xref: /aoo41x/main/svx/source/engine3d/viewpt3d2.cxx (revision cdf0e10c)
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23*cdf0e10cSrcweir  * <http://www.openoffice.org/license.html>
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26*cdf0e10cSrcweir  ************************************************************************/
27*cdf0e10cSrcweir 
28*cdf0e10cSrcweir // MARKER(update_precomp.py): autogen include statement, do not remove
29*cdf0e10cSrcweir #include "precompiled_svx.hxx"
30*cdf0e10cSrcweir #include <svx/viewpt3d.hxx>
31*cdf0e10cSrcweir #include <svx/volume3d.hxx>
32*cdf0e10cSrcweir 
33*cdf0e10cSrcweir /*************************************************************************
34*cdf0e10cSrcweir |*
35*cdf0e10cSrcweir |* Konstruktor
36*cdf0e10cSrcweir |*
37*cdf0e10cSrcweir \************************************************************************/
38*cdf0e10cSrcweir 
39*cdf0e10cSrcweir Viewport3D::Viewport3D() :
40*cdf0e10cSrcweir 	aVRP(0, 0, 5),
41*cdf0e10cSrcweir 	aVPN(0, 0, 1),
42*cdf0e10cSrcweir 	aVUV(0, 1, 1),
43*cdf0e10cSrcweir 	aPRP(0, 0, 2),
44*cdf0e10cSrcweir 	fVPD(-3),
45*cdf0e10cSrcweir 	fNearClipDist (0.0),
46*cdf0e10cSrcweir 	fFarClipDist (0.0),
47*cdf0e10cSrcweir 	eProjection(PR_PERSPECTIVE),
48*cdf0e10cSrcweir 	eAspectMapping(AS_NO_MAPPING),
49*cdf0e10cSrcweir 	aDeviceRect(Point(0,0), Size(-1,-1)),
50*cdf0e10cSrcweir 	aViewPoint (0, 0, 5000),
51*cdf0e10cSrcweir 	bTfValid(0),
52*cdf0e10cSrcweir 	fWRatio (1.0),
53*cdf0e10cSrcweir 	fHRatio (1.0)
54*cdf0e10cSrcweir {
55*cdf0e10cSrcweir 	aViewWin.X = -1; aViewWin.Y = -1;
56*cdf0e10cSrcweir 	aViewWin.W =  2; aViewWin.H = 2;
57*cdf0e10cSrcweir }
58*cdf0e10cSrcweir 
59*cdf0e10cSrcweir /*************************************************************************
60*cdf0e10cSrcweir |*
61*cdf0e10cSrcweir |* ViewWindow (in View-Koordinaten) setzen
62*cdf0e10cSrcweir |*
63*cdf0e10cSrcweir \************************************************************************/
64*cdf0e10cSrcweir 
65*cdf0e10cSrcweir void Viewport3D::SetViewWindow(double fX, double fY, double fW, double fH)
66*cdf0e10cSrcweir {
67*cdf0e10cSrcweir 	aViewWin.X = fX;
68*cdf0e10cSrcweir 	aViewWin.Y = fY;
69*cdf0e10cSrcweir 	if ( fW > 0 )	aViewWin.W = fW;
70*cdf0e10cSrcweir 	else			aViewWin.W = 1.0;
71*cdf0e10cSrcweir 	if ( fH > 0 )	aViewWin.H = fH;
72*cdf0e10cSrcweir 	else			aViewWin.H = 1.0;
73*cdf0e10cSrcweir 
74*cdf0e10cSrcweir 	fWRatio = aDeviceRect.GetWidth() / aViewWin.W;
75*cdf0e10cSrcweir 	fHRatio = aDeviceRect.GetHeight() / aViewWin.H;
76*cdf0e10cSrcweir }
77*cdf0e10cSrcweir 
78*cdf0e10cSrcweir /*************************************************************************
79*cdf0e10cSrcweir |*
80*cdf0e10cSrcweir |* ViewWindow zurueckgeben
81*cdf0e10cSrcweir |*
82*cdf0e10cSrcweir \************************************************************************/
83*cdf0e10cSrcweir 
84*cdf0e10cSrcweir void Viewport3D::GetViewWindow(double& rX, double& rY,
85*cdf0e10cSrcweir 							   double& rW, double& rH) const
86*cdf0e10cSrcweir {
87*cdf0e10cSrcweir 	rX = aViewWin.X;
88*cdf0e10cSrcweir 	rY = aViewWin.Y;
89*cdf0e10cSrcweir 	rW = aViewWin.W;
90*cdf0e10cSrcweir 	rH = aViewWin.H;
91*cdf0e10cSrcweir }
92*cdf0e10cSrcweir 
93*cdf0e10cSrcweir /*************************************************************************
94*cdf0e10cSrcweir |*
95*cdf0e10cSrcweir |* Beobachterposition (PRP) in Weltkoordinaten zurueckgeben
96*cdf0e10cSrcweir |*
97*cdf0e10cSrcweir \************************************************************************/
98*cdf0e10cSrcweir 
99*cdf0e10cSrcweir const basegfx::B3DPoint& Viewport3D::GetViewPoint()
100*cdf0e10cSrcweir {
101*cdf0e10cSrcweir 	MakeTransform();
102*cdf0e10cSrcweir 
103*cdf0e10cSrcweir 	return aViewPoint;
104*cdf0e10cSrcweir }
105*cdf0e10cSrcweir 
106*cdf0e10cSrcweir /*************************************************************************
107*cdf0e10cSrcweir |*
108*cdf0e10cSrcweir |* Transformationsmatrix zurueckgeben
109*cdf0e10cSrcweir |*
110*cdf0e10cSrcweir \************************************************************************/
111*cdf0e10cSrcweir 
112*cdf0e10cSrcweir const basegfx::B3DHomMatrix& Viewport3D::GetViewTransform()
113*cdf0e10cSrcweir {
114*cdf0e10cSrcweir 	MakeTransform();
115*cdf0e10cSrcweir 
116*cdf0e10cSrcweir 	return aViewTf;
117*cdf0e10cSrcweir }
118*cdf0e10cSrcweir 
119*cdf0e10cSrcweir 
120*cdf0e10cSrcweir 
121*cdf0e10cSrcweir 
122*cdf0e10cSrcweir 
123*cdf0e10cSrcweir 
124*cdf0e10cSrcweir 
125*cdf0e10cSrcweir /*************************************************************************
126*cdf0e10cSrcweir |*
127*cdf0e10cSrcweir |* View-Transformationsmatrix berechnen
128*cdf0e10cSrcweir |*
129*cdf0e10cSrcweir \************************************************************************/
130*cdf0e10cSrcweir 
131*cdf0e10cSrcweir void Viewport3D::MakeTransform(void)
132*cdf0e10cSrcweir {
133*cdf0e10cSrcweir 	if ( !bTfValid )
134*cdf0e10cSrcweir 	{
135*cdf0e10cSrcweir 		double fV, fXupVp, fYupVp;
136*cdf0e10cSrcweir 		aViewPoint = aVRP + aVPN * aPRP.getZ();
137*cdf0e10cSrcweir 
138*cdf0e10cSrcweir 		// auf Einheitsmatrix zuruecksetzen
139*cdf0e10cSrcweir 		aViewTf.identity();
140*cdf0e10cSrcweir 
141*cdf0e10cSrcweir 		// in den Ursprung verschieben
142*cdf0e10cSrcweir 		aViewTf.translate(-aVRP.getX(), -aVRP.getY(), -aVRP.getZ());
143*cdf0e10cSrcweir 
144*cdf0e10cSrcweir 		// fV = Laenge der Projektion von aVPN auf die yz-Ebene:
145*cdf0e10cSrcweir 		fV = aVPN.getYZLength();
146*cdf0e10cSrcweir 
147*cdf0e10cSrcweir 		if ( fV != 0 )
148*cdf0e10cSrcweir 		{
149*cdf0e10cSrcweir 			basegfx::B3DHomMatrix aTemp;
150*cdf0e10cSrcweir 			const double fSin(aVPN.getY() / fV);
151*cdf0e10cSrcweir 			const double fCos(aVPN.getZ() / fV);
152*cdf0e10cSrcweir 			aTemp.set(2, 2, fCos);
153*cdf0e10cSrcweir 			aTemp.set(1, 1, fCos);
154*cdf0e10cSrcweir 			aTemp.set(2, 1, fSin);
155*cdf0e10cSrcweir 			aTemp.set(1, 2, -fSin);
156*cdf0e10cSrcweir 			aViewTf *= aTemp;
157*cdf0e10cSrcweir 		}
158*cdf0e10cSrcweir 
159*cdf0e10cSrcweir 		{
160*cdf0e10cSrcweir 			basegfx::B3DHomMatrix aTemp;
161*cdf0e10cSrcweir 			const double fSin(-aVPN.getX());
162*cdf0e10cSrcweir 			const double fCos(fV);
163*cdf0e10cSrcweir 			aTemp.set(2, 2, fCos);
164*cdf0e10cSrcweir 			aTemp.set(0, 0, fCos);
165*cdf0e10cSrcweir 			aTemp.set(0, 2, fSin);
166*cdf0e10cSrcweir 			aTemp.set(2, 0, -fSin);
167*cdf0e10cSrcweir 			aViewTf *= aTemp;
168*cdf0e10cSrcweir 		}
169*cdf0e10cSrcweir 
170*cdf0e10cSrcweir 		// X- und Y-Koordinaten des View Up Vektors in das (vorlaeufige)
171*cdf0e10cSrcweir 		// View-Koordinatensytem umrechnen
172*cdf0e10cSrcweir 		fXupVp = aViewTf.get(0, 0) * aVUV.getX() + aViewTf.get(0, 1) * aVUV.getY() + aViewTf.get(0, 2) * aVUV.getZ();
173*cdf0e10cSrcweir 		fYupVp = aViewTf.get(1, 0) * aVUV.getX() + aViewTf.get(1, 1) * aVUV.getY() + aViewTf.get(1, 2) * aVUV.getZ();
174*cdf0e10cSrcweir 		fV = sqrt(fXupVp * fXupVp + fYupVp * fYupVp);
175*cdf0e10cSrcweir 
176*cdf0e10cSrcweir 		if ( fV != 0 )
177*cdf0e10cSrcweir 		{
178*cdf0e10cSrcweir 			basegfx::B3DHomMatrix aTemp;
179*cdf0e10cSrcweir 			const double fSin(fXupVp / fV);
180*cdf0e10cSrcweir 			const double fCos(fYupVp / fV);
181*cdf0e10cSrcweir 			aTemp.set(1, 1, fCos);
182*cdf0e10cSrcweir 			aTemp.set(0, 0, fCos);
183*cdf0e10cSrcweir 			aTemp.set(1, 0, fSin);
184*cdf0e10cSrcweir 			aTemp.set(0, 1, -fSin);
185*cdf0e10cSrcweir 			aViewTf *= aTemp;
186*cdf0e10cSrcweir 		}
187*cdf0e10cSrcweir 
188*cdf0e10cSrcweir 		bTfValid = sal_True;
189*cdf0e10cSrcweir 	}
190*cdf0e10cSrcweir }
191*cdf0e10cSrcweir 
192*cdf0e10cSrcweir /*************************************************************************
193*cdf0e10cSrcweir |*
194*cdf0e10cSrcweir |* DeviceWindow des Ausgabegeraetes setzen
195*cdf0e10cSrcweir |*
196*cdf0e10cSrcweir \************************************************************************/
197*cdf0e10cSrcweir 
198*cdf0e10cSrcweir void Viewport3D::SetDeviceWindow(const Rectangle& rRect)
199*cdf0e10cSrcweir {
200*cdf0e10cSrcweir 	long nNewW = rRect.GetWidth();
201*cdf0e10cSrcweir 	long nNewH = rRect.GetHeight();
202*cdf0e10cSrcweir 	long nOldW = aDeviceRect.GetWidth();
203*cdf0e10cSrcweir 	long nOldH = aDeviceRect.GetHeight();
204*cdf0e10cSrcweir 
205*cdf0e10cSrcweir 	switch ( eAspectMapping )
206*cdf0e10cSrcweir 	{
207*cdf0e10cSrcweir 		double	fRatio, fTmp;
208*cdf0e10cSrcweir 
209*cdf0e10cSrcweir 		// Mapping, ohne die reale Groesse der Objekte im Device-Window
210*cdf0e10cSrcweir 		// zu aendern
211*cdf0e10cSrcweir 		case AS_HOLD_SIZE:
212*cdf0e10cSrcweir 			// Wenn Device ungueltig (w, h = -1), zunaechst
213*cdf0e10cSrcweir 			// View mit AsHoldX anpassen
214*cdf0e10cSrcweir 			if ( nOldW > 0 && nOldH > 0 )
215*cdf0e10cSrcweir 			{
216*cdf0e10cSrcweir 				fRatio = (double) nNewW / nOldW;
217*cdf0e10cSrcweir 				aViewWin.X *= fRatio;
218*cdf0e10cSrcweir 				aViewWin.W *= fRatio;
219*cdf0e10cSrcweir 				fRatio = (double) nNewH / nOldH;
220*cdf0e10cSrcweir 				aViewWin.Y *= fRatio;
221*cdf0e10cSrcweir 				aViewWin.H *= fRatio;
222*cdf0e10cSrcweir 				break;
223*cdf0e10cSrcweir 			}
224*cdf0e10cSrcweir 		case AS_HOLD_X:
225*cdf0e10cSrcweir 			// View-Hoehe an -Breite anpassen
226*cdf0e10cSrcweir 			fRatio = (double) nNewH / nNewW;
227*cdf0e10cSrcweir 			fTmp = aViewWin.H;
228*cdf0e10cSrcweir 			aViewWin.H = aViewWin.W * fRatio;
229*cdf0e10cSrcweir 			aViewWin.Y = aViewWin.Y * aViewWin.H / fTmp;
230*cdf0e10cSrcweir 			break;
231*cdf0e10cSrcweir 
232*cdf0e10cSrcweir 		case AS_HOLD_Y:
233*cdf0e10cSrcweir 			// View-Breite an -Hoehe anpassen
234*cdf0e10cSrcweir 			fRatio = (double) nNewW / nNewH;
235*cdf0e10cSrcweir 			fTmp = aViewWin.W;
236*cdf0e10cSrcweir 			aViewWin.W = aViewWin.H * fRatio;
237*cdf0e10cSrcweir 			aViewWin.X = aViewWin.X * aViewWin.W / fTmp;
238*cdf0e10cSrcweir 			break;
239*cdf0e10cSrcweir 		default: break;
240*cdf0e10cSrcweir 	}
241*cdf0e10cSrcweir 	fWRatio = nNewW / aViewWin.W;
242*cdf0e10cSrcweir 	fHRatio = nNewH / aViewWin.H;
243*cdf0e10cSrcweir 
244*cdf0e10cSrcweir 	aDeviceRect = rRect;
245*cdf0e10cSrcweir }
246*cdf0e10cSrcweir 
247*cdf0e10cSrcweir 
248*cdf0e10cSrcweir 
249*cdf0e10cSrcweir 
250*cdf0e10cSrcweir 
251*cdf0e10cSrcweir 
252*cdf0e10cSrcweir 
253*cdf0e10cSrcweir 
254*cdf0e10cSrcweir 
255*cdf0e10cSrcweir 
256*cdf0e10cSrcweir /*************************************************************************
257*cdf0e10cSrcweir |*
258*cdf0e10cSrcweir |* 3D-Punkt auf Viewplane projizieren
259*cdf0e10cSrcweir |*
260*cdf0e10cSrcweir \************************************************************************/
261*cdf0e10cSrcweir 
262*cdf0e10cSrcweir basegfx::B3DPoint Viewport3D::DoProjection(const basegfx::B3DPoint& rVec) const
263*cdf0e10cSrcweir {
264*cdf0e10cSrcweir 	basegfx::B3DPoint aVec(rVec);
265*cdf0e10cSrcweir 
266*cdf0e10cSrcweir 	if ( eProjection == PR_PERSPECTIVE )
267*cdf0e10cSrcweir 	{
268*cdf0e10cSrcweir 		double fPrDist = fVPD - aPRP.getZ();
269*cdf0e10cSrcweir 
270*cdf0e10cSrcweir 		if ( aPRP.getZ() == rVec.getZ() )
271*cdf0e10cSrcweir 		{
272*cdf0e10cSrcweir 			aVec.setX(0.0);
273*cdf0e10cSrcweir 			aVec.setY(0.0);
274*cdf0e10cSrcweir 		}
275*cdf0e10cSrcweir 		else
276*cdf0e10cSrcweir 		{
277*cdf0e10cSrcweir 			// Das ist die Version fuer beliebigen PRP, wird aber
278*cdf0e10cSrcweir 			// aus Performancegruenden nicht verwendet
279*cdf0e10cSrcweir 			fPrDist /= aVec.getZ() - aPRP.getZ();
280*cdf0e10cSrcweir 			aVec.setX(aVec.getX() * fPrDist);
281*cdf0e10cSrcweir 			aVec.setY(aVec.getY() * fPrDist);
282*cdf0e10cSrcweir 		}
283*cdf0e10cSrcweir 	}
284*cdf0e10cSrcweir 
285*cdf0e10cSrcweir 	return aVec;
286*cdf0e10cSrcweir }
287*cdf0e10cSrcweir 
288*cdf0e10cSrcweir /*************************************************************************
289*cdf0e10cSrcweir |*
290*cdf0e10cSrcweir |* 3D-Punkt auf Geraetekoordinaten mappen
291*cdf0e10cSrcweir |*
292*cdf0e10cSrcweir \************************************************************************/
293*cdf0e10cSrcweir 
294*cdf0e10cSrcweir basegfx::B3DPoint Viewport3D::MapToDevice(const basegfx::B3DPoint& rVec) const
295*cdf0e10cSrcweir {
296*cdf0e10cSrcweir 	basegfx::B3DPoint aRetval;
297*cdf0e10cSrcweir 
298*cdf0e10cSrcweir 	// Y-Koordinate subtrahieren, da die Device-Y-Achse von oben
299*cdf0e10cSrcweir 	// nach unten verlaeuft
300*cdf0e10cSrcweir 	aRetval.setX((double)aDeviceRect.Left() + ((rVec.getX() - aViewWin.X) * fWRatio));
301*cdf0e10cSrcweir 	aRetval.setY((double)aDeviceRect.Bottom() - ((rVec.getY() - aViewWin.Y) * fHRatio));
302*cdf0e10cSrcweir 	aRetval.setZ(rVec.getZ());
303*cdf0e10cSrcweir 
304*cdf0e10cSrcweir 	return aRetval;
305*cdf0e10cSrcweir }
306*cdf0e10cSrcweir 
307*cdf0e10cSrcweir /*************************************************************************
308*cdf0e10cSrcweir |*
309*cdf0e10cSrcweir |* View Reference Point setzen
310*cdf0e10cSrcweir |*
311*cdf0e10cSrcweir \************************************************************************/
312*cdf0e10cSrcweir 
313*cdf0e10cSrcweir void Viewport3D::SetVRP(const basegfx::B3DPoint& rNewVRP)
314*cdf0e10cSrcweir {
315*cdf0e10cSrcweir 	aVRP = rNewVRP;
316*cdf0e10cSrcweir 	bTfValid = sal_False;
317*cdf0e10cSrcweir }
318*cdf0e10cSrcweir 
319*cdf0e10cSrcweir /*************************************************************************
320*cdf0e10cSrcweir |*
321*cdf0e10cSrcweir |* View Plane Normal setzen
322*cdf0e10cSrcweir |*
323*cdf0e10cSrcweir \************************************************************************/
324*cdf0e10cSrcweir 
325*cdf0e10cSrcweir void Viewport3D::SetVPN(const basegfx::B3DVector& rNewVPN)
326*cdf0e10cSrcweir {
327*cdf0e10cSrcweir 	aVPN = rNewVPN;
328*cdf0e10cSrcweir 	aVPN.normalize();
329*cdf0e10cSrcweir 	bTfValid = sal_False;
330*cdf0e10cSrcweir }
331*cdf0e10cSrcweir 
332*cdf0e10cSrcweir /*************************************************************************
333*cdf0e10cSrcweir |*
334*cdf0e10cSrcweir |* View Up Vector setzen
335*cdf0e10cSrcweir |*
336*cdf0e10cSrcweir \************************************************************************/
337*cdf0e10cSrcweir 
338*cdf0e10cSrcweir void Viewport3D::SetVUV(const basegfx::B3DVector& rNewVUV)
339*cdf0e10cSrcweir {
340*cdf0e10cSrcweir 	aVUV = rNewVUV;
341*cdf0e10cSrcweir 	bTfValid = sal_False;
342*cdf0e10cSrcweir }
343*cdf0e10cSrcweir 
344*cdf0e10cSrcweir /*************************************************************************
345*cdf0e10cSrcweir |*
346*cdf0e10cSrcweir |* Center Of Projection setzen
347*cdf0e10cSrcweir |*
348*cdf0e10cSrcweir \************************************************************************/
349*cdf0e10cSrcweir 
350*cdf0e10cSrcweir void Viewport3D::SetPRP(const basegfx::B3DPoint& rNewPRP)
351*cdf0e10cSrcweir {
352*cdf0e10cSrcweir 	aPRP = rNewPRP;
353*cdf0e10cSrcweir 	aPRP.setX(0.0);
354*cdf0e10cSrcweir 	aPRP.setY(0.0);
355*cdf0e10cSrcweir 	bTfValid = sal_False;
356*cdf0e10cSrcweir }
357*cdf0e10cSrcweir 
358*cdf0e10cSrcweir /*************************************************************************
359*cdf0e10cSrcweir |*
360*cdf0e10cSrcweir |* View Plane Distance setzen
361*cdf0e10cSrcweir |*
362*cdf0e10cSrcweir \************************************************************************/
363*cdf0e10cSrcweir 
364*cdf0e10cSrcweir void Viewport3D::SetVPD(double fNewVPD)
365*cdf0e10cSrcweir {
366*cdf0e10cSrcweir 	fVPD = fNewVPD;
367*cdf0e10cSrcweir 	bTfValid = sal_False;
368*cdf0e10cSrcweir }
369*cdf0e10cSrcweir 
370*cdf0e10cSrcweir /*************************************************************************
371*cdf0e10cSrcweir |*
372*cdf0e10cSrcweir |* Abstand der vorderen Clippingebene setzen
373*cdf0e10cSrcweir |*
374*cdf0e10cSrcweir \************************************************************************/
375*cdf0e10cSrcweir 
376*cdf0e10cSrcweir void Viewport3D::SetNearClipDist(double fNewNCD)
377*cdf0e10cSrcweir {
378*cdf0e10cSrcweir 	fNearClipDist = fNewNCD;
379*cdf0e10cSrcweir 	bTfValid = sal_False;
380*cdf0e10cSrcweir }
381*cdf0e10cSrcweir 
382*cdf0e10cSrcweir /*************************************************************************
383*cdf0e10cSrcweir |*
384*cdf0e10cSrcweir |* Abstand der hinteren Clippingebene setzen
385*cdf0e10cSrcweir |*
386*cdf0e10cSrcweir \************************************************************************/
387*cdf0e10cSrcweir 
388*cdf0e10cSrcweir void Viewport3D::SetFarClipDist(double fNewFCD)
389*cdf0e10cSrcweir {
390*cdf0e10cSrcweir 	fFarClipDist = fNewFCD;
391*cdf0e10cSrcweir 	bTfValid = sal_False;
392*cdf0e10cSrcweir }
393*cdf0e10cSrcweir 
394*cdf0e10cSrcweir // eof
395