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27 
28 // MARKER(update_precomp.py): autogen include statement, do not remove
29 #include "precompiled_drawinglayer.hxx"
30 
31 #include <drawinglayer/processor3d/shadow3dextractor.hxx>
32 #include <drawinglayer/primitive3d/shadowprimitive3d.hxx>
33 #include <drawinglayer/primitive2d/shadowprimitive2d.hxx>
34 #include <drawinglayer/primitive2d/unifiedtransparenceprimitive2d.hxx>
35 #include <drawinglayer/primitive3d/transformprimitive3d.hxx>
36 #include <drawinglayer/primitive3d/polygonprimitive3d.hxx>
37 #include <basegfx/polygon/b2dpolygontools.hxx>
38 #include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
39 #include <drawinglayer/primitive3d/polypolygonprimitive3d.hxx>
40 #include <basegfx/polygon/b2dpolypolygontools.hxx>
41 #include <drawinglayer/primitive2d/polypolygonprimitive2d.hxx>
42 #include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
43 
44 //////////////////////////////////////////////////////////////////////////////
45 
46 using namespace com::sun::star;
47 
48 //////////////////////////////////////////////////////////////////////////////
49 
50 namespace drawinglayer
51 {
52 	namespace processor3d
53 	{
54         /// helper to convert from BasePrimitive2DVector to primitive2d::Primitive2DSequence
55         const primitive2d::Primitive2DSequence Shadow3DExtractingProcessor::getPrimitive2DSequenceFromBasePrimitive2DVector(
56             const BasePrimitive2DVector& rVector) const
57         {
58             const sal_uInt32 nCount(rVector.size());
59             primitive2d::Primitive2DSequence aRetval(nCount);
60 
61             for(sal_uInt32 a(0); a < nCount; a++)
62             {
63                 aRetval[a] = rVector[a];
64             }
65 
66             // all entries taken over; no need to delete entries, just reset to
67             // mark as empty
68             const_cast< BasePrimitive2DVector& >(rVector).clear();
69 
70             return aRetval;
71         }
72 
73         // as tooling, the process() implementation takes over API handling and calls this
74 		// virtual render method when the primitive implementation is BasePrimitive3D-based.
75 		void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate)
76 		{
77 			// it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
78 			switch(rCandidate.getPrimitive3DID())
79 			{
80 				case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D :
81 				{
82 					// shadow3d object. Call recursive with content and start conversion
83 					const primitive3d::ShadowPrimitive3D& rPrimitive = static_cast< const primitive3d::ShadowPrimitive3D& >(rCandidate);
84 
85 					// set new target
86 					BasePrimitive2DVector aNewSubList;
87 					BasePrimitive2DVector* pLastTargetSequence = mpPrimitive2DSequence;
88 					mpPrimitive2DSequence = &aNewSubList;
89 
90 					// activate convert
91 					const bool bLastConvert(mbConvert);
92 					mbConvert = true;
93 
94 					// set projection flag
95 					const bool bLastUseProjection(mbUseProjection);
96 					mbUseProjection = rPrimitive.getShadow3D();
97 
98 					// process content
99 					process(rPrimitive.getChildren());
100 
101 					// restore values
102 					mbUseProjection = bLastUseProjection;
103 					mbConvert = bLastConvert;
104 					mpPrimitive2DSequence = pLastTargetSequence;
105 
106 					// create 2d shadow primitive with result. This also fetches all entries
107                     // from aNewSubList, so there is no need to delete them
108 					primitive2d::BasePrimitive2D* pNew = new primitive2d::ShadowPrimitive2D(
109                         rPrimitive.getShadowTransform(),
110                         rPrimitive.getShadowColor(),
111                         getPrimitive2DSequenceFromBasePrimitive2DVector(aNewSubList));
112 
113 					if(basegfx::fTools::more(rPrimitive.getShadowTransparence(), 0.0))
114 					{
115 						// create simpleTransparencePrimitive, add created primitives
116     					const primitive2d::Primitive2DReference xRef(pNew);
117 						const primitive2d::Primitive2DSequence aNewTransPrimitiveVector(&xRef, 1);
118 
119                         pNew = new primitive2d::UnifiedTransparencePrimitive2D(
120                             aNewTransPrimitiveVector,
121                             rPrimitive.getShadowTransparence());
122                     }
123 
124                     mpPrimitive2DSequence->push_back(pNew);
125 
126 					break;
127 				}
128 				case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D :
129 				{
130 					// transform group. Remember current transformations
131 					const primitive3d::TransformPrimitive3D& rPrimitive = static_cast< const primitive3d::TransformPrimitive3D& >(rCandidate);
132 					const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D());
133 
134 					// create new transformation; add new object transform from right side
135 					const geometry::ViewInformation3D aNewViewInformation3D(
136 						aLastViewInformation3D.getObjectTransformation() * rPrimitive.getTransformation(),
137 						aLastViewInformation3D.getOrientation(),
138 						aLastViewInformation3D.getProjection(),
139 						aLastViewInformation3D.getDeviceToView(),
140 						aLastViewInformation3D.getViewTime(),
141 						aLastViewInformation3D.getExtendedInformationSequence());
142 					updateViewInformation(aNewViewInformation3D);
143 
144 					if(mbShadowProjectionIsValid)
145 					{
146 						// update buffered WorldToEye and EyeToView
147 						maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
148 						maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
149 					}
150 
151 					// let break down
152 					process(rPrimitive.getChildren());
153 
154 					// restore transformations
155 					updateViewInformation(aLastViewInformation3D);
156 
157 					if(mbShadowProjectionIsValid)
158 					{
159 						// update buffered WorldToEye and EyeToView
160 						maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
161 						maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
162 					}
163 					break;
164 				}
165 				case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D :
166 				{
167 					// PolygonHairlinePrimitive3D
168 					if(mbConvert)
169 					{
170 						const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rCandidate);
171 						basegfx::B2DPolygon a2DHairline;
172 
173 						if(mbUseProjection)
174 						{
175 							if(mbShadowProjectionIsValid)
176 							{
177 								a2DHairline = impDoShadowProjection(rPrimitive.getB3DPolygon());
178 							}
179 						}
180 						else
181 						{
182 							a2DHairline = basegfx::tools::createB2DPolygonFromB3DPolygon(rPrimitive.getB3DPolygon(), getViewInformation3D().getObjectToView());
183 						}
184 
185 						if(a2DHairline.count())
186 						{
187 							a2DHairline.transform(getObjectTransformation());
188                             mpPrimitive2DSequence->push_back(
189                                 new primitive2d::PolygonHairlinePrimitive2D(
190                                     a2DHairline,
191                                     maPrimitiveColor));
192 						}
193 					}
194 					break;
195 				}
196 				case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D :
197 				{
198 					// PolyPolygonMaterialPrimitive3D
199 					if(mbConvert)
200 					{
201 						const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rCandidate);
202 						basegfx::B2DPolyPolygon a2DFill;
203 
204 						if(mbUseProjection)
205 						{
206 							if(mbShadowProjectionIsValid)
207 							{
208 								a2DFill = impDoShadowProjection(rPrimitive.getB3DPolyPolygon());
209 							}
210 						}
211 						else
212 						{
213 							a2DFill = basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive.getB3DPolyPolygon(), getViewInformation3D().getObjectToView());
214 						}
215 
216 						if(a2DFill.count())
217 						{
218 							a2DFill.transform(getObjectTransformation());
219                             mpPrimitive2DSequence->push_back(
220                                 new primitive2d::PolyPolygonColorPrimitive2D(
221                                     a2DFill,
222                                     maPrimitiveColor));
223 						}
224 					}
225 					break;
226 				}
227 				default :
228 				{
229 					// process recursively
230 					process(rCandidate.get3DDecomposition(getViewInformation3D()));
231 					break;
232 				}
233 			}
234 		}
235 
236 		Shadow3DExtractingProcessor::Shadow3DExtractingProcessor(
237 			const geometry::ViewInformation3D& rViewInformation,
238 			const basegfx::B2DHomMatrix& rObjectTransformation,
239 			const basegfx::B3DVector& rLightNormal,
240 			double fShadowSlant,
241             const basegfx::B3DRange& rContained3DRange)
242 		:	BaseProcessor3D(rViewInformation),
243 			maPrimitive2DSequence(),
244 			mpPrimitive2DSequence(&maPrimitive2DSequence),
245 			maObjectTransformation(rObjectTransformation),
246 			maWorldToEye(),
247 			maEyeToView(),
248 			maLightNormal(rLightNormal),
249 			maShadowPlaneNormal(),
250 			maPlanePoint(),
251 			mfLightPlaneScalar(0.0),
252 			maPrimitiveColor(),
253 			mbShadowProjectionIsValid(false),
254 			mbConvert(false),
255 			mbUseProjection(false)
256 		{
257 			// normalize light normal, get and normalize shadow plane normal and calculate scalar from it
258 			maLightNormal.normalize();
259 			maShadowPlaneNormal = basegfx::B3DVector(0.0, sin(fShadowSlant), cos(fShadowSlant));
260 			maShadowPlaneNormal.normalize();
261 			mfLightPlaneScalar = maLightNormal.scalar(maShadowPlaneNormal);
262 
263 			// use only when scalar is > 0.0, so the light is in front of the object
264 			if(basegfx::fTools::more(mfLightPlaneScalar, 0.0))
265 			{
266 				// prepare buffered WorldToEye and EyeToView
267 				maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
268 				maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
269 
270 				// calculate range to get front edge around which to rotate the shadow's projection
271 				basegfx::B3DRange aContained3DRange(rContained3DRange);
272 				aContained3DRange.transform(getWorldToEye());
273 				maPlanePoint.setX(maShadowPlaneNormal.getX() < 0.0 ? aContained3DRange.getMinX() : aContained3DRange.getMaxX());
274 				maPlanePoint.setY(maShadowPlaneNormal.getY() > 0.0 ? aContained3DRange.getMinY() : aContained3DRange.getMaxY());
275 				maPlanePoint.setZ(aContained3DRange.getMinZ() - (aContained3DRange.getDepth() / 8.0));
276 
277 				// set flag that shadow projection is prepared and allowed
278 				mbShadowProjectionIsValid = true;
279 			}
280 		}
281 
282     	Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor()
283         {
284             OSL_ENSURE(0 == maPrimitive2DSequence.size(),
285                 "OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)");
286             for(sal_uInt32 a(0); a < maPrimitive2DSequence.size(); a++)
287             {
288                 delete maPrimitive2DSequence[a];
289             }
290         }
291 
292 		basegfx::B2DPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon& rSource)
293 		{
294 			basegfx::B2DPolygon aRetval;
295 
296 			for(sal_uInt32 a(0L); a < rSource.count(); a++)
297 			{
298 				// get point, transform to eye coordinate system
299 				basegfx::B3DPoint aCandidate(rSource.getB3DPoint(a));
300 				aCandidate *= getWorldToEye();
301 
302 				// we are in eye coordinates
303 				// ray is (aCandidate + fCut * maLightNormal)
304 				// plane is (maPlanePoint, maShadowPlaneNormal)
305 				// maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0
306 				// get cut point of ray with shadow plane
307 				const double fCut(basegfx::B3DVector(maPlanePoint - aCandidate).scalar(maShadowPlaneNormal) / mfLightPlaneScalar);
308 				aCandidate += maLightNormal * fCut;
309 
310 				// transform to view, use 2d coordinates
311 				aCandidate *= getEyeToView();
312 				aRetval.append(basegfx::B2DPoint(aCandidate.getX(), aCandidate.getY()));
313 			}
314 
315 			// copy closed flag
316 			aRetval.setClosed(rSource.isClosed());
317 
318 			return aRetval;
319 		}
320 
321 		basegfx::B2DPolyPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource)
322 		{
323 			basegfx::B2DPolyPolygon aRetval;
324 
325 			for(sal_uInt32 a(0L); a < rSource.count(); a++)
326 			{
327 				aRetval.append(impDoShadowProjection(rSource.getB3DPolygon(a)));
328 			}
329 
330 			return aRetval;
331 		}
332 
333         const primitive2d::Primitive2DSequence Shadow3DExtractingProcessor::getPrimitive2DSequence() const
334         {
335             return getPrimitive2DSequenceFromBasePrimitive2DVector(maPrimitive2DSequence);
336         }
337 
338     } // end of namespace processor3d
339 } // end of namespace drawinglayer
340 
341 //////////////////////////////////////////////////////////////////////////////
342 // eof
343