSrcweir 		{
656*cdf0e10cSrcweir 			ImpIsConvertTo3DPossible(pObj, bAny3D, bGroupSelected);
657*cdf0e10cSrcweir 		}
658*cdf0e10cSrcweir 	}
659*cdf0e10cSrcweir 
660*cdf0e10cSrcweir 	bRetval = !bAny3D
661*cdf0e10cSrcweir 		&& (
662*cdf0e10cSrcweir 		   IsConvertToPolyObjPossible(sal_False)
663*cdf0e10cSrcweir 		|| IsConvertToPathObjPossible(sal_False)
664*cdf0e10cSrcweir 		|| IsImportMtfPossible());
665*cdf0e10cSrcweir 	return bRetval;
666*cdf0e10cSrcweir }
667*cdf0e10cSrcweir 
668*cdf0e10cSrcweir void E3dView::ImpIsConvertTo3DPossible(SdrObject* pObj, sal_Bool& rAny3D,
669*cdf0e10cSrcweir 	sal_Bool& rGroupSelected) const
670*cdf0e10cSrcweir {
671*cdf0e10cSrcweir 	if(pObj)
672*cdf0e10cSrcweir 	{
673*cdf0e10cSrcweir 		if(pObj->ISA(E3dObject))
674*cdf0e10cSrcweir 		{
675*cdf0e10cSrcweir 			rAny3D = sal_True;
676*cdf0e10cSrcweir 		}
677*cdf0e10cSrcweir 		else
678*cdf0e10cSrcweir 		{
679*cdf0e10cSrcweir 			if(pObj->IsGroupObject())
680*cdf0e10cSrcweir 			{
681*cdf0e10cSrcweir 				SdrObjListIter aIter(*pObj, IM_DEEPNOGROUPS);
682*cdf0e10cSrcweir 				while(aIter.IsMore())
683*cdf0e10cSrcweir 				{
684*cdf0e10cSrcweir 					SdrObject* pNewObj = aIter.Next();
685*cdf0e10cSrcweir 					ImpIsConvertTo3DPossible(pNewObj, rAny3D, rGroupSelected);
686*cdf0e10cSrcweir 				}
687*cdf0e10cSrcweir 				rGroupSelected = sal_True;
688*cdf0e10cSrcweir 			}
689*cdf0e10cSrcweir 		}
690*cdf0e10cSrcweir 	}
691*cdf0e10cSrcweir }
692*cdf0e10cSrcweir 
693*cdf0e10cSrcweir /*************************************************************************
694*cdf0e10cSrcweir |*
695*cdf0e10cSrcweir |* 3D-Konvertierung zu Extrude ausfuehren
696*cdf0e10cSrcweir |*
697*cdf0e10cSrcweir \************************************************************************/
698*cdf0e10cSrcweir #include <editeng/eeitem.hxx>
699*cdf0e10cSrcweir 
700*cdf0e10cSrcweir void E3dView::ImpChangeSomeAttributesFor3DConversion(SdrObject* pObj)
701*cdf0e10cSrcweir {
702*cdf0e10cSrcweir 	if(pObj->ISA(SdrTextObj))
703*cdf0e10cSrcweir 	{
704*cdf0e10cSrcweir 		const SfxItemSet& rSet = pObj->GetMergedItemSet();
705*cdf0e10cSrcweir 		const SvxColorItem& rTextColorItem = (const SvxColorItem&)rSet.Get(EE_CHAR_COLOR);
706*cdf0e10cSrcweir 		if(rTextColorItem.GetValue() == RGB_Color(COL_BLACK))
707*cdf0e10cSrcweir 		{
708*cdf0e10cSrcweir 			// Bei schwarzen Textobjekten wird die Farbe auf grau gesetzt
709*cdf0e10cSrcweir 			if(pObj->GetPage())
710*cdf0e10cSrcweir 			{
711*cdf0e10cSrcweir 				// #84864# if black is only default attribute from
712*cdf0e10cSrcweir 				// pattern set it hard so that it is used in undo.
713*cdf0e10cSrcweir 				pObj->SetMergedItem(SvxColorItem(RGB_Color(COL_BLACK), EE_CHAR_COLOR));
714*cdf0e10cSrcweir 
715*cdf0e10cSrcweir 				// add undo now
716*cdf0e10cSrcweir 				if( GetModel()->IsUndoEnabled() )
717*cdf0e10cSrcweir 					AddUndo(GetModel()->GetSdrUndoFactory().CreateUndoAttrObject(*pObj, false, false));
718*cdf0e10cSrcweir 			}
719*cdf0e10cSrcweir 
720*cdf0e10cSrcweir 			pObj->SetMergedItem(SvxColorItem(RGB_Color(COL_GRAY), EE_CHAR_COLOR));
721*cdf0e10cSrcweir 		}
722*cdf0e10cSrcweir 	}
723*cdf0e10cSrcweir }
724*cdf0e10cSrcweir 
725*cdf0e10cSrcweir void E3dView::ImpChangeSomeAttributesFor3DConversion2(SdrObject* pObj)
726*cdf0e10cSrcweir {
727*cdf0e10cSrcweir 	if(pObj->ISA(SdrPathObj))
728*cdf0e10cSrcweir 	{
729*cdf0e10cSrcweir 		const SfxItemSet& rSet = pObj->GetMergedItemSet();
730*cdf0e10cSrcweir 		sal_Int32 nLineWidth = ((const XLineWidthItem&)(rSet.Get(XATTR_LINEWIDTH))).GetValue();
731*cdf0e10cSrcweir 		XLineStyle eLineStyle = (XLineStyle)((const XLineStyleItem&)rSet.Get(XATTR_LINESTYLE)).GetValue();
732*cdf0e10cSrcweir 		XFillStyle eFillStyle = ITEMVALUE(rSet, XATTR_FILLSTYLE, XFillStyleItem);
733*cdf0e10cSrcweir 
734*cdf0e10cSrcweir 		if(((SdrPathObj*)pObj)->IsClosed()
735*cdf0e10cSrcweir 			&& eLineStyle == XLINE_SOLID
736*cdf0e10cSrcweir 			&& !nLineWidth
737*cdf0e10cSrcweir 			&& eFillStyle != XFILL_NONE)
738*cdf0e10cSrcweir 		{
739*cdf0e10cSrcweir 			if(pObj->GetPage() && GetModel()->IsUndoEnabled() )
740*cdf0e10cSrcweir 				AddUndo(GetModel()->GetSdrUndoFactory().CreateUndoAttrObject(*pObj, false, false));
741*cdf0e10cSrcweir 			pObj->SetMergedItem(XLineStyleItem(XLINE_NONE));
742*cdf0e10cSrcweir 			pObj->SetMergedItem(XLineWidthItem(0L));
743*cdf0e10cSrcweir 		}
744*cdf0e10cSrcweir 	}
745*cdf0e10cSrcweir }
746*cdf0e10cSrcweir 
747*cdf0e10cSrcweir void E3dView::ImpCreateSingle3DObjectFlat(E3dScene* pScene, SdrObject* pObj, sal_Bool bExtrude, double fDepth, basegfx::B2DHomMatrix& rLatheMat)
748*cdf0e10cSrcweir {
749*cdf0e10cSrcweir 	// Einzelnes PathObject, dieses umwanden
750*cdf0e10cSrcweir 	SdrPathObj* pPath = PTR_CAST(SdrPathObj, pObj);
751*cdf0e10cSrcweir 
752*cdf0e10cSrcweir 	if(pPath)
753*cdf0e10cSrcweir 	{
754*cdf0e10cSrcweir 		E3dDefaultAttributes aDefault = Get3DDefaultAttributes();
755*cdf0e10cSrcweir 		if(bExtrude)
756*cdf0e10cSrcweir 			aDefault.SetDefaultExtrudeCharacterMode(sal_True);
757*cdf0e10cSrcweir 		else
758*cdf0e10cSrcweir 			aDefault.SetDefaultLatheCharacterMode(sal_True);
759*cdf0e10cSrcweir 
760*cdf0e10cSrcweir 		// ItemSet des Ursprungsobjektes holen
761*cdf0e10cSrcweir 		SfxItemSet aSet(pObj->GetMergedItemSet());
762*cdf0e10cSrcweir 
763*cdf0e10cSrcweir 		XFillStyle eFillStyle = ITEMVALUE(aSet, XATTR_FILLSTYLE, XFillStyleItem);
764*cdf0e10cSrcweir 
765*cdf0e10cSrcweir 		// Linienstil ausschalten
766*cdf0e10cSrcweir 		aSet.Put(XLineStyleItem(XLINE_NONE));
767*cdf0e10cSrcweir 
768*cdf0e10cSrcweir 		// Feststellen, ob ein FILL_Attribut gesetzt ist.
769*cdf0e10cSrcweir 		if(!pPath->IsClosed() || eFillStyle == XFILL_NONE)
770*cdf0e10cSrcweir 		{
771*cdf0e10cSrcweir 			// Das SdrPathObj ist nicht gefuellt, lasse die
772*cdf0e10cSrcweir 			// vordere und hintere Flaeche weg. Ausserdem ist
773*cdf0e10cSrcweir 			// eine beidseitige Darstellung notwendig.
774*cdf0e10cSrcweir 			aDefault.SetDefaultExtrudeCloseFront(sal_False);
775*cdf0e10cSrcweir 			aDefault.SetDefaultExtrudeCloseBack(sal_False);
776*cdf0e10cSrcweir 
777*cdf0e10cSrcweir 			aSet.Put(Svx3DDoubleSidedItem(sal_True));
778*cdf0e10cSrcweir 
779*cdf0e10cSrcweir 			// Fuellattribut setzen
780*cdf0e10cSrcweir 			aSet.Put(XFillStyleItem(XFILL_SOLID));
781*cdf0e10cSrcweir 
782*cdf0e10cSrcweir 			// Fuellfarbe muss auf Linienfarbe, da das Objekt vorher
783*cdf0e10cSrcweir 			// nur eine Linie war
784*cdf0e10cSrcweir 			Color aColorLine = ((const XLineColorItem&)(aSet.Get(XATTR_LINECOLOR))).GetColorValue();
785*cdf0e10cSrcweir 			aSet.Put(XFillColorItem(String(), aColorLine));
786*cdf0e10cSrcweir 		}
787*cdf0e10cSrcweir 
788*cdf0e10cSrcweir 		// Neues Extrude-Objekt erzeugen
789*cdf0e10cSrcweir 		E3dObject* p3DObj = NULL;
790*cdf0e10cSrcweir 		if(bExtrude)
791*cdf0e10cSrcweir 		{
792*cdf0e10cSrcweir 			p3DObj = new E3dExtrudeObj(aDefault, pPath->GetPathPoly(), fDepth);
793*cdf0e10cSrcweir 		}
794*cdf0e10cSrcweir 		else
795*cdf0e10cSrcweir 		{
796*cdf0e10cSrcweir 			basegfx::B2DPolyPolygon aPolyPoly2D(pPath->GetPathPoly());
797*cdf0e10cSrcweir 			aPolyPoly2D.transform(rLatheMat);
798*cdf0e10cSrcweir 			p3DObj = new E3dLatheObj(aDefault, aPolyPoly2D);
799*cdf0e10cSrcweir 		}
800*cdf0e10cSrcweir 
801*cdf0e10cSrcweir 		// Attribute setzen
802*cdf0e10cSrcweir 		if(p3DObj)
803*cdf0e10cSrcweir 		{
804*cdf0e10cSrcweir 			p3DObj->NbcSetLayer(pObj->GetLayer());
805*cdf0e10cSrcweir 
806*cdf0e10cSrcweir 			p3DObj->SetMergedItemSet(aSet);
807*cdf0e10cSrcweir 
808*cdf0e10cSrcweir 			p3DObj->NbcSetStyleSheet(pObj->GetStyleSheet(), sal_True);
809*cdf0e10cSrcweir 
810*cdf0e10cSrcweir 			// Neues 3D-Objekt einfuegen
811*cdf0e10cSrcweir 			pScene->Insert3DObj(p3DObj);
812*cdf0e10cSrcweir 		}
813*cdf0e10cSrcweir 	}
814*cdf0e10cSrcweir }
815*cdf0e10cSrcweir 
816*cdf0e10cSrcweir void E3dView::ImpCreate3DObject(E3dScene* pScene, SdrObject* pObj, sal_Bool bExtrude, double fDepth, basegfx::B2DHomMatrix& rLatheMat)
817*cdf0e10cSrcweir {
818*cdf0e10cSrcweir 	if(pObj)
819*cdf0e10cSrcweir 	{
820*cdf0e10cSrcweir 		// change text color attribute for not so dark colors
821*cdf0e10cSrcweir 		if(pObj->IsGroupObject())
822*cdf0e10cSrcweir 		{
823*cdf0e10cSrcweir 			SdrObjListIter aIter(*pObj, IM_DEEPWITHGROUPS);
824*cdf0e10cSrcweir 			while(aIter.IsMore())
825*cdf0e10cSrcweir 			{
826*cdf0e10cSrcweir 				SdrObject* pGroupMember = aIter.Next();
827*cdf0e10cSrcweir 				ImpChangeSomeAttributesFor3DConversion(pGroupMember);
828*cdf0e10cSrcweir 			}
829*cdf0e10cSrcweir 		}
830*cdf0e10cSrcweir 		else
831*cdf0e10cSrcweir 			ImpChangeSomeAttributesFor3DConversion(pObj);
832*cdf0e10cSrcweir 
833*cdf0e10cSrcweir 		// convert completely to path objects
834*cdf0e10cSrcweir 		SdrObject* pNewObj1 = pObj->ConvertToPolyObj(sal_False, sal_False);
835*cdf0e10cSrcweir 
836*cdf0e10cSrcweir 		if(pNewObj1)
837*cdf0e10cSrcweir 		{
838*cdf0e10cSrcweir 			// change text color attribute for not so dark colors
839*cdf0e10cSrcweir 			if(pNewObj1->IsGroupObject())
840*cdf0e10cSrcweir 			{
841*cdf0e10cSrcweir 				SdrObjListIter aIter(*pNewObj1, IM_DEEPWITHGROUPS);
842*cdf0e10cSrcweir 				while(aIter.IsMore())
843*cdf0e10cSrcweir 				{
844*cdf0e10cSrcweir 					SdrObject* pGroupMember = aIter.Next();
845*cdf0e10cSrcweir 					ImpChangeSomeAttributesFor3DConversion2(pGroupMember);
846*cdf0e10cSrcweir 				}
847*cdf0e10cSrcweir 			}
848*cdf0e10cSrcweir 			else
849*cdf0e10cSrcweir 				ImpChangeSomeAttributesFor3DConversion2(pNewObj1);
850*cdf0e10cSrcweir 
851*cdf0e10cSrcweir 			// convert completely to path objects
852*cdf0e10cSrcweir 			SdrObject* pNewObj2 = pObj->ConvertToContourObj(pNewObj1, sal_True);
853*cdf0e10cSrcweir 
854*cdf0e10cSrcweir 			if(pNewObj2)
855*cdf0e10cSrcweir 			{
856*cdf0e10cSrcweir 				// add all to flat scene
857*cdf0e10cSrcweir 				if(pNewObj2->IsGroupObject())
858*cdf0e10cSrcweir 				{
859*cdf0e10cSrcweir 					SdrObjListIter aIter(*pNewObj2, IM_DEEPWITHGROUPS);
860*cdf0e10cSrcweir 					while(aIter.IsMore())
861*cdf0e10cSrcweir 					{
862*cdf0e10cSrcweir 						SdrObject* pGroupMember = aIter.Next();
863*cdf0e10cSrcweir 						ImpCreateSingle3DObjectFlat(pScene, pGroupMember, bExtrude, fDepth, rLatheMat);
864*cdf0e10cSrcweir 					}
865*cdf0e10cSrcweir 				}
866*cdf0e10cSrcweir 				else
867*cdf0e10cSrcweir 					ImpCreateSingle3DObjectFlat(pScene, pNewObj2, bExtrude, fDepth, rLatheMat);
868*cdf0e10cSrcweir 
869*cdf0e10cSrcweir 				// delete zwi object
870*cdf0e10cSrcweir 				if(pNewObj2 != pObj && pNewObj2 != pNewObj1 && pNewObj2)
871*cdf0e10cSrcweir                     SdrObject::Free( pNewObj2 );
872*cdf0e10cSrcweir 			}
873*cdf0e10cSrcweir 
874*cdf0e10cSrcweir 			// delete zwi object
875*cdf0e10cSrcweir 			if(pNewObj1 != pObj && pNewObj1)
876*cdf0e10cSrcweir 				SdrObject::Free( pNewObj1 );
877*cdf0e10cSrcweir 		}
878*cdf0e10cSrcweir 	}
879*cdf0e10cSrcweir }
880*cdf0e10cSrcweir 
881*cdf0e10cSrcweir /*************************************************************************
882*cdf0e10cSrcweir |*
883*cdf0e10cSrcweir |* 3D-Konvertierung zu Extrude steuern
884*cdf0e10cSrcweir |*
885*cdf0e10cSrcweir \************************************************************************/
886*cdf0e10cSrcweir 
887*cdf0e10cSrcweir void E3dView::ConvertMarkedObjTo3D(sal_Bool bExtrude, basegfx::B2DPoint aPnt1, basegfx::B2DPoint aPnt2)
888*cdf0e10cSrcweir {
889*cdf0e10cSrcweir 	if(AreObjectsMarked())
890*cdf0e10cSrcweir 	{
891*cdf0e10cSrcweir 		// Undo anlegen
892*cdf0e10cSrcweir         if(bExtrude)
893*cdf0e10cSrcweir 			BegUndo(SVX_RESSTR(RID_SVX_3D_UNDO_EXTRUDE));
894*cdf0e10cSrcweir 		else
895*cdf0e10cSrcweir 			BegUndo(SVX_RESSTR(RID_SVX_3D_UNDO_LATHE));
896*cdf0e10cSrcweir 
897*cdf0e10cSrcweir 		// Neue Szene fuer zu erzeugende 3D-Objekte anlegen
898*cdf0e10cSrcweir         E3dScene* pScene = new E3dPolyScene(Get3DDefaultAttributes());
899*cdf0e10cSrcweir 
900*cdf0e10cSrcweir 		// Rechteck bestimmen und evtl. korrigieren
901*cdf0e10cSrcweir 		Rectangle aRect = GetAllMarkedRect();
902*cdf0e10cSrcweir 		if(aRect.GetWidth() <= 1)
903*cdf0e10cSrcweir 			aRect.SetSize(Size(500, aRect.GetHeight()));
904*cdf0e10cSrcweir 		if(aRect.GetHeight() <= 1)
905*cdf0e10cSrcweir 			aRect.SetSize(Size(aRect.GetWidth(), 500));
906*cdf0e10cSrcweir 
907*cdf0e10cSrcweir 		// Tiefe relativ zur Groesse der Selektion bestimmen
908*cdf0e10cSrcweir 		double fDepth = 0.0;
909*cdf0e10cSrcweir 		double fRot3D = 0.0;
910*cdf0e10cSrcweir 		basegfx::B2DHomMatrix aLatheMat;
911*cdf0e10cSrcweir 
912*cdf0e10cSrcweir 		if(bExtrude)
913*cdf0e10cSrcweir 		{
914*cdf0e10cSrcweir 			double fW = (double)aRect.GetWidth();
915*cdf0e10cSrcweir 			double fH = (double)aRect.GetHeight();
916*cdf0e10cSrcweir 			fDepth = sqrt(fW*fW + fH*fH) / 6.0;
917*cdf0e10cSrcweir 		}
918*cdf0e10cSrcweir 		if(!bExtrude)
919*cdf0e10cSrcweir 		{
920*cdf0e10cSrcweir 			// Transformation fuer Polygone Rotationskoerper erstellen
921*cdf0e10cSrcweir 			if(aPnt1 != aPnt2)
922*cdf0e10cSrcweir 			{
923*cdf0e10cSrcweir 				// Rotation um Kontrollpunkt1 mit eigestelltem Winkel
924*cdf0e10cSrcweir 				// fuer 3D Koordinaten
925*cdf0e10cSrcweir 				basegfx::B2DPoint aDiff(aPnt1 - aPnt2);
926*cdf0e10cSrcweir 				fRot3D = atan2(aDiff.getY(), aDiff.getX()) - F_PI2;
927*cdf0e10cSrcweir 
928*cdf0e10cSrcweir                 if(basegfx::fTools::equalZero(fabs(fRot3D)))
929*cdf0e10cSrcweir 					fRot3D = 0.0;
930*cdf0e10cSrcweir 
931*cdf0e10cSrcweir 				if(fRot3D != 0.0)
932*cdf0e10cSrcweir 				{
933*cdf0e10cSrcweir                     aLatheMat = basegfx::tools::createRotateAroundPoint(aPnt2, -fRot3D)
934*cdf0e10cSrcweir                         * aLatheMat;
935*cdf0e10cSrcweir 				}
936*cdf0e10cSrcweir 			}
937*cdf0e10cSrcweir 
938*cdf0e10cSrcweir 			if(aPnt2.getX() != 0.0)
939*cdf0e10cSrcweir 			{
940*cdf0e10cSrcweir 				// Translation auf Y=0 - Achse
941*cdf0e10cSrcweir 				aLatheMat.translate(-aPnt2.getX(), 0.0);
942*cdf0e10cSrcweir 			}
943*cdf0e10cSrcweir 			else
944*cdf0e10cSrcweir 			{
945*cdf0e10cSrcweir 				aLatheMat.translate((double)-aRect.Left(), 0.0);
946*cdf0e10cSrcweir 			}
947*cdf0e10cSrcweir 
948*cdf0e10cSrcweir 			// Inverse Matrix bilden, um die Zielausdehnung zu bestimmen
949*cdf0e10cSrcweir 			basegfx::B2DHomMatrix aInvLatheMat(aLatheMat);
950*cdf0e10cSrcweir 			aInvLatheMat.invert();
951*cdf0e10cSrcweir 
952*cdf0e10cSrcweir 			// SnapRect Ausdehnung mittels Spiegelung an der Rotationsachse
953*cdf0e10cSrcweir 			// erweitern
954*cdf0e10cSrcweir 			for(sal_uInt32 a=0;a<GetMarkedObjectCount();a++)
955*cdf0e10cSrcweir 			{
956*cdf0e10cSrcweir 				SdrMark* pMark = GetSdrMarkByIndex(a);
957*cdf0e10cSrcweir 				SdrObject* pObj = pMark->GetMarkedSdrObj();
958*cdf0e10cSrcweir 				Rectangle aTurnRect = pObj->GetSnapRect();
959*cdf0e10cSrcweir 				basegfx::B2DPoint aRot;
960*cdf0e10cSrcweir 				Point aRotPnt;
961*cdf0e10cSrcweir 
962*cdf0e10cSrcweir 				aRot = basegfx::B2DPoint(aTurnRect.Left(), -aTurnRect.Top());
963*cdf0e10cSrcweir 				aRot *= aLatheMat;
964*cdf0e10cSrcweir 				aRot.setX(-aRot.getX());
965*cdf0e10cSrcweir 				aRot *= aInvLatheMat;
966*cdf0e10cSrcweir 				aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5));
967*cdf0e10cSrcweir 				aRect.Union(Rectangle(aRotPnt, aRotPnt));
968*cdf0e10cSrcweir 
969*cdf0e10cSrcweir 				aRot = basegfx::B2DPoint(aTurnRect.Left(), -aTurnRect.Bottom());
970*cdf0e10cSrcweir 				aRot *= aLatheMat;
971*cdf0e10cSrcweir 				aRot.setX(-aRot.getX());
972*cdf0e10cSrcweir 				aRot *= aInvLatheMat;
973*cdf0e10cSrcweir 				aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5));
974*cdf0e10cSrcweir 				aRect.Union(Rectangle(aRotPnt, aRotPnt));
975*cdf0e10cSrcweir 
976*cdf0e10cSrcweir 				aRot = basegfx::B2DPoint(aTurnRect.Right(), -aTurnRect.Top());
977*cdf0e10cSrcweir 				aRot *= aLatheMat;
978*cdf0e10cSrcweir 				aRot.setX(-aRot.getX());
979*cdf0e10cSrcweir 				aRot *= aInvLatheMat;
980*cdf0e10cSrcweir 				aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5));
981*cdf0e10cSrcweir 				aRect.Union(Rectangle(aRotPnt, aRotPnt));
982*cdf0e10cSrcweir 
983*cdf0e10cSrcweir 				aRot = basegfx::B2DPoint(aTurnRect.Right(), -aTurnRect.Bottom());
984*cdf0e10cSrcweir 				aRot *= aLatheMat;
985*cdf0e10cSrcweir 				aRot.setX(-aRot.getX());
986*cdf0e10cSrcweir 				aRot *= aInvLatheMat;
987*cdf0e10cSrcweir 				aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5));
988*cdf0e10cSrcweir 				aRect.Union(Rectangle(aRotPnt, aRotPnt));
989*cdf0e10cSrcweir 			}
990*cdf0e10cSrcweir 		}
991*cdf0e10cSrcweir 
992*cdf0e10cSrcweir 		// Ueber die Selektion gehen und in 3D wandeln, komplett mit
993*cdf0e10cSrcweir 		// Umwandeln in SdrPathObject, auch Schriften
994*cdf0e10cSrcweir 		for(sal_uInt32 a=0;a<GetMarkedObjectCount();a++)
995*cdf0e10cSrcweir 		{
996*cdf0e10cSrcweir 			SdrMark* pMark = GetSdrMarkByIndex(a);
997*cdf0e10cSrcweir 			SdrObject* pObj = pMark->GetMarkedSdrObj();
998*cdf0e10cSrcweir 
999*cdf0e10cSrcweir 			ImpCreate3DObject(pScene, pObj, bExtrude, fDepth, aLatheMat);
1000*cdf0e10cSrcweir 		}
1001*cdf0e10cSrcweir 
1002*cdf0e10cSrcweir 		if(pScene->GetSubList() && pScene->GetSubList()->GetObjCount() != 0)
1003*cdf0e10cSrcweir 		{
1004*cdf0e10cSrcweir 			// Alle angelegten Objekte Tiefenarrangieren
1005*cdf0e10cSrcweir 			if(bExtrude)
1006*cdf0e10cSrcweir 				DoDepthArrange(pScene, fDepth);
1007*cdf0e10cSrcweir 
1008*cdf0e10cSrcweir 			// 3D-Objekte auf die Mitte des Gesamtrechtecks zentrieren
1009*cdf0e10cSrcweir 			basegfx::B3DPoint aCenter(pScene->GetBoundVolume().getCenter());
1010*cdf0e10cSrcweir 			basegfx::B3DHomMatrix aMatrix;
1011*cdf0e10cSrcweir 
1012*cdf0e10cSrcweir             aMatrix.translate(-aCenter.getX(), -aCenter.getY(), -aCenter.getZ());
1013*cdf0e10cSrcweir 			pScene->SetTransform(aMatrix * pScene->GetTransform()); // #112587#
1014*cdf0e10cSrcweir 
1015*cdf0e10cSrcweir 			// Szene initialisieren
1016*cdf0e10cSrcweir 			pScene->NbcSetSnapRect(aRect);
1017*cdf0e10cSrcweir 			basegfx::B3DRange aBoundVol = pScene->GetBoundVolume();
1018*cdf0e10cSrcweir 			InitScene(pScene, (double)aRect.GetWidth(), (double)aRect.GetHeight(), aBoundVol.getDepth());
1019*cdf0e10cSrcweir 
1020*cdf0e10cSrcweir 			// Szene anstelle des ersten selektierten Objektes einfuegen
1021*cdf0e10cSrcweir 			// und alle alten Objekte weghauen
1022*cdf0e10cSrcweir 			SdrObject* pRepObj = GetMarkedObjectByIndex(0);
1023*cdf0e10cSrcweir 			SdrPageView* pPV = GetSdrPageViewOfMarkedByIndex(0);
1024*cdf0e10cSrcweir 			MarkObj(pRepObj, pPV, sal_True);
1025*cdf0e10cSrcweir 			ReplaceObjectAtView(pRepObj, *pPV, pScene, sal_False);
1026*cdf0e10cSrcweir 			DeleteMarked();
1027*cdf0e10cSrcweir 			MarkObj(pScene, pPV);
1028*cdf0e10cSrcweir 
1029*cdf0e10cSrcweir 			// Rotationskoerper um Rotationsachse drehen
1030*cdf0e10cSrcweir 			basegfx::B3DHomMatrix aRotate;
1031*cdf0e10cSrcweir 
1032*cdf0e10cSrcweir 			if(!bExtrude && fRot3D != 0.0)
1033*cdf0e10cSrcweir 			{
1034*cdf0e10cSrcweir 				aRotate.rotate(0.0, 0.0, fRot3D);
1035*cdf0e10cSrcweir 			}
1036*cdf0e10cSrcweir 
1037*cdf0e10cSrcweir 			// Default-Rotation setzen
1038*cdf0e10cSrcweir 			{
1039*cdf0e10cSrcweir 	            double XRotateDefault = 20;
1040*cdf0e10cSrcweir 				aRotate.rotate(DEG2RAD(XRotateDefault), 0.0, 0.0);
1041*cdf0e10cSrcweir 			}
1042*cdf0e10cSrcweir 
1043*cdf0e10cSrcweir 			if(!aRotate.isIdentity())
1044*cdf0e10cSrcweir 			{
1045*cdf0e10cSrcweir 				pScene->SetTransform(aRotate * pScene->GetTransform());
1046*cdf0e10cSrcweir 			}
1047*cdf0e10cSrcweir 
1048*cdf0e10cSrcweir 			// SnapRects der Objekte ungueltig
1049*cdf0e10cSrcweir 			pScene->SetSnapRect(aRect);
1050*cdf0e10cSrcweir 		}
1051*cdf0e10cSrcweir 		else
1052*cdf0e10cSrcweir         {
1053*cdf0e10cSrcweir 			// Es wurden keine 3D Objekte erzeugt, schmeiss alles weg
1054*cdf0e10cSrcweir 			delete pScene;
1055*cdf0e10cSrcweir         }
1056*cdf0e10cSrcweir 
1057*cdf0e10cSrcweir 		// Undo abschliessen
1058*cdf0e10cSrcweir         EndUndo();
1059*cdf0e10cSrcweir 	}
1060*cdf0e10cSrcweir }
1061*cdf0e10cSrcweir 
1062*cdf0e10cSrcweir /*************************************************************************
1063*cdf0e10cSrcweir |*
1064*cdf0e10cSrcweir |* Alle enthaltenen Extrude-Objekte Tiefenarrangieren
1065*cdf0e10cSrcweir |*
1066*cdf0e10cSrcweir \************************************************************************/
1067*cdf0e10cSrcweir 
1068*cdf0e10cSrcweir struct E3dDepthNeighbour
1069*cdf0e10cSrcweir {
1070*cdf0e10cSrcweir 	E3dDepthNeighbour*	        mpNext;
1071*cdf0e10cSrcweir 	E3dExtrudeObj*		        mpObj;
1072*cdf0e10cSrcweir     basegfx::B2DPolyPolygon     maPreparedPolyPolygon;
1073*cdf0e10cSrcweir 
1074*cdf0e10cSrcweir     E3dDepthNeighbour()
1075*cdf0e10cSrcweir     :   mpNext(0),
1076*cdf0e10cSrcweir         mpObj(0),
1077*cdf0e10cSrcweir         maPreparedPolyPolygon()
1078*cdf0e10cSrcweir     {
1079*cdf0e10cSrcweir     }
1080*cdf0e10cSrcweir };
1081*cdf0e10cSrcweir 
1082*cdf0e10cSrcweir struct E3dDepthLayer
1083*cdf0e10cSrcweir {
1084*cdf0e10cSrcweir 	E3dDepthLayer*		        mpDown;
1085*cdf0e10cSrcweir 	E3dDepthNeighbour*	        mpNext;
1086*cdf0e10cSrcweir 
1087*cdf0e10cSrcweir 	E3dDepthLayer()
1088*cdf0e10cSrcweir     :   mpDown(0),
1089*cdf0e10cSrcweir         mpNext(0)
1090*cdf0e10cSrcweir     {
1091*cdf0e10cSrcweir     }
1092*cdf0e10cSrcweir 
1093*cdf0e10cSrcweir 	~E3dDepthLayer()
1094*cdf0e10cSrcweir     {
1095*cdf0e10cSrcweir         while(mpNext)
1096*cdf0e10cSrcweir         {
1097*cdf0e10cSrcweir             E3dDepthNeighbour* pSucc = mpNext->mpNext;
1098*cdf0e10cSrcweir             delete mpNext;
1099*cdf0e10cSrcweir             mpNext = pSucc;
1100*cdf0e10cSrcweir         }
1101*cdf0e10cSrcweir     }
1102*cdf0e10cSrcweir };
1103*cdf0e10cSrcweir 
1104*cdf0e10cSrcweir void E3dView::DoDepthArrange(E3dScene* pScene, double fDepth)
1105*cdf0e10cSrcweir {
1106*cdf0e10cSrcweir 	if(pScene && pScene->GetSubList() && pScene->GetSubList()->GetObjCount() > 1)
1107*cdf0e10cSrcweir 	{
1108*cdf0e10cSrcweir 		SdrObjList* pSubList = pScene->GetSubList();
1109*cdf0e10cSrcweir 		SdrObjListIter aIter(*pSubList, IM_FLAT);
1110*cdf0e10cSrcweir 		E3dDepthLayer* pBaseLayer = NULL;
1111*cdf0e10cSrcweir 		E3dDepthLayer* pLayer = NULL;
1112*cdf0e10cSrcweir 		sal_Int32 nNumLayers = 0;
1113*cdf0e10cSrcweir 
1114*cdf0e10cSrcweir 		while(aIter.IsMore())
1115*cdf0e10cSrcweir 		{
1116*cdf0e10cSrcweir 			E3dExtrudeObj* pExtrudeObj = dynamic_cast< E3dExtrudeObj* >(aIter.Next());
1117*cdf0e10cSrcweir 
1118*cdf0e10cSrcweir 			if(pExtrudeObj)
1119*cdf0e10cSrcweir 			{
1120*cdf0e10cSrcweir                 const basegfx::B2DPolyPolygon aExtrudePoly(
1121*cdf0e10cSrcweir                     basegfx::tools::prepareForPolygonOperation(pExtrudeObj->GetExtrudePolygon()));
1122*cdf0e10cSrcweir 				const SfxItemSet& rLocalSet = pExtrudeObj->GetMergedItemSet();
1123*cdf0e10cSrcweir 				const XFillStyle eLocalFillStyle = ITEMVALUE(rLocalSet, XATTR_FILLSTYLE, XFillStyleItem);
1124*cdf0e10cSrcweir 				const Color aLocalColor = ((const XFillColorItem&)(rLocalSet.Get(XATTR_FILLCOLOR))).GetColorValue();
1125*cdf0e10cSrcweir 
1126*cdf0e10cSrcweir 				// sort in ExtrudeObj
1127*cdf0e10cSrcweir 				if(pLayer)
1128*cdf0e10cSrcweir 				{
1129*cdf0e10cSrcweir 					// do we have overlap with an object of this layer?
1130*cdf0e10cSrcweir 					bool bOverlap(false);
1131*cdf0e10cSrcweir 					E3dDepthNeighbour* pAct = pLayer->mpNext;
1132*cdf0e10cSrcweir 
1133*cdf0e10cSrcweir 					while(!bOverlap && pAct)
1134*cdf0e10cSrcweir 					{
1135*cdf0e10cSrcweir 						// do pAct->mpObj and pExtrudeObj overlap? Check by
1136*cdf0e10cSrcweir                         // using logical AND clipping
1137*cdf0e10cSrcweir                         const basegfx::B2DPolyPolygon aAndPolyPolygon(
1138*cdf0e10cSrcweir                             basegfx::tools::solvePolygonOperationAnd(
1139*cdf0e10cSrcweir                                 aExtrudePoly,
1140*cdf0e10cSrcweir                                 pAct->maPreparedPolyPolygon));
1141*cdf0e10cSrcweir 
1142*cdf0e10cSrcweir                         bOverlap = (0 != aAndPolyPolygon.count());
1143*cdf0e10cSrcweir 
1144*cdf0e10cSrcweir 						if(bOverlap)
1145*cdf0e10cSrcweir 						{
1146*cdf0e10cSrcweir 							// second ciriteria: is another fillstyle or color used?
1147*cdf0e10cSrcweir 							const SfxItemSet& rCompareSet = pAct->mpObj->GetMergedItemSet();
1148*cdf0e10cSrcweir 
1149*cdf0e10cSrcweir 							XFillStyle eCompareFillStyle = ITEMVALUE(rCompareSet, XATTR_FILLSTYLE, XFillStyleItem);
1150*cdf0e10cSrcweir 
1151*cdf0e10cSrcweir 							if(eLocalFillStyle == eCompareFillStyle)
1152*cdf0e10cSrcweir 							{
1153*cdf0e10cSrcweir 								if(eLocalFillStyle == XFILL_SOLID)
1154*cdf0e10cSrcweir 								{
1155*cdf0e10cSrcweir 									Color aCompareColor = ((const XFillColorItem&)(rCompareSet.Get(XATTR_FILLCOLOR))).GetColorValue();
1156*cdf0e10cSrcweir 
1157*cdf0e10cSrcweir 									if(aCompareColor == aLocalColor)
1158*cdf0e10cSrcweir 									{
1159*cdf0e10cSrcweir 										bOverlap = sal_False;
1160*cdf0e10cSrcweir 									}
1161*cdf0e10cSrcweir 								}
1162*cdf0e10cSrcweir 								else if(eLocalFillStyle == XFILL_NONE)
1163*cdf0e10cSrcweir 								{
1164*cdf0e10cSrcweir 									bOverlap = sal_False;
1165*cdf0e10cSrcweir 								}
1166*cdf0e10cSrcweir 							}
1167*cdf0e10cSrcweir 						}
1168*cdf0e10cSrcweir 
1169*cdf0e10cSrcweir 						pAct = pAct->mpNext;
1170*cdf0e10cSrcweir 					}
1171*cdf0e10cSrcweir 
1172*cdf0e10cSrcweir 					if(bOverlap)
1173*cdf0e10cSrcweir 					{
1174*cdf0e10cSrcweir 						// yes, start a new layer
1175*cdf0e10cSrcweir 						pLayer->mpDown = new E3dDepthLayer;
1176*cdf0e10cSrcweir 						pLayer = pLayer->mpDown;
1177*cdf0e10cSrcweir 						nNumLayers++;
1178*cdf0e10cSrcweir 						pLayer->mpNext = new E3dDepthNeighbour;
1179*cdf0e10cSrcweir 						pLayer->mpNext->mpObj = pExtrudeObj;
1180*cdf0e10cSrcweir 						pLayer->mpNext->maPreparedPolyPolygon = aExtrudePoly;
1181*cdf0e10cSrcweir 					}
1182*cdf0e10cSrcweir 					else
1183*cdf0e10cSrcweir 					{
1184*cdf0e10cSrcweir 						// no, add to current layer
1185*cdf0e10cSrcweir 						E3dDepthNeighbour* pNewNext = new E3dDepthNeighbour;
1186*cdf0e10cSrcweir 						pNewNext->mpObj = pExtrudeObj;
1187*cdf0e10cSrcweir 						pNewNext->maPreparedPolyPolygon = aExtrudePoly;
1188*cdf0e10cSrcweir 						pNewNext->mpNext = pLayer->mpNext;
1189*cdf0e10cSrcweir 						pLayer->mpNext = pNewNext;
1190*cdf0e10cSrcweir 					}
1191*cdf0e10cSrcweir 				}
1192*cdf0e10cSrcweir 				else
1193*cdf0e10cSrcweir 				{
1194*cdf0e10cSrcweir 					// first layer ever
1195*cdf0e10cSrcweir 					pBaseLayer = new E3dDepthLayer;
1196*cdf0e10cSrcweir 					pLayer = pBaseLayer;
1197*cdf0e10cSrcweir 					nNumLayers++;
1198*cdf0e10cSrcweir 					pLayer->mpNext = new E3dDepthNeighbour;
1199*cdf0e10cSrcweir 					pLayer->mpNext->mpObj = pExtrudeObj;
1200*cdf0e10cSrcweir 					pLayer->mpNext->maPreparedPolyPolygon = aExtrudePoly;
1201*cdf0e10cSrcweir 				}
1202*cdf0e10cSrcweir 			}
1203*cdf0e10cSrcweir 		}
1204*cdf0e10cSrcweir 
1205*cdf0e10cSrcweir 		// number of layers is done
1206*cdf0e10cSrcweir 		if(nNumLayers > 1)
1207*cdf0e10cSrcweir 		{
1208*cdf0e10cSrcweir 			// need to be arranged
1209*cdf0e10cSrcweir 			double fMinDepth = fDepth * 0.8;
1210*cdf0e10cSrcweir 			double fStep = (fDepth - fMinDepth) / (double)nNumLayers;
1211*cdf0e10cSrcweir 			pLayer = pBaseLayer;
1212*cdf0e10cSrcweir 
1213*cdf0e10cSrcweir 			while(pLayer)
1214*cdf0e10cSrcweir 			{
1215*cdf0e10cSrcweir 				// move along layer
1216*cdf0e10cSrcweir 				E3dDepthNeighbour* pAct = pLayer->mpNext;
1217*cdf0e10cSrcweir 
1218*cdf0e10cSrcweir 				while(pAct)
1219*cdf0e10cSrcweir 				{
1220*cdf0e10cSrcweir 					// adapt extrude value
1221*cdf0e10cSrcweir 					pAct->mpObj->SetMergedItem(SfxUInt32Item(SDRATTR_3DOBJ_DEPTH, sal_uInt32(fMinDepth + 0.5)));
1222*cdf0e10cSrcweir 
1223*cdf0e10cSrcweir 					// next
1224*cdf0e10cSrcweir 					pAct = pAct->mpNext;
1225*cdf0e10cSrcweir 				}
1226*cdf0e10cSrcweir 
1227*cdf0e10cSrcweir 				// next layer
1228*cdf0e10cSrcweir 				pLayer = pLayer->mpDown;
1229*cdf0e10cSrcweir 				fMinDepth += fStep;
1230*cdf0e10cSrcweir 			}
1231*cdf0e10cSrcweir 		}
1232*cdf0e10cSrcweir 
1233*cdf0e10cSrcweir 		// cleanup
1234*cdf0e10cSrcweir 		while(pBaseLayer)
1235*cdf0e10cSrcweir 		{
1236*cdf0e10cSrcweir 			pLayer = pBaseLayer->mpDown;
1237*cdf0e10cSrcweir 			delete pBaseLayer;
1238*cdf0e10cSrcweir 			pBaseLayer = pLayer;
1239*cdf0e10cSrcweir 		}
1240*cdf0e10cSrcweir 	}
1241*cdf0e10cSrcweir }
1242*cdf0e10cSrcweir 
1243*cdf0e10cSrcweir /*************************************************************************
1244*cdf0e10cSrcweir |*
1245*cdf0e10cSrcweir |* Drag beginnen, vorher ggf. Drag-Methode fuer 3D-Objekte erzeugen
1246*cdf0e10cSrcweir |*
1247*cdf0e10cSrcweir \************************************************************************/
1248*cdf0e10cSrcweir 
1249*cdf0e10cSrcweir sal_Bool E3dView::BegDragObj(const Point& rPnt, OutputDevice* pOut,
1250*cdf0e10cSrcweir 	SdrHdl* pHdl, short nMinMov,
1251*cdf0e10cSrcweir 	SdrDragMethod* pForcedMeth)
1252*cdf0e10cSrcweir {
1253*cdf0e10cSrcweir     if(Is3DRotationCreationActive() && GetMarkedObjectCount())
1254*cdf0e10cSrcweir 	{
1255*cdf0e10cSrcweir 		// bestimme alle selektierten Polygone und gebe die gespiegelte Hilfsfigur aus
1256*cdf0e10cSrcweir 		mpMirrorOverlay->SetMirrorAxis(aRef1, aRef2);
1257*cdf0e10cSrcweir 	}
1258*cdf0e10cSrcweir 	else
1259*cdf0e10cSrcweir     {
1260*cdf0e10cSrcweir         sal_Bool bOwnActionNecessary;
1261*cdf0e10cSrcweir         if (pHdl == NULL)
1262*cdf0e10cSrcweir         {
1263*cdf0e10cSrcweir            bOwnActionNecessary = sal_True;
1264*cdf0e10cSrcweir         }
1265*cdf0e10cSrcweir         else if (pHdl->IsVertexHdl() || pHdl->IsCornerHdl())
1266*cdf0e10cSrcweir         {
1267*cdf0e10cSrcweir            bOwnActionNecessary = sal_True;
1268*cdf0e10cSrcweir         }
1269*cdf0e10cSrcweir         else
1270*cdf0e10cSrcweir         {
1271*cdf0e10cSrcweir            bOwnActionNecessary = sal_False;
1272*cdf0e10cSrcweir         }
1273*cdf0e10cSrcweir 
1274*cdf0e10cSrcweir         if(bOwnActionNecessary && GetMarkedObjectCount() >= 1)
1275*cdf0e10cSrcweir         {
1276*cdf0e10cSrcweir             E3dDragConstraint eConstraint = E3DDRAG_CONSTR_XYZ;
1277*cdf0e10cSrcweir 			sal_Bool bThereAreRootScenes = sal_False;
1278*cdf0e10cSrcweir 			sal_Bool bThereAre3DObjects = sal_False;
1279*cdf0e10cSrcweir 			long nCnt = GetMarkedObjectCount();
1280*cdf0e10cSrcweir 			for(long nObjs = 0;nObjs < nCnt;nObjs++)
1281*cdf0e10cSrcweir 			{
1282*cdf0e10cSrcweir 				SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
1283*cdf0e10cSrcweir 				if(pObj)
1284*cdf0e10cSrcweir 				{
1285*cdf0e10cSrcweir 					if(pObj->ISA(E3dScene) && ((E3dScene*)pObj)->GetScene() == pObj)
1286*cdf0e10cSrcweir 						bThereAreRootScenes = sal_True;
1287*cdf0e10cSrcweir 					if(pObj->ISA(E3dObject))
1288*cdf0e10cSrcweir 						bThereAre3DObjects = sal_True;
1289*cdf0e10cSrcweir 				}
1290*cdf0e10cSrcweir 			}
1291*cdf0e10cSrcweir 			if( bThereAre3DObjects )
1292*cdf0e10cSrcweir 			{
1293*cdf0e10cSrcweir                 eDragHdl = ( pHdl == NULL ? HDL_MOVE : pHdl->GetKind() );
1294*cdf0e10cSrcweir                 switch ( eDragMode )
1295*cdf0e10cSrcweir                 {
1296*cdf0e10cSrcweir                     case SDRDRAG_ROTATE:
1297*cdf0e10cSrcweir                     case SDRDRAG_SHEAR:
1298*cdf0e10cSrcweir                     {
1299*cdf0e10cSrcweir                         switch ( eDragHdl )
1300*cdf0e10cSrcweir                         {
1301*cdf0e10cSrcweir                             case HDL_LEFT:
1302*cdf0e10cSrcweir                             case HDL_RIGHT:
1303*cdf0e10cSrcweir                             {
1304*cdf0e10cSrcweir                                 eConstraint = E3DDRAG_CONSTR_X;
1305*cdf0e10cSrcweir                             }
1306*cdf0e10cSrcweir                             break;
1307*cdf0e10cSrcweir 
1308*cdf0e10cSrcweir                             case HDL_UPPER:
1309*cdf0e10cSrcweir                             case HDL_LOWER:
1310*cdf0e10cSrcweir                             {
1311*cdf0e10cSrcweir                                 eConstraint = E3DDRAG_CONSTR_Y;
1312*cdf0e10cSrcweir                             }
1313*cdf0e10cSrcweir                             break;
1314*cdf0e10cSrcweir 
1315*cdf0e10cSrcweir                             case HDL_UPLFT:
1316*cdf0e10cSrcweir                             case HDL_UPRGT:
1317*cdf0e10cSrcweir                             case HDL_LWLFT:
1318*cdf0e10cSrcweir                             case HDL_LWRGT:
1319*cdf0e10cSrcweir                             {
1320*cdf0e10cSrcweir                                 eConstraint = E3DDRAG_CONSTR_Z;
1321*cdf0e10cSrcweir                             }
1322*cdf0e10cSrcweir                             break;
1323*cdf0e10cSrcweir 							default: break;
1324*cdf0e10cSrcweir                         }
1325*cdf0e10cSrcweir 
1326*cdf0e10cSrcweir                         // die nicht erlaubten Rotationen ausmaskieren
1327*cdf0e10cSrcweir                         eConstraint = E3dDragConstraint(eConstraint& eDragConstraint);
1328*cdf0e10cSrcweir                         pForcedMeth = new E3dDragRotate(*this, GetMarkedObjectList(), eConstraint, IsSolidDragging());
1329*cdf0e10cSrcweir                     }
1330*cdf0e10cSrcweir                     break;
1331*cdf0e10cSrcweir 
1332*cdf0e10cSrcweir                     case SDRDRAG_MOVE:
1333*cdf0e10cSrcweir                     {
1334*cdf0e10cSrcweir                         if(!bThereAreRootScenes)
1335*cdf0e10cSrcweir 						{
1336*cdf0e10cSrcweir 							pForcedMeth = new E3dDragMove(*this, GetMarkedObjectList(), eDragHdl, eConstraint, IsSolidDragging());
1337*cdf0e10cSrcweir 						}
1338*cdf0e10cSrcweir                     }
1339*cdf0e10cSrcweir                     break;
1340*cdf0e10cSrcweir 
1341*cdf0e10cSrcweir                     // spaeter mal
1342*cdf0e10cSrcweir                     case SDRDRAG_MIRROR:
1343*cdf0e10cSrcweir                     case SDRDRAG_CROOK:
1344*cdf0e10cSrcweir                     case SDRDRAG_DISTORT:
1345*cdf0e10cSrcweir                     case SDRDRAG_TRANSPARENCE:
1346*cdf0e10cSrcweir                     case SDRDRAG_GRADIENT:
1347*cdf0e10cSrcweir                     default:
1348*cdf0e10cSrcweir                     {
1349*cdf0e10cSrcweir                     }
1350*cdf0e10cSrcweir                     break;
1351*cdf0e10cSrcweir                 }
1352*cdf0e10cSrcweir 			}
1353*cdf0e10cSrcweir         }
1354*cdf0e10cSrcweir     }
1355*cdf0e10cSrcweir     return SdrView::BegDragObj(rPnt, pOut, pHdl, nMinMov, pForcedMeth);
1356*cdf0e10cSrcweir }
1357*cdf0e10cSrcweir 
1358*cdf0e10cSrcweir /*************************************************************************
1359*cdf0e10cSrcweir |*
1360*cdf0e10cSrcweir |* Pruefen, obj 3D-Szene markiert ist
1361*cdf0e10cSrcweir |*
1362*cdf0e10cSrcweir \************************************************************************/
1363*cdf0e10cSrcweir 
1364*cdf0e10cSrcweir sal_Bool E3dView::HasMarkedScene()
1365*cdf0e10cSrcweir {
1366*cdf0e10cSrcweir 	return (GetMarkedScene() != NULL);
1367*cdf0e10cSrcweir }
1368*cdf0e10cSrcweir 
1369*cdf0e10cSrcweir /*************************************************************************
1370*cdf0e10cSrcweir |*
1371*cdf0e10cSrcweir |* Pruefen, obj 3D-Szene markiert ist
1372*cdf0e10cSrcweir |*
1373*cdf0e10cSrcweir \************************************************************************/
1374*cdf0e10cSrcweir 
1375*cdf0e10cSrcweir E3dScene* E3dView::GetMarkedScene()
1376*cdf0e10cSrcweir {
1377*cdf0e10cSrcweir 	sal_uIntPtr nCnt = GetMarkedObjectCount();
1378*cdf0e10cSrcweir 
1379*cdf0e10cSrcweir 	for ( sal_uIntPtr i = 0; i < nCnt; i++ )
1380*cdf0e10cSrcweir 		if ( GetMarkedObjectByIndex(i)->ISA(E3dScene) )
1381*cdf0e10cSrcweir 			return (E3dScene*) GetMarkedObjectByIndex(i);
1382*cdf0e10cSrcweir 
1383*cdf0e10cSrcweir 	return NULL;
1384*cdf0e10cSrcweir }
1385*cdf0e10cSrcweir 
1386*cdf0e10cSrcweir /*************************************************************************
1387*cdf0e10cSrcweir |*
1388*cdf0e10cSrcweir |* aktuelles 3D-Zeichenobjekt setzen, dafuer Szene erzeugen
1389*cdf0e10cSrcweir |*
1390*cdf0e10cSrcweir \************************************************************************/
1391*cdf0e10cSrcweir 
1392*cdf0e10cSrcweir E3dScene* E3dView::SetCurrent3DObj(E3dObject* p3DObj)
1393*cdf0e10cSrcweir {
1394*cdf0e10cSrcweir 	DBG_ASSERT(p3DObj != NULL, "Nana, wer steckt denn hier 'nen NULL-Zeiger rein?");
1395*cdf0e10cSrcweir 	E3dScene* pScene = NULL;
1396*cdf0e10cSrcweir 
1397*cdf0e10cSrcweir 	// get transformed BoundVolume of the object
1398*cdf0e10cSrcweir 	basegfx::B3DRange aVolume(p3DObj->GetBoundVolume());
1399*cdf0e10cSrcweir 	aVolume.transform(p3DObj->GetTransform());
1400*cdf0e10cSrcweir 	double fW(aVolume.getWidth());
1401*cdf0e10cSrcweir 	double fH(aVolume.getHeight());
1402*cdf0e10cSrcweir 
1403*cdf0e10cSrcweir 	Rectangle aRect(0,0, (long) fW, (long) fH);
1404*cdf0e10cSrcweir 
1405*cdf0e10cSrcweir 	pScene = new E3dPolyScene(Get3DDefaultAttributes());
1406*cdf0e10cSrcweir 
1407*cdf0e10cSrcweir 	InitScene(pScene, fW, fH, aVolume.getMaxZ() + ((fW + fH) / 4.0));
1408*cdf0e10cSrcweir 
1409*cdf0e10cSrcweir 	pScene->Insert3DObj(p3DObj);
1410*cdf0e10cSrcweir 	pScene->NbcSetSnapRect(aRect);
1411*cdf0e10cSrcweir 
1412*cdf0e10cSrcweir 	return pScene;
1413*cdf0e10cSrcweir }
1414*cdf0e10cSrcweir 
1415*cdf0e10cSrcweir /*************************************************************************
1416*cdf0e10cSrcweir |*
1417*cdf0e10cSrcweir |* neu erzeugte Szene initialisieren
1418*cdf0e10cSrcweir |*
1419*cdf0e10cSrcweir \************************************************************************/
1420*cdf0e10cSrcweir 
1421*cdf0e10cSrcweir void E3dView::InitScene(E3dScene* pScene, double fW, double fH, double fCamZ)
1422*cdf0e10cSrcweir {
1423*cdf0e10cSrcweir 	Camera3D aCam(pScene->GetCamera());
1424*cdf0e10cSrcweir 
1425*cdf0e10cSrcweir 	aCam.SetAutoAdjustProjection(sal_False);
1426*cdf0e10cSrcweir 	aCam.SetViewWindow(- fW / 2, - fH / 2, fW, fH);
1427*cdf0e10cSrcweir 	basegfx::B3DPoint aLookAt;
1428*cdf0e10cSrcweir 
1429*cdf0e10cSrcweir 	double fDefaultCamPosZ = GetDefaultCamPosZ();
1430*cdf0e10cSrcweir 	basegfx::B3DPoint aCamPos(0.0, 0.0, fCamZ < fDefaultCamPosZ ? fDefaultCamPosZ : fCamZ);
1431*cdf0e10cSrcweir 
1432*cdf0e10cSrcweir 	aCam.SetPosAndLookAt(aCamPos, aLookAt);
1433*cdf0e10cSrcweir 	aCam.SetFocalLength(GetDefaultCamFocal());
1434*cdf0e10cSrcweir 	aCam.SetDefaults(basegfx::B3DPoint(0.0, 0.0, fDefaultCamPosZ), aLookAt, GetDefaultCamFocal());
1435*cdf0e10cSrcweir 	pScene->SetCamera(aCam);
1436*cdf0e10cSrcweir }
1437*cdf0e10cSrcweir 
1438*cdf0e10cSrcweir /*************************************************************************
1439*cdf0e10cSrcweir |*
1440*cdf0e10cSrcweir |* startsequenz fuer die erstellung eines 3D-Rotationskoerpers
1441*cdf0e10cSrcweir |*
1442*cdf0e10cSrcweir \************************************************************************/
1443*cdf0e10cSrcweir 
1444*cdf0e10cSrcweir void E3dView::Start3DCreation()
1445*cdf0e10cSrcweir {
1446*cdf0e10cSrcweir 	if (GetMarkedObjectCount())
1447*cdf0e10cSrcweir 	{
1448*cdf0e10cSrcweir 		// irgendwelche Markierungen ermitteln und ausschalten
1449*cdf0e10cSrcweir 		//HMHBOOL bVis = IsMarkHdlShown();
1450*cdf0e10cSrcweir 
1451*cdf0e10cSrcweir 		//HMHif (bVis) HideMarkHdl();
1452*cdf0e10cSrcweir 
1453*cdf0e10cSrcweir 		// bestimme die koordinaten fuer JOEs Mirrorachse
1454*cdf0e10cSrcweir 		// entgegen der normalen Achse wird diese an die linke Seite des Objektes
1455*cdf0e10cSrcweir 		// positioniert
1456*cdf0e10cSrcweir 		long		  nOutMin = 0;
1457*cdf0e10cSrcweir 		long		  nOutMax = 0;
1458*cdf0e10cSrcweir 		long		  nMinLen = 0;
1459*cdf0e10cSrcweir 		long		  nObjDst = 0;
1460*cdf0e10cSrcweir 		long		  nOutHgt = 0;
1461*cdf0e10cSrcweir 		OutputDevice* pOut	  = GetFirstOutputDevice(); //GetWin(0);
1462*cdf0e10cSrcweir 
1463*cdf0e10cSrcweir 		// erstmal Darstellungsgrenzen bestimmen
1464*cdf0e10cSrcweir 		if (pOut != NULL)
1465*cdf0e10cSrcweir 		{
1466*cdf0e10cSrcweir 			nMinLen = pOut->PixelToLogic(Size(0,50)).Height();
1467*cdf0e10cSrcweir 			nObjDst = pOut->PixelToLogic(Size(0,20)).Height();
1468*cdf0e10cSrcweir 
1469*cdf0e10cSrcweir 			long nDst = pOut->PixelToLogic(Size(0,10)).Height();
1470*cdf0e10cSrcweir 
1471*cdf0e10cSrcweir 			nOutMin =  -pOut->GetMapMode().GetOrigin().Y();
1472*cdf0e10cSrcweir 			nOutMax =  pOut->GetOutputSize().Height() - 1 + nOutMin;
1473*cdf0e10cSrcweir 			nOutMin += nDst;
1474*cdf0e10cSrcweir 			nOutMax -= nDst;
1475*cdf0e10cSrcweir 
1476*cdf0e10cSrcweir 			if (nOutMax - nOutMin < nDst)
1477*cdf0e10cSrcweir 			{
1478*cdf0e10cSrcweir 				nOutMin += nOutMax + 1;
1479*cdf0e10cSrcweir 				nOutMin /= 2;
1480*cdf0e10cSrcweir 				nOutMin -= (nDst + 1) / 2;
1481*cdf0e10cSrcweir 				nOutMax  = nOutMin + nDst;
1482*cdf0e10cSrcweir 			}
1483*cdf0e10cSrcweir 
1484*cdf0e10cSrcweir 			nOutHgt = nOutMax - nOutMin;
1485*cdf0e10cSrcweir 
1486*cdf0e10cSrcweir 			long nTemp = nOutHgt / 4;
1487*cdf0e10cSrcweir 			if (nTemp > nMinLen) nMinLen = nTemp;
1488*cdf0e10cSrcweir 		}
1489*cdf0e10cSrcweir 
1490*cdf0e10cSrcweir 		// und dann die Markierungen oben und unten an das Objekt heften
1491*cdf0e10cSrcweir 		basegfx::B2DRange aR;
1492*cdf0e10cSrcweir 		for(sal_uInt32 nMark(0L); nMark < GetMarkedObjectCount(); nMark++)
1493*cdf0e10cSrcweir 		{
1494*cdf0e10cSrcweir 			SdrObject* pMark = GetMarkedObjectByIndex(nMark);
1495*cdf0e10cSrcweir 			basegfx::B2DPolyPolygon aXPP(pMark->TakeXorPoly());
1496*cdf0e10cSrcweir 			aR.expand(basegfx::tools::getRange(aXPP));
1497*cdf0e10cSrcweir 		}
1498*cdf0e10cSrcweir 
1499*cdf0e10cSrcweir 		basegfx::B2DPoint aCenter(aR.getCenter());
1500*cdf0e10cSrcweir         long	  nMarkHgt = basegfx::fround(aR.getHeight()) - 1;
1501*cdf0e10cSrcweir 		long	  nHgt	   = nMarkHgt + nObjDst * 2;
1502*cdf0e10cSrcweir 
1503*cdf0e10cSrcweir 		if (nHgt < nMinLen) nHgt = nMinLen;
1504*cdf0e10cSrcweir 
1505*cdf0e10cSrcweir 		long nY1 = basegfx::fround(aCenter.getY()) - (nHgt + 1) / 2;
1506*cdf0e10cSrcweir 		long nY2 = nY1 + nHgt;
1507*cdf0e10cSrcweir 
1508*cdf0e10cSrcweir 		if (pOut && (nMinLen > nOutHgt)) nMinLen = nOutHgt;
1509*cdf0e10cSrcweir 		if (pOut)
1510*cdf0e10cSrcweir 		{
1511*cdf0e10cSrcweir 			if (nY1 < nOutMin)
1512*cdf0e10cSrcweir 			{
1513*cdf0e10cSrcweir 				nY1 = nOutMin;
1514*cdf0e10cSrcweir 				if (nY2 < nY1 + nMinLen) nY2 = nY1 + nMinLen;
1515*cdf0e10cSrcweir 			}
1516*cdf0e10cSrcweir 			if (nY2 > nOutMax)
1517*cdf0e10cSrcweir 			{
1518*cdf0e10cSrcweir 				nY2 = nOutMax;
1519*cdf0e10cSrcweir 				if (nY1 > nY2 - nMinLen) nY1 = nY2 - nMinLen;
1520*cdf0e10cSrcweir 			}
1521*cdf0e10cSrcweir 		}
1522*cdf0e10cSrcweir 
1523*cdf0e10cSrcweir         aRef1.X() = basegfx::fround(aR.getMinX());    // Initial Achse um 2/100mm nach links
1524*cdf0e10cSrcweir 		aRef1.Y() = nY1;
1525*cdf0e10cSrcweir         aRef2.X() = aRef1.X();
1526*cdf0e10cSrcweir 		aRef2.Y() = nY2;
1527*cdf0e10cSrcweir 
1528*cdf0e10cSrcweir 		// Markierungen einschalten
1529*cdf0e10cSrcweir 		SetMarkHandles();
1530*cdf0e10cSrcweir 
1531*cdf0e10cSrcweir 		//HMHif (bVis) ShowMarkHdl();
1532*cdf0e10cSrcweir 		if (AreObjectsMarked()) MarkListHasChanged();
1533*cdf0e10cSrcweir 
1534*cdf0e10cSrcweir 		// SpiegelPolygone SOFORT zeigen
1535*cdf0e10cSrcweir 		const SdrHdlList &aHdlList = GetHdlList();
1536*cdf0e10cSrcweir 		mpMirrorOverlay = new Impl3DMirrorConstructOverlay(*this);
1537*cdf0e10cSrcweir 		mpMirrorOverlay->SetMirrorAxis(aHdlList.GetHdl(HDL_REF1)->GetPos(), aHdlList.GetHdl(HDL_REF2)->GetPos());
1538*cdf0e10cSrcweir 		//CreateMirrorPolygons ();
1539*cdf0e10cSrcweir 		//ShowMirrorPolygons (aHdlList.GetHdl (HDL_REF1)->GetPos (),
1540*cdf0e10cSrcweir 		//					aHdlList.GetHdl (HDL_REF2)->GetPos ());
1541*cdf0e10cSrcweir 	}
1542*cdf0e10cSrcweir }
1543*cdf0e10cSrcweir 
1544*cdf0e10cSrcweir /*************************************************************************
1545*cdf0e10cSrcweir |*
1546*cdf0e10cSrcweir |* was passiert bei einer Mausbewegung, wenn das Objekt erstellt wird ?
1547*cdf0e10cSrcweir |*
1548*cdf0e10cSrcweir \************************************************************************/
1549*cdf0e10cSrcweir 
1550*cdf0e10cSrcweir void E3dView::MovAction(const Point& rPnt)
1551*cdf0e10cSrcweir {
1552*cdf0e10cSrcweir     if(Is3DRotationCreationActive())
1553*cdf0e10cSrcweir 	{
1554*cdf0e10cSrcweir 		SdrHdl* pHdl = GetDragHdl();
1555*cdf0e10cSrcweir 
1556*cdf0e10cSrcweir 		if (pHdl)
1557*cdf0e10cSrcweir 		{
1558*cdf0e10cSrcweir 			SdrHdlKind eHdlKind = pHdl->GetKind();
1559*cdf0e10cSrcweir 
1560*cdf0e10cSrcweir 			// reagiere nur bei einer spiegelachse
1561*cdf0e10cSrcweir 			if ((eHdlKind == HDL_REF1) ||
1562*cdf0e10cSrcweir 				(eHdlKind == HDL_REF2) ||
1563*cdf0e10cSrcweir 				(eHdlKind == HDL_MIRX))
1564*cdf0e10cSrcweir 			{
1565*cdf0e10cSrcweir 				const SdrHdlList &aHdlList = GetHdlList ();
1566*cdf0e10cSrcweir 
1567*cdf0e10cSrcweir 				// loesche das gespiegelte Polygon, spiegele das Original und zeichne es neu
1568*cdf0e10cSrcweir                 //ShowMirrored ();
1569*cdf0e10cSrcweir                 SdrView::MovAction (rPnt);
1570*cdf0e10cSrcweir 				mpMirrorOverlay->SetMirrorAxis(
1571*cdf0e10cSrcweir 					aHdlList.GetHdl (HDL_REF1)->GetPos(),
1572*cdf0e10cSrcweir 					aHdlList.GetHdl (HDL_REF2)->GetPos());
1573*cdf0e10cSrcweir             }
1574*cdf0e10cSrcweir 		}
1575*cdf0e10cSrcweir         else
1576*cdf0e10cSrcweir         {
1577*cdf0e10cSrcweir             SdrView::MovAction (rPnt);
1578*cdf0e10cSrcweir         }
1579*cdf0e10cSrcweir 	}
1580*cdf0e10cSrcweir     else
1581*cdf0e10cSrcweir     {
1582*cdf0e10cSrcweir         SdrView::MovAction (rPnt);
1583*cdf0e10cSrcweir     }
1584*cdf0e10cSrcweir }
1585*cdf0e10cSrcweir 
1586*cdf0e10cSrcweir /*************************************************************************
1587*cdf0e10cSrcweir |*
1588*cdf0e10cSrcweir |* Schluss. Objekt und evtl. Unterobjekte ueber ImpCreate3DLathe erstellen
1589*cdf0e10cSrcweir |*          [FG] Mit dem Parameterwert sal_True (SDefault: sal_False) wird einfach ein
1590*cdf0e10cSrcweir |*               Rotationskoerper erzeugt, ohne den Benutzer die Lage der
1591*cdf0e10cSrcweir |*               Achse fetlegen zu lassen. Es reicht dieser Aufruf, falls
1592*cdf0e10cSrcweir |*               ein Objekt selektiert ist. (keine Initialisierung noetig)
1593*cdf0e10cSrcweir |*
1594*cdf0e10cSrcweir \************************************************************************/
1595*cdf0e10cSrcweir 
1596*cdf0e10cSrcweir void E3dView::End3DCreation(sal_Bool bUseDefaultValuesForMirrorAxes)
1597*cdf0e10cSrcweir {
1598*cdf0e10cSrcweir 	ResetCreationActive();
1599*cdf0e10cSrcweir 
1600*cdf0e10cSrcweir 	if(AreObjectsMarked())
1601*cdf0e10cSrcweir 	{
1602*cdf0e10cSrcweir 		if(bUseDefaultValuesForMirrorAxes)
1603*cdf0e10cSrcweir 		{
1604*cdf0e10cSrcweir 			Rectangle aRect = GetAllMarkedRect();
1605*cdf0e10cSrcweir 			if(aRect.GetWidth() <= 1)
1606*cdf0e10cSrcweir 				aRect.SetSize(Size(500, aRect.GetHeight()));
1607*cdf0e10cSrcweir 			if(aRect.GetHeight() <= 1)
1608*cdf0e10cSrcweir 				aRect.SetSize(Size(aRect.GetWidth(), 500));
1609*cdf0e10cSrcweir 
1610*cdf0e10cSrcweir 			basegfx::B2DPoint aPnt1(aRect.Left(), -aRect.Top());
1611*cdf0e10cSrcweir 			basegfx::B2DPoint aPnt2(aRect.Left(), -aRect.Bottom());
1612*cdf0e10cSrcweir 
1613*cdf0e10cSrcweir 			ConvertMarkedObjTo3D(sal_False, aPnt1, aPnt2);
1614*cdf0e10cSrcweir 		}
1615*cdf0e10cSrcweir 		else
1616*cdf0e10cSrcweir 		{
1617*cdf0e10cSrcweir 			// Hilfsfigur ausschalten
1618*cdf0e10cSrcweir 		    // bestimme aus den Handlepositionen und den Versatz der Punkte
1619*cdf0e10cSrcweir             const SdrHdlList &aHdlList = GetHdlList();
1620*cdf0e10cSrcweir     		Point aMirrorRef1 = aHdlList.GetHdl(HDL_REF1)->GetPos();
1621*cdf0e10cSrcweir 	    	Point aMirrorRef2 = aHdlList.GetHdl(HDL_REF2)->GetPos();
1622*cdf0e10cSrcweir 
1623*cdf0e10cSrcweir 			basegfx::B2DPoint aPnt1(aMirrorRef1.X(), -aMirrorRef1.Y());
1624*cdf0e10cSrcweir 			basegfx::B2DPoint aPnt2(aMirrorRef2.X(), -aMirrorRef2.Y());
1625*cdf0e10cSrcweir 
1626*cdf0e10cSrcweir 			ConvertMarkedObjTo3D(sal_False, aPnt1, aPnt2);
1627*cdf0e10cSrcweir 		}
1628*cdf0e10cSrcweir 	}
1629*cdf0e10cSrcweir }
1630*cdf0e10cSrcweir 
1631*cdf0e10cSrcweir /*************************************************************************
1632*cdf0e10cSrcweir |*
1633*cdf0e10cSrcweir |* Destruktor
1634*cdf0e10cSrcweir |*
1635*cdf0e10cSrcweir \************************************************************************/
1636*cdf0e10cSrcweir 
1637*cdf0e10cSrcweir E3dView::~E3dView ()
1638*cdf0e10cSrcweir {
1639*cdf0e10cSrcweir }
1640*cdf0e10cSrcweir 
1641*cdf0e10cSrcweir /*************************************************************************
1642*cdf0e10cSrcweir |*
1643*cdf0e10cSrcweir |* beende das erzeugen und loesche die polygone
1644*cdf0e10cSrcweir |*
1645*cdf0e10cSrcweir \************************************************************************/
1646*cdf0e10cSrcweir 
1647*cdf0e10cSrcweir void E3dView::ResetCreationActive ()
1648*cdf0e10cSrcweir {
1649*cdf0e10cSrcweir 	if(mpMirrorOverlay)
1650*cdf0e10cSrcweir 	{
1651*cdf0e10cSrcweir 		delete mpMirrorOverlay;
1652*cdf0e10cSrcweir 		mpMirrorOverlay = 0L;
1653*cdf0e10cSrcweir 	}
1654*cdf0e10cSrcweir }
1655*cdf0e10cSrcweir 
1656*cdf0e10cSrcweir /*************************************************************************
1657*cdf0e10cSrcweir |*
1658*cdf0e10cSrcweir |* Klasse initialisieren
1659*cdf0e10cSrcweir |*
1660*cdf0e10cSrcweir \************************************************************************/
1661*cdf0e10cSrcweir 
1662*cdf0e10cSrcweir void E3dView::InitView ()
1663*cdf0e10cSrcweir {
1664*cdf0e10cSrcweir 	eDragConstraint 		 = E3DDRAG_CONSTR_XYZ;
1665*cdf0e10cSrcweir 	fDefaultScaleX			 =
1666*cdf0e10cSrcweir 	fDefaultScaleY			 =
1667*cdf0e10cSrcweir 	fDefaultScaleZ			 = 1.0;
1668*cdf0e10cSrcweir 	fDefaultRotateX 		 =
1669*cdf0e10cSrcweir 	fDefaultRotateY 		 =
1670*cdf0e10cSrcweir 	fDefaultRotateZ 		 = 0.0;
1671*cdf0e10cSrcweir 	fDefaultExtrusionDeepth  = 1000; // old: 2000;
1672*cdf0e10cSrcweir 	fDefaultLightIntensity	 = 0.8; // old: 0.6;
1673*cdf0e10cSrcweir 	fDefaultAmbientIntensity = 0.4;
1674*cdf0e10cSrcweir     nHDefaultSegments        = 12;
1675*cdf0e10cSrcweir     nVDefaultSegments        = 12;
1676*cdf0e10cSrcweir     aDefaultLightColor       = RGB_Color(COL_WHITE);
1677*cdf0e10cSrcweir     aDefaultAmbientColor     = RGB_Color(COL_BLACK);
1678*cdf0e10cSrcweir     bDoubleSided             = sal_False;
1679*cdf0e10cSrcweir 	mpMirrorOverlay = 0L;
1680*cdf0e10cSrcweir }
1681*cdf0e10cSrcweir 
1682*cdf0e10cSrcweir /*************************************************************************
1683*cdf0e10cSrcweir |*
1684*cdf0e10cSrcweir |* Koennen die selektierten Objekte aufgebrochen werden?
1685*cdf0e10cSrcweir |*
1686*cdf0e10cSrcweir \************************************************************************/
1687*cdf0e10cSrcweir 
1688*cdf0e10cSrcweir sal_Bool E3dView::IsBreak3DObjPossible() const
1689*cdf0e10cSrcweir {
1690*cdf0e10cSrcweir     sal_uIntPtr nCount = GetMarkedObjectCount();
1691*cdf0e10cSrcweir 
1692*cdf0e10cSrcweir     if (nCount > 0)
1693*cdf0e10cSrcweir     {
1694*cdf0e10cSrcweir         sal_uIntPtr i = 0;
1695*cdf0e10cSrcweir 
1696*cdf0e10cSrcweir         while (i < nCount)
1697*cdf0e10cSrcweir         {
1698*cdf0e10cSrcweir             SdrObject* pObj = GetMarkedObjectByIndex(i);
1699*cdf0e10cSrcweir 
1700*cdf0e10cSrcweir             if (pObj && pObj->ISA(E3dObject))
1701*cdf0e10cSrcweir             {
1702*cdf0e10cSrcweir                 if(!(((E3dObject*)pObj)->IsBreakObjPossible()))
1703*cdf0e10cSrcweir                     return sal_False;
1704*cdf0e10cSrcweir             }
1705*cdf0e10cSrcweir             else
1706*cdf0e10cSrcweir             {
1707*cdf0e10cSrcweir                 return sal_False;
1708*cdf0e10cSrcweir             }
1709*cdf0e10cSrcweir 
1710*cdf0e10cSrcweir             i++;
1711*cdf0e10cSrcweir         }
1712*cdf0e10cSrcweir     }
1713*cdf0e10cSrcweir     else
1714*cdf0e10cSrcweir     {
1715*cdf0e10cSrcweir         return sal_False;
1716*cdf0e10cSrcweir     }
1717*cdf0e10cSrcweir 
1718*cdf0e10cSrcweir     return sal_True;
1719*cdf0e10cSrcweir }
1720*cdf0e10cSrcweir 
1721*cdf0e10cSrcweir /*************************************************************************
1722*cdf0e10cSrcweir |*
1723*cdf0e10cSrcweir |* Selektierte Lathe-Objekte aufbrechen
1724*cdf0e10cSrcweir |*
1725*cdf0e10cSrcweir \************************************************************************/
1726*cdf0e10cSrcweir 
1727*cdf0e10cSrcweir void E3dView::Break3DObj()
1728*cdf0e10cSrcweir {
1729*cdf0e10cSrcweir 	if(IsBreak3DObjPossible())
1730*cdf0e10cSrcweir 	{
1731*cdf0e10cSrcweir 		// ALLE selektierten Objekte werden gewandelt
1732*cdf0e10cSrcweir 	    sal_uInt32 nCount = GetMarkedObjectCount();
1733*cdf0e10cSrcweir 
1734*cdf0e10cSrcweir 		BegUndo(String(SVX_RESSTR(RID_SVX_3D_UNDO_BREAK_LATHE)));
1735*cdf0e10cSrcweir 		for(sal_uInt32 a=0;a<nCount;a++)
1736*cdf0e10cSrcweir 		{
1737*cdf0e10cSrcweir 			E3dObject* pObj = (E3dObject*)GetMarkedObjectByIndex(a);
1738*cdf0e10cSrcweir 			BreakSingle3DObj(pObj);
1739*cdf0e10cSrcweir 		}
1740*cdf0e10cSrcweir 		DeleteMarked();
1741*cdf0e10cSrcweir 		EndUndo();
1742*cdf0e10cSrcweir 	}
1743*cdf0e10cSrcweir }
1744*cdf0e10cSrcweir 
1745*cdf0e10cSrcweir void E3dView::BreakSingle3DObj(E3dObject* pObj)
1746*cdf0e10cSrcweir {
1747*cdf0e10cSrcweir 	if(pObj->ISA(E3dScene))
1748*cdf0e10cSrcweir 	{
1749*cdf0e10cSrcweir 		SdrObjList* pSubList = pObj->GetSubList();
1750*cdf0e10cSrcweir 		SdrObjListIter aIter(*pSubList, IM_FLAT);
1751*cdf0e10cSrcweir 
1752*cdf0e10cSrcweir 		while(aIter.IsMore())
1753*cdf0e10cSrcweir 		{
1754*cdf0e10cSrcweir 			E3dObject* pSubObj = (E3dObject*)aIter.Next();
1755*cdf0e10cSrcweir 			BreakSingle3DObj(pSubObj);
1756*cdf0e10cSrcweir 		}
1757*cdf0e10cSrcweir 	}
1758*cdf0e10cSrcweir 	else
1759*cdf0e10cSrcweir 	{
1760*cdf0e10cSrcweir 		SdrAttrObj* pNewObj = pObj->GetBreakObj();
1761*cdf0e10cSrcweir 		if(pNewObj)
1762*cdf0e10cSrcweir 		{
1763*cdf0e10cSrcweir 			InsertObjectAtView(pNewObj, *GetSdrPageView(), SDRINSERT_DONTMARK);
1764*cdf0e10cSrcweir 			pNewObj->SetChanged();
1765*cdf0e10cSrcweir 			pNewObj->BroadcastObjectChange();
1766*cdf0e10cSrcweir 		}
1767*cdf0e10cSrcweir 	}
1768*cdf0e10cSrcweir }
1769*cdf0e10cSrcweir 
1770*cdf0e10cSrcweir /*************************************************************************
1771*cdf0e10cSrcweir |*
1772*cdf0e10cSrcweir |* Szenen mischen
1773*cdf0e10cSrcweir |*
1774*cdf0e10cSrcweir \************************************************************************/
1775*cdf0e10cSrcweir 
1776*cdf0e10cSrcweir void E3dView::MergeScenes ()
1777*cdf0e10cSrcweir {
1778*cdf0e10cSrcweir     sal_uIntPtr nCount = GetMarkedObjectCount();
1779*cdf0e10cSrcweir 
1780*cdf0e10cSrcweir     if (nCount > 0)
1781*cdf0e10cSrcweir     {
1782*cdf0e10cSrcweir         sal_uIntPtr     nObj    = 0;
1783*cdf0e10cSrcweir         SdrObject *pObj   = GetMarkedObjectByIndex(nObj);
1784*cdf0e10cSrcweir 		E3dScene  *pScene = new E3dPolyScene(Get3DDefaultAttributes());
1785*cdf0e10cSrcweir         basegfx::B3DRange aBoundVol;
1786*cdf0e10cSrcweir         Rectangle aAllBoundRect (GetMarkedObjBoundRect ());
1787*cdf0e10cSrcweir 		Point     aCenter (aAllBoundRect.Center());
1788*cdf0e10cSrcweir 
1789*cdf0e10cSrcweir         while (pObj)
1790*cdf0e10cSrcweir         {
1791*cdf0e10cSrcweir             if (pObj->ISA(E3dScene))
1792*cdf0e10cSrcweir             {
1793*cdf0e10cSrcweir                 /**********************************************************
1794*cdf0e10cSrcweir                 * Es ist eine 3D-Scene oder 3D-PolyScene
1795*cdf0e10cSrcweir                 **********************************************************/
1796*cdf0e10cSrcweir                 SdrObjList* pSubList = ((E3dObject*) pObj)->GetSubList();
1797*cdf0e10cSrcweir 
1798*cdf0e10cSrcweir                 SdrObjListIter aIter(*pSubList, IM_FLAT);
1799*cdf0e10cSrcweir 
1800*cdf0e10cSrcweir                 while (aIter.IsMore())
1801*cdf0e10cSrcweir                 {
1802*cdf0e10cSrcweir                     /******************************************************
1803*cdf0e10cSrcweir                     * LatheObjekte suchen
1804*cdf0e10cSrcweir                     ******************************************************/
1805*cdf0e10cSrcweir                     SdrObject* pSubObj = aIter.Next();
1806*cdf0e10cSrcweir 
1807*cdf0e10cSrcweir                         E3dObject *pNewObj = 0;
1808*cdf0e10cSrcweir 
1809*cdf0e10cSrcweir                         switch (pSubObj->GetObjIdentifier())
1810*cdf0e10cSrcweir                         {
1811*cdf0e10cSrcweir 			                case E3D_CUBEOBJ_ID	:
1812*cdf0e10cSrcweir 								pNewObj = new E3dCubeObj;
1813*cdf0e10cSrcweir 								*(E3dCubeObj*)pNewObj = *(E3dCubeObj*)pSubObj;
1814*cdf0e10cSrcweir 				                break;
1815*cdf0e10cSrcweir 
1816*cdf0e10cSrcweir 			                case E3D_SPHEREOBJ_ID:
1817*cdf0e10cSrcweir 								pNewObj = new E3dSphereObj;
1818*cdf0e10cSrcweir 								*(E3dSphereObj*)pNewObj = *(E3dSphereObj*)pSubObj;
1819*cdf0e10cSrcweir 				                break;
1820*cdf0e10cSrcweir 
1821*cdf0e10cSrcweir 			                case E3D_EXTRUDEOBJ_ID:
1822*cdf0e10cSrcweir 								pNewObj = new E3dExtrudeObj;
1823*cdf0e10cSrcweir 								*(E3dExtrudeObj*)pNewObj = *(E3dExtrudeObj*)pSubObj;
1824*cdf0e10cSrcweir 				                break;
1825*cdf0e10cSrcweir 
1826*cdf0e10cSrcweir 			                case E3D_LATHEOBJ_ID:
1827*cdf0e10cSrcweir 								pNewObj = new E3dLatheObj;
1828*cdf0e10cSrcweir 								*(E3dLatheObj*)pNewObj = *(E3dLatheObj*)pSubObj;
1829*cdf0e10cSrcweir 				                break;
1830*cdf0e10cSrcweir 
1831*cdf0e10cSrcweir                             case E3D_COMPOUNDOBJ_ID:
1832*cdf0e10cSrcweir 								pNewObj = new E3dCompoundObject;
1833*cdf0e10cSrcweir 								*(E3dCompoundObject*)pNewObj = *(E3dCompoundObject*)pSubObj;
1834*cdf0e10cSrcweir 				                break;
1835*cdf0e10cSrcweir                         }
1836*cdf0e10cSrcweir 
1837*cdf0e10cSrcweir                         Rectangle aBoundRect = pSubObj->GetCurrentBoundRect();
1838*cdf0e10cSrcweir 
1839*cdf0e10cSrcweir             			basegfx::B3DHomMatrix aMatrix;
1840*cdf0e10cSrcweir             			aMatrix.translate(aBoundRect.Left() - aCenter.getX(), aCenter.getY(), 0.0);
1841*cdf0e10cSrcweir 			            pNewObj->SetTransform(aMatrix * pNewObj->GetTransform()); // #112587#
1842*cdf0e10cSrcweir 
1843*cdf0e10cSrcweir                         if (pNewObj) aBoundVol.expand(pNewObj->GetBoundVolume());
1844*cdf0e10cSrcweir 						pScene->Insert3DObj (pNewObj);
1845*cdf0e10cSrcweir 				}
1846*cdf0e10cSrcweir             }
1847*cdf0e10cSrcweir 
1848*cdf0e10cSrcweir             nObj++;
1849*cdf0e10cSrcweir 
1850*cdf0e10cSrcweir             if (nObj < nCount)
1851*cdf0e10cSrcweir             {
1852*cdf0e10cSrcweir                 pObj = GetMarkedObjectByIndex(nObj);
1853*cdf0e10cSrcweir             }
1854*cdf0e10cSrcweir             else
1855*cdf0e10cSrcweir             {
1856*cdf0e10cSrcweir                 pObj = NULL;
1857*cdf0e10cSrcweir             }
1858*cdf0e10cSrcweir         }
1859*cdf0e10cSrcweir 
1860*cdf0e10cSrcweir 	    double fW = aAllBoundRect.GetWidth();
1861*cdf0e10cSrcweir 	    double fH = aAllBoundRect.GetHeight();
1862*cdf0e10cSrcweir 	    Rectangle aRect(0,0, (long) fW, (long) fH);
1863*cdf0e10cSrcweir 
1864*cdf0e10cSrcweir 	    InitScene(pScene, fW, fH, aBoundVol.getMaxZ() +  + ((fW + fH) / 4.0));
1865*cdf0e10cSrcweir 	    pScene->NbcSetSnapRect(aRect);
1866*cdf0e10cSrcweir 
1867*cdf0e10cSrcweir         Camera3D &aCamera  = (Camera3D&) pScene->GetCamera ();
1868*cdf0e10cSrcweir 		basegfx::B3DPoint aMinVec(aBoundVol.getMinimum());
1869*cdf0e10cSrcweir         basegfx::B3DPoint aMaxVec(aBoundVol.getMaximum());
1870*cdf0e10cSrcweir         double fDeepth(fabs(aMaxVec.getZ() - aMinVec.getZ()));
1871*cdf0e10cSrcweir 
1872*cdf0e10cSrcweir         aCamera.SetPRP(basegfx::B3DPoint(0.0, 0.0, 1000.0));
1873*cdf0e10cSrcweir 		double fDefaultCamPosZ(GetDefaultCamPosZ());
1874*cdf0e10cSrcweir 		aCamera.SetPosition(basegfx::B3DPoint(0.0, 0.0, fDefaultCamPosZ + fDeepth / 2.0));
1875*cdf0e10cSrcweir 	    aCamera.SetFocalLength(GetDefaultCamFocal());
1876*cdf0e10cSrcweir         pScene->SetCamera (aCamera);
1877*cdf0e10cSrcweir 
1878*cdf0e10cSrcweir 		// SnapRects der Objekte ungueltig
1879*cdf0e10cSrcweir 		pScene->SetRectsDirty();
1880*cdf0e10cSrcweir 
1881*cdf0e10cSrcweir 		InsertObjectAtView(pScene, *(GetSdrPageViewOfMarkedByIndex(0)));
1882*cdf0e10cSrcweir 
1883*cdf0e10cSrcweir 		// SnapRects der Objekte ungueltig
1884*cdf0e10cSrcweir 		pScene->SetRectsDirty();
1885*cdf0e10cSrcweir     }
1886*cdf0e10cSrcweir }
1887*cdf0e10cSrcweir 
1888*cdf0e10cSrcweir /*************************************************************************
1889*cdf0e10cSrcweir |*
1890*cdf0e10cSrcweir |* Possibilities, hauptsaechlich gruppieren/ungruppieren
1891*cdf0e10cSrcweir |*
1892*cdf0e10cSrcweir \************************************************************************/
1893*cdf0e10cSrcweir void E3dView::CheckPossibilities()
1894*cdf0e10cSrcweir {
1895*cdf0e10cSrcweir 	// call parent
1896*cdf0e10cSrcweir 	SdrView::CheckPossibilities();
1897*cdf0e10cSrcweir 
1898*cdf0e10cSrcweir 	// Weitere Flags bewerten
1899*cdf0e10cSrcweir 	if(bGroupPossible || bUnGroupPossible || bGrpEnterPossible)
1900*cdf0e10cSrcweir 	{
1901*cdf0e10cSrcweir 		sal_Int32 nMarkCnt = GetMarkedObjectCount();
1902*cdf0e10cSrcweir 		sal_Bool bCoumpound = sal_False;
1903*cdf0e10cSrcweir 		sal_Bool b3DObject = sal_False;
1904*cdf0e10cSrcweir 		for(sal_Int32 nObjs = 0L; (nObjs < nMarkCnt) && !bCoumpound; nObjs++)
1905*cdf0e10cSrcweir 		{
1906*cdf0e10cSrcweir 			SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
1907*cdf0e10cSrcweir 			if(pObj && pObj->ISA(E3dCompoundObject))
1908*cdf0e10cSrcweir 				bCoumpound = sal_True;
1909*cdf0e10cSrcweir 			if(pObj && pObj->ISA(E3dObject))
1910*cdf0e10cSrcweir 				b3DObject = sal_True;
1911*cdf0e10cSrcweir 		}
1912*cdf0e10cSrcweir 
1913*cdf0e10cSrcweir 		// Bisher: Es sind ZWEI oder mehr beliebiger Objekte selektiert.
1914*cdf0e10cSrcweir 		// Nachsehen, ob CompoundObjects beteiligt sind. Falls ja,
1915*cdf0e10cSrcweir 		// das Gruppieren verbieten.
1916*cdf0e10cSrcweir 		if(bGroupPossible && bCoumpound)
1917*cdf0e10cSrcweir 			bGroupPossible = sal_False;
1918*cdf0e10cSrcweir 
1919*cdf0e10cSrcweir 		if(bUnGroupPossible && b3DObject)
1920*cdf0e10cSrcweir 			bUnGroupPossible = sal_False;
1921*cdf0e10cSrcweir 
1922*cdf0e10cSrcweir 		if(bGrpEnterPossible && bCoumpound)
1923*cdf0e10cSrcweir 			bGrpEnterPossible = sal_False;
1924*cdf0e10cSrcweir 	}
1925*cdf0e10cSrcweir }
1926*cdf0e10cSrcweir 
1927*cdf0e10cSrcweir // eof
1928