xref: /aoo42x/main/svx/source/engine3d/view3d.cxx (revision f6e50924)
1 /**************************************************************
2  *
3  * Licensed to the Apache Software Foundation (ASF) under one
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5  * distributed with this work for additional information
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8  * "License"); you may not use this file except in compliance
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11  *   http://www.apache.org/licenses/LICENSE-2.0
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13  * Unless required by applicable law or agreed to in writing,
14  * software distributed under the License is distributed on an
15  * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
16  * KIND, either express or implied.  See the License for the
17  * specific language governing permissions and limitations
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20  *************************************************************/
21 
22 
23 
24 // MARKER(update_precomp.py): autogen include statement, do not remove
25 #include "precompiled_svx.hxx"
26 
27 #include <vcl/wrkwin.hxx>
28 #include <svx/svdogrp.hxx>
29 #include <svx/svdopath.hxx>
30 #include <tools/shl.hxx>
31 #include "svx/svditer.hxx"
32 #include <svx/svdpool.hxx>
33 #include <svx/svdorect.hxx>
34 #include <svx/svdmodel.hxx>
35 #include <svx/svdpagv.hxx>
36 #include <svx/svxids.hrc>
37 #include <editeng/colritem.hxx>
38 #include <svx/xtable.hxx>
39 #include <svx/svdview.hxx>
40 #include <svx/dialogs.hrc>
41 #include <svx/dialmgr.hxx>
42 #include "svx/globl3d.hxx"
43 #include <svx/obj3d.hxx>
44 #include <svx/lathe3d.hxx>
45 #include <svx/sphere3d.hxx>
46 #include <svx/extrud3d.hxx>
47 #include <svx/cube3d.hxx>
48 #include <svx/polysc3d.hxx>
49 #include "dragmt3d.hxx"
50 #include <svx/view3d.hxx>
51 #include <svx/svdundo.hxx>
52 #include <svx/xflclit.hxx>
53 #include <svx/xlnclit.hxx>
54 #include <svx/svdograf.hxx>
55 #include <svx/xbtmpit.hxx>
56 #include <svx/xflbmtit.hxx>
57 #include <basegfx/range/b2drange.hxx>
58 #include <basegfx/polygon/b2dpolygontools.hxx>
59 #include <basegfx/polygon/b2dpolypolygontools.hxx>
60 #include <svx/xlnwtit.hxx>
61 #include <svx/sdr/overlay/overlaypolypolygon.hxx>
62 #include <svx/sdr/overlay/overlaymanager.hxx>
63 #include <svx/sdrpaintwindow.hxx>
64 #include <svx/sdr/contact/viewcontactofe3dscene.hxx>
65 #include <drawinglayer/geometry/viewinformation3d.hxx>
66 #include <svx/sdrpagewindow.hxx>
67 #include <svx/sdr/contact/displayinfo.hxx>
68 #include <svx/sdr/contact/objectcontact.hxx>
69 #include <svx/sdr/contact/viewobjectcontact.hxx>
70 #include <drawinglayer/primitive2d/unifiedtransparenceprimitive2d.hxx>
71 #include <svx/sdr/overlay/overlayprimitive2dsequenceobject.hxx>
72 #include <drawinglayer/primitive2d/transformprimitive2d.hxx>
73 #include <basegfx/matrix/b2dhommatrixtools.hxx>
74 #include <basegfx/polygon/b2dpolypolygoncutter.hxx>
75 
76 #define ITEMVALUE(ItemSet,Id,Cast)	((const Cast&)(ItemSet).Get(Id)).GetValue()
77 
78 TYPEINIT1(E3dView, SdrView);
79 
80 ////////////////////////////////////////////////////////////////////////////////////////////////////
81 // Migrate Marking
82 
83 class Impl3DMirrorConstructOverlay
84 {
85 	// The OverlayObjects
86 	::sdr::overlay::OverlayObjectList				maObjects;
87 
88 	// the view
89 	const E3dView&									mrView;
90 
91 	// the object count
92 	sal_uInt32										mnCount;
93 
94 	// the unmirrored polygons
95 	basegfx::B2DPolyPolygon*						mpPolygons;
96 
97     // the overlay geometry from selected objects
98     drawinglayer::primitive2d::Primitive2DSequence  maFullOverlay;
99 
100 public:
101 	Impl3DMirrorConstructOverlay(const E3dView& rView);
102 	~Impl3DMirrorConstructOverlay();
103 
104 	void SetMirrorAxis(Point aMirrorAxisA, Point aMirrorAxisB);
105 };
106 
107 Impl3DMirrorConstructOverlay::Impl3DMirrorConstructOverlay(const E3dView& rView)
108 :	maObjects(),
109     mrView(rView),
110     mnCount(rView.GetMarkedObjectCount()),
111     mpPolygons(0),
112     maFullOverlay()
113 {
114     if(mnCount)
115     {
116         if(mrView.IsSolidDragging())
117         {
118 	        SdrPageView* pPV = rView.GetSdrPageView();
119 
120 	        if(pPV && pPV->PageWindowCount())
121 	        {
122 		        sdr::contact::ObjectContact& rOC = pPV->GetPageWindow(0)->GetObjectContact();
123     	        sdr::contact::DisplayInfo aDisplayInfo;
124 
125                 // Do not use the last ViewPort set at the OC at the last ProcessDisplay()
126                 rOC.resetViewPort();
127 
128 		        for(sal_uInt32 a(0);a < mnCount;a++)
129 		        {
130 			        SdrObject* pObject = mrView.GetMarkedObjectByIndex(a);
131 
132 			        if(pObject)
133 			        {
134 				        sdr::contact::ViewContact& rVC = pObject->GetViewContact();
135 				        sdr::contact::ViewObjectContact& rVOC = rVC.GetViewObjectContact(rOC);
136 
137                         const drawinglayer::primitive2d::Primitive2DSequence aNewSequence(rVOC.getPrimitive2DSequenceHierarchy(aDisplayInfo));
138                         drawinglayer::primitive2d::appendPrimitive2DSequenceToPrimitive2DSequence(maFullOverlay, aNewSequence);
139 			        }
140 		        }
141 	        }
142         }
143         else
144         {
145 	        mpPolygons = new basegfx::B2DPolyPolygon[mnCount];
146 
147 	        for(sal_uInt32 a(0); a < mnCount; a++)
148 	        {
149 			    SdrObject* pObject = mrView.GetMarkedObjectByIndex(a);
150 		        mpPolygons[mnCount - (a + 1)] = pObject->TakeXorPoly();
151 	        }
152         }
153     }
154 }
155 
156 Impl3DMirrorConstructOverlay::~Impl3DMirrorConstructOverlay()
157 {
158 	// The OverlayObjects are cleared using the destructor of OverlayObjectList.
159 	// That destructor calls clear() at the list which removes all objects from the
160 	// OverlayManager and deletes them.
161     if(!mrView.IsSolidDragging())
162     {
163     	delete[] mpPolygons;
164     }
165 }
166 
167 void Impl3DMirrorConstructOverlay::SetMirrorAxis(Point aMirrorAxisA, Point aMirrorAxisB)
168 {
169 	// get rid of old overlay objects
170 	maObjects.clear();
171 
172 	// create new ones
173 	for(sal_uInt32 a(0); a < mrView.PaintWindowCount(); a++)
174 	{
175 		SdrPaintWindow* pCandidate = mrView.GetPaintWindow(a);
176 		::sdr::overlay::OverlayManager* pTargetOverlay = pCandidate->GetOverlayManager();
177 
178 		if(pTargetOverlay)
179 		{
180 	        // buld transfoprmation: translate and rotate so that given edge is
181             // on x axis, them mirror in y and translate back
182 	        const basegfx::B2DVector aEdge(aMirrorAxisB.X() - aMirrorAxisA.X(), aMirrorAxisB.Y() - aMirrorAxisA.Y());
183             basegfx::B2DHomMatrix aMatrixTransform(basegfx::tools::createTranslateB2DHomMatrix(
184                 -aMirrorAxisA.X(), -aMirrorAxisA.Y()));
185 	        aMatrixTransform.rotate(-atan2(aEdge.getY(), aEdge.getX()));
186 	        aMatrixTransform.scale(1.0, -1.0);
187 	        aMatrixTransform.rotate(atan2(aEdge.getY(), aEdge.getX()));
188 	        aMatrixTransform.translate(aMirrorAxisA.X(), aMirrorAxisA.Y());
189 
190             if(mrView.IsSolidDragging())
191             {
192                 if(maFullOverlay.hasElements())
193                 {
194 					drawinglayer::primitive2d::Primitive2DSequence aContent(maFullOverlay);
195 
196 					if(!aMatrixTransform.isIdentity())
197 					{
198 						// embed in transformation group
199 						drawinglayer::primitive2d::Primitive2DReference aTransformPrimitive2D(new drawinglayer::primitive2d::TransformPrimitive2D(aMatrixTransform, aContent));
200 						aContent = drawinglayer::primitive2d::Primitive2DSequence(&aTransformPrimitive2D, 1);
201 					}
202 
203                     // if we have full overlay from selected objects, embed with 50% transparence, the
204                     // transformation is added to the OverlayPrimitive2DSequenceObject
205 		            drawinglayer::primitive2d::Primitive2DReference aUnifiedTransparencePrimitive2D(new drawinglayer::primitive2d::UnifiedTransparencePrimitive2D(aContent, 0.5));
206                     aContent = drawinglayer::primitive2d::Primitive2DSequence(&aUnifiedTransparencePrimitive2D, 1);
207 
208 					sdr::overlay::OverlayPrimitive2DSequenceObject* pNew = new sdr::overlay::OverlayPrimitive2DSequenceObject(aContent);
209 
210 		            pTargetOverlay->add(*pNew);
211 		            maObjects.append(*pNew);
212                 }
213             }
214             else
215             {
216 		        for(sal_uInt32 b(0); b < mnCount; b++)
217 		        {
218 			        // apply to polygon
219 			        basegfx::B2DPolyPolygon aPolyPolygon(mpPolygons[b]);
220 			        aPolyPolygon.transform(aMatrixTransform);
221 
222 			        ::sdr::overlay::OverlayPolyPolygonStriped* pNew = new ::sdr::overlay::OverlayPolyPolygonStriped(aPolyPolygon);
223 			        pTargetOverlay->add(*pNew);
224 			        maObjects.append(*pNew);
225                 }
226             }
227 		}
228 	}
229 }
230 
231 /*************************************************************************
232 |*
233 |* Konstruktor 1
234 |*
235 \************************************************************************/
236 
237 E3dView::E3dView(SdrModel* pModel, OutputDevice* pOut) :
238     SdrView(pModel, pOut)
239 {
240 	InitView ();
241 }
242 
243 /*************************************************************************
244 |*
245 |* DrawMarkedObj ueberladen, da eventuell nur einzelne 3D-Objekte
246 |* gezeichnet werden sollen
247 |*
248 \************************************************************************/
249 
250 void E3dView::DrawMarkedObj(OutputDevice& rOut) const
251 {
252 	// Existieren 3D-Objekte, deren Szenen nicht selektiert sind?
253 	sal_Bool bSpecialHandling = sal_False;
254 	E3dScene *pScene = NULL;
255 
256 	long nCnt = GetMarkedObjectCount();
257 	for(long nObjs = 0;nObjs < nCnt;nObjs++)
258 	{
259 		SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
260 		if(pObj && pObj->ISA(E3dCompoundObject))
261 		{
262 			// zugehoerige Szene
263 			pScene = ((E3dCompoundObject*)pObj)->GetScene();
264 			if(pScene && !IsObjMarked(pScene))
265 				bSpecialHandling = sal_True;
266 		}
267 		// Alle SelectionFlags zuruecksetzen
268 		if(pObj && pObj->ISA(E3dObject))
269 		{
270 			pScene = ((E3dObject*)pObj)->GetScene();
271 			if(pScene)
272 				pScene->SetSelected(sal_False);
273 		}
274 	}
275 
276 	if(bSpecialHandling)
277 	{
278 		// SelectionFlag bei allen zu 3D Objekten gehoerigen
279 		// Szenen und deren Objekten auf nicht selektiert setzen
280 		long nObjs;
281 		for(nObjs = 0;nObjs < nCnt;nObjs++)
282 		{
283 			SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
284 			if(pObj && pObj->ISA(E3dCompoundObject))
285 			{
286 				// zugehoerige Szene
287 				pScene = ((E3dCompoundObject*)pObj)->GetScene();
288 				if(pScene)
289 					pScene->SetSelected(sal_False);
290 			}
291 		}
292 
293 		// bei allen direkt selektierten Objekten auf selektiert setzen
294 		SdrMark* pM = NULL;
295 
296 		for(nObjs = 0;nObjs < nCnt;nObjs++)
297 		{
298 			SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
299 			if(pObj && pObj->ISA(E3dObject))
300 			{
301 				// Objekt markieren
302 				E3dObject* p3DObj = (E3dObject*)pObj;
303 				p3DObj->SetSelected(sal_True);
304 				pScene = p3DObj->GetScene();
305 				pM = GetSdrMarkByIndex(nObjs);
306 			}
307 		}
308 
309 		if(pScene)
310 		{
311 			// code from parent
312 			SortMarkedObjects();
313 
314 			pScene->SetDrawOnlySelected(sal_True);
315 			pScene->SingleObjectPainter(rOut); // #110094#-17
316 			pScene->SetDrawOnlySelected(sal_False);
317 		}
318 
319 		// SelectionFlag zuruecksetzen
320 		for(nObjs = 0;nObjs < nCnt;nObjs++)
321 		{
322 			SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
323 			if(pObj && pObj->ISA(E3dCompoundObject))
324 			{
325 				// zugehoerige Szene
326 				pScene = ((E3dCompoundObject*)pObj)->GetScene();
327 				if(pScene)
328 					pScene->SetSelected(sal_False);
329 			}
330 		}
331 	}
332 	else
333 	{
334 		// call parent
335 		SdrExchangeView::DrawMarkedObj(rOut);
336 	}
337 }
338 
339 /*************************************************************************
340 |*
341 |* Model holen ueberladen, da bei einzelnen 3D Objekten noch eine Szene
342 |* untergeschoben werden muss
343 |*
344 \************************************************************************/
345 
346 SdrModel* E3dView::GetMarkedObjModel() const
347 {
348 	// Existieren 3D-Objekte, deren Szenen nicht selektiert sind?
349 	bool bSpecialHandling(false);
350 	const sal_uInt32 nCount(GetMarkedObjectCount());
351     sal_uInt32 nObjs(0);
352 	E3dScene *pScene = 0;
353 
354 	for(nObjs = 0; nObjs < nCount; nObjs++)
355 	{
356 		const SdrObject* pObj = GetMarkedObjectByIndex(nObjs);
357 
358         if(!bSpecialHandling && pObj && pObj->ISA(E3dCompoundObject))
359 		{
360 			// if the object is selected, but it's scene not,
361             // we need special handling
362 			pScene = ((E3dCompoundObject*)pObj)->GetScene();
363 
364 			if(pScene && !IsObjMarked(pScene))
365             {
366 				bSpecialHandling = true;
367 			}
368 		}
369 
370 		if(pObj && pObj->ISA(E3dObject))
371 		{
372             // reset all selection flags at 3D objects
373 			pScene = ((E3dObject*)pObj)->GetScene();
374 
375 			if(pScene)
376             {
377 				pScene->SetSelected(false);
378             }
379 		}
380 	}
381 
382     if(!bSpecialHandling)
383 	{
384 		// call parent
385 		return SdrView::GetMarkedObjModel();
386 	}
387 
388 	SdrModel* pNewModel = 0;
389     Rectangle aSelectedSnapRect;
390 
391 	// set 3d selection flags at all directly selected objects
392     // and collect SnapRect of selected objects
393 	for(nObjs = 0; nObjs < nCount; nObjs++)
394 	{
395 		SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
396 
397         if(pObj && pObj->ISA(E3dCompoundObject))
398 		{
399 			// mark object, but not scenes
400 			E3dCompoundObject* p3DObj = (E3dCompoundObject*)pObj;
401 			p3DObj->SetSelected(true);
402             aSelectedSnapRect.Union(p3DObj->GetSnapRect());
403 		}
404 	}
405 
406 	// create new mark list which contains all indirectly selected3d
407     // scenes as selected objects
408     SdrMarkList aOldML(GetMarkedObjectList());
409     SdrMarkList aNewML;
410 	SdrMarkList& rCurrentMarkList = ((E3dView*)this)->GetMarkedObjectListWriteAccess();
411 	rCurrentMarkList = aNewML;
412 
413 	for(nObjs = 0; nObjs < nCount; nObjs++)
414 	{
415 		SdrObject *pObj = aOldML.GetMark(nObjs)->GetMarkedSdrObj();
416 
417 		if(pObj && pObj->ISA(E3dObject))
418 		{
419 			pScene = ((E3dObject*)pObj)->GetScene();
420 
421             if(pScene && !IsObjMarked(pScene) && GetSdrPageView())
422 			{
423 				((E3dView*)this)->MarkObj(pScene, GetSdrPageView(), sal_False, sal_True);
424 			}
425 		}
426 	}
427 
428 	// call parent. This will copy all scenes and the selection flags at the 3d objectss. So
429     // it will be possible to delete all non-selected 3d objects from the cloned 3d scenes
430 	pNewModel = SdrView::GetMarkedObjModel();
431 
432 	if(pNewModel)
433 	{
434 		for(sal_uInt16 nPg(0); nPg < pNewModel->GetPageCount(); nPg++)
435 		{
436 			const SdrPage* pSrcPg=pNewModel->GetPage(nPg);
437 			const sal_uInt32 nObAnz(pSrcPg->GetObjCount());
438 
439 			for(sal_uInt32 nOb(0); nOb < nObAnz; nOb++)
440 			{
441 				const SdrObject* pSrcOb=pSrcPg->GetObj(nOb);
442 
443 				if(pSrcOb->ISA(E3dScene))
444 				{
445 					pScene = (E3dScene*)pSrcOb;
446 
447                     // delete all not intentionally cloned 3d objects
448                     pScene->removeAllNonSelectedObjects();
449 
450                     // reset select flags and set SnapRect of all selected objects
451 					pScene->SetSelected(false);
452                     pScene->SetSnapRect(aSelectedSnapRect);
453 				}
454 			}
455 		}
456 	}
457 
458 	// restore old selection
459 	rCurrentMarkList = aOldML;
460 
461 	// model zurueckgeben
462 	return pNewModel;
463 }
464 
465 /*************************************************************************
466 |*
467 |* Bei Paste muss - falls in eine Scene eingefuegt wird - die
468 |* Objekte der Szene eingefuegt werden, die Szene selbst aber nicht
469 |*
470 \************************************************************************/
471 
472 sal_Bool E3dView::Paste(const SdrModel& rMod, const Point& rPos, SdrObjList* pLst, sal_uInt32 nOptions)
473 {
474 	sal_Bool bRetval = sal_False;
475 
476 	// Liste holen
477     Point aPos(rPos);
478 	SdrObjList* pDstList = pLst;
479     ImpGetPasteObjList(aPos, pDstList);
480 
481 	if(!pDstList)
482 		return sal_False;
483 
484 	// Owner der Liste holen
485 	SdrObject* pOwner = pDstList->GetOwnerObj();
486 	if(pOwner && pOwner->ISA(E3dScene))
487 	{
488 		E3dScene* pDstScene = (E3dScene*)pOwner;
489 	    BegUndo(SVX_RESSTR(RID_SVX_3D_UNDO_EXCHANGE_PASTE));
490 
491 		// Alle Objekte aus E3dScenes kopieren und direkt einfuegen
492 	    for(sal_uInt16 nPg(0); nPg < rMod.GetPageCount(); nPg++)
493 		{
494 	        const SdrPage* pSrcPg=rMod.GetPage(nPg);
495 	        sal_uInt32 nObAnz(pSrcPg->GetObjCount());
496 
497 			// calculate offset for paste
498 			Rectangle aR = pSrcPg->GetAllObjBoundRect();
499 			Point aDist(aPos - aR.Center());
500 
501 			// Unterobjekte von Szenen einfuegen
502 			for(sal_uInt32 nOb(0); nOb < nObAnz; nOb++)
503 			{
504 				const SdrObject* pSrcOb = pSrcPg->GetObj(nOb);
505 				if(pSrcOb->ISA(E3dScene))
506 				{
507 					E3dScene* pSrcScene = (E3dScene*)pSrcOb;
508 					ImpCloneAll3DObjectsToDestScene(pSrcScene, pDstScene, aDist);
509 				}
510 			}
511 		}
512 		EndUndo();
513 	}
514 	else
515 	{
516 		// call parent
517 		bRetval = SdrView::Paste(rMod, rPos, pLst, nOptions);
518 	}
519 
520 	// und Rueckgabewert liefern
521 	return bRetval;
522 }
523 
524 // #83403# Service routine used from local Clone() and from SdrCreateView::EndCreateObj(...)
525 sal_Bool E3dView::ImpCloneAll3DObjectsToDestScene(E3dScene* pSrcScene, E3dScene* pDstScene, Point /*aOffset*/)
526 {
527 	sal_Bool bRetval(sal_False);
528 
529 	if(pSrcScene && pDstScene)
530 	{
531 		const sdr::contact::ViewContactOfE3dScene& rVCSceneDst = static_cast< sdr::contact::ViewContactOfE3dScene& >(pDstScene->GetViewContact());
532 		const drawinglayer::geometry::ViewInformation3D aViewInfo3DDst(rVCSceneDst.getViewInformation3D());
533 		const sdr::contact::ViewContactOfE3dScene& rVCSceneSrc = static_cast< sdr::contact::ViewContactOfE3dScene& >(pSrcScene->GetViewContact());
534 		const drawinglayer::geometry::ViewInformation3D aViewInfo3DSrc(rVCSceneSrc.getViewInformation3D());
535 
536 		for(sal_uInt32 i(0); i < pSrcScene->GetSubList()->GetObjCount(); i++)
537 		{
538 			E3dCompoundObject* pCompoundObj = dynamic_cast< E3dCompoundObject* >(pSrcScene->GetSubList()->GetObj(i));
539 
540 			if(pCompoundObj)
541 			{
542 				// #116235#
543 				E3dCompoundObject* pNewCompoundObj = dynamic_cast< E3dCompoundObject* >(pCompoundObj->Clone());
544 
545 				if(pNewCompoundObj)
546 				{
547                     // get dest scene's current range in 3D world coordinates
548                     const basegfx::B3DHomMatrix aSceneToWorldTrans(pDstScene->GetFullTransform());
549                 	basegfx::B3DRange aSceneRange(pDstScene->GetBoundVolume());
550                     aSceneRange.transform(aSceneToWorldTrans);
551 
552                     // get new object's implied object transformation
553                     const basegfx::B3DHomMatrix aNewObjectTrans(pNewCompoundObj->GetTransform());
554 
555                     // get new object's range in 3D world coordinates in dest scene
556                     // as if it were already added
557                     const basegfx::B3DHomMatrix aObjectToWorldTrans(aSceneToWorldTrans * aNewObjectTrans);
558                     basegfx::B3DRange aObjectRange(pNewCompoundObj->GetBoundVolume());
559                     aObjectRange.transform(aObjectToWorldTrans);
560 
561                     // get scale adaption
562                     const basegfx::B3DVector aSceneScale(aSceneRange.getRange());
563                     const basegfx::B3DVector aObjectScale(aObjectRange.getRange());
564                     double fScale(1.0);
565 
566                     // if new object's size in X,Y or Z is bigger that 80% of dest scene, adapt scale
567                     // to not change the scene by the inserted object
568                     const double fSizeFactor(0.5);
569 
570                     if(aObjectScale.getX() * fScale > aSceneScale.getX() * fSizeFactor)
571                     {
572                         const double fObjSize(aObjectScale.getX() * fScale);
573                         const double fFactor((aSceneScale.getX() * fSizeFactor) / (basegfx::fTools::equalZero(fObjSize) ? 1.0 : fObjSize));
574                         fScale *= fFactor;
575                     }
576 
577                     if(aObjectScale.getY() * fScale > aSceneScale.getY() * fSizeFactor)
578                     {
579                         const double fObjSize(aObjectScale.getY() * fScale);
580                         const double fFactor((aSceneScale.getY() * fSizeFactor) / (basegfx::fTools::equalZero(fObjSize) ? 1.0 : fObjSize));
581                         fScale *= fFactor;
582 					}
583 
584                     if(aObjectScale.getZ() * fScale > aSceneScale.getZ() * fSizeFactor)
585                     {
586                         const double fObjSize(aObjectScale.getZ() * fScale);
587                         const double fFactor((aSceneScale.getZ() * fSizeFactor) / (basegfx::fTools::equalZero(fObjSize) ? 1.0 : fObjSize));
588                         fScale *= fFactor;
589                     }
590 
591                     // get translation adaption
592                     const basegfx::B3DPoint aSceneCenter(aSceneRange.getCenter());
593             		const basegfx::B3DPoint aObjectCenter(aObjectRange.getCenter());
594 
595                     // build full modification transform. The object's transformation
596                     // shall be modified, so start at object coordinates; transform to 3d world coor
597                     basegfx::B3DHomMatrix aModifyingTransform(aObjectToWorldTrans);
598 
599                     // translate to absolute center in 3d world coor
600                     aModifyingTransform.translate(-aObjectCenter.getX(), -aObjectCenter.getY(), -aObjectCenter.getZ());
601 
602                     // scale to dest size in 3d world coor
603                     aModifyingTransform.scale(fScale, fScale, fScale);
604 
605                     // translate to dest scene center in 3d world coor
606                     aModifyingTransform.translate(aSceneCenter.getX(), aSceneCenter.getY(), aSceneCenter.getZ());
607 
608                     // transform from 3d world to dest object coordinates
609                     basegfx::B3DHomMatrix aWorldToObject(aObjectToWorldTrans);
610                     aWorldToObject.invert();
611                     aModifyingTransform = aWorldToObject * aModifyingTransform;
612 
613                     // correct implied object transform by applying changing one in object coor
614                     pNewCompoundObj->SetTransform(aModifyingTransform * aNewObjectTrans);
615 
616 					// fill and insert new object
617 					pNewCompoundObj->SetModel(pDstScene->GetModel());
618 					pNewCompoundObj->SetPage(pDstScene->GetPage());
619 					pNewCompoundObj->NbcSetLayer(pCompoundObj->GetLayer());
620 					pNewCompoundObj->NbcSetStyleSheet(pCompoundObj->GetStyleSheet(), sal_True);
621 					pDstScene->Insert3DObj(pNewCompoundObj);
622 					bRetval = sal_True;
623 
624 					// Undo anlegen
625 					if( GetModel()->IsUndoEnabled() )
626 						AddUndo(GetModel()->GetSdrUndoFactory().CreateUndoNewObject(*pNewCompoundObj));
627 				}
628 			}
629 		}
630 	}
631 
632 	return bRetval;
633 }
634 
635 /*************************************************************************
636 |*
637 |* 3D-Konvertierung moeglich?
638 |*
639 \************************************************************************/
640 
641 sal_Bool E3dView::IsConvertTo3DObjPossible() const
642 {
643 	sal_Bool bAny3D(sal_False);
644 	sal_Bool bGroupSelected(sal_False);
645 	sal_Bool bRetval(sal_True);
646 
647 	for(sal_uInt32 a=0;!bAny3D && a<GetMarkedObjectCount();a++)
648 	{
649 		SdrObject *pObj = GetMarkedObjectByIndex(a);
650 		if(pObj)
651 		{
652 			ImpIsConvertTo3DPossible(pObj, bAny3D, bGroupSelected);
653 		}
654 	}
655 
656 	bRetval = !bAny3D
657 		&& (
658 		   IsConvertToPolyObjPossible(sal_False)
659 		|| IsConvertToPathObjPossible(sal_False)
660 		|| IsImportMtfPossible());
661 	return bRetval;
662 }
663 
664 void E3dView::ImpIsConvertTo3DPossible(SdrObject* pObj, sal_Bool& rAny3D,
665 	sal_Bool& rGroupSelected) const
666 {
667 	if(pObj)
668 	{
669 		if(pObj->ISA(E3dObject))
670 		{
671 			rAny3D = sal_True;
672 		}
673 		else
674 		{
675 			if(pObj->IsGroupObject())
676 			{
677 				SdrObjListIter aIter(*pObj, IM_DEEPNOGROUPS);
678 				while(aIter.IsMore())
679 				{
680 					SdrObject* pNewObj = aIter.Next();
681 					ImpIsConvertTo3DPossible(pNewObj, rAny3D, rGroupSelected);
682 				}
683 				rGroupSelected = sal_True;
684 			}
685 		}
686 	}
687 }
688 
689 /*************************************************************************
690 |*
691 |* 3D-Konvertierung zu Extrude ausfuehren
692 |*
693 \************************************************************************/
694 #include <editeng/eeitem.hxx>
695 
696 void E3dView::ImpChangeSomeAttributesFor3DConversion(SdrObject* pObj)
697 {
698 	if(pObj->ISA(SdrTextObj))
699 	{
700 		const SfxItemSet& rSet = pObj->GetMergedItemSet();
701 		const SvxColorItem& rTextColorItem = (const SvxColorItem&)rSet.Get(EE_CHAR_COLOR);
702 		if(rTextColorItem.GetValue() == RGB_Color(COL_BLACK))
703 		{
704 			// Bei schwarzen Textobjekten wird die Farbe auf grau gesetzt
705 			if(pObj->GetPage())
706 			{
707 				// #84864# if black is only default attribute from
708 				// pattern set it hard so that it is used in undo.
709 				pObj->SetMergedItem(SvxColorItem(RGB_Color(COL_BLACK), EE_CHAR_COLOR));
710 
711 				// add undo now
712 				if( GetModel()->IsUndoEnabled() )
713 					AddUndo(GetModel()->GetSdrUndoFactory().CreateUndoAttrObject(*pObj, false, false));
714 			}
715 
716 			pObj->SetMergedItem(SvxColorItem(RGB_Color(COL_GRAY), EE_CHAR_COLOR));
717 		}
718 	}
719 }
720 
721 void E3dView::ImpChangeSomeAttributesFor3DConversion2(SdrObject* pObj)
722 {
723 	if(pObj->ISA(SdrPathObj))
724 	{
725 		const SfxItemSet& rSet = pObj->GetMergedItemSet();
726 		sal_Int32 nLineWidth = ((const XLineWidthItem&)(rSet.Get(XATTR_LINEWIDTH))).GetValue();
727 		XLineStyle eLineStyle = (XLineStyle)((const XLineStyleItem&)rSet.Get(XATTR_LINESTYLE)).GetValue();
728 		XFillStyle eFillStyle = ITEMVALUE(rSet, XATTR_FILLSTYLE, XFillStyleItem);
729 
730 		if(((SdrPathObj*)pObj)->IsClosed()
731 			&& eLineStyle == XLINE_SOLID
732 			&& !nLineWidth
733 			&& eFillStyle != XFILL_NONE)
734 		{
735 			if(pObj->GetPage() && GetModel()->IsUndoEnabled() )
736 				AddUndo(GetModel()->GetSdrUndoFactory().CreateUndoAttrObject(*pObj, false, false));
737 			pObj->SetMergedItem(XLineStyleItem(XLINE_NONE));
738 			pObj->SetMergedItem(XLineWidthItem(0L));
739 		}
740 	}
741 }
742 
743 void E3dView::ImpCreateSingle3DObjectFlat(E3dScene* pScene, SdrObject* pObj, sal_Bool bExtrude, double fDepth, basegfx::B2DHomMatrix& rLatheMat)
744 {
745 	// Einzelnes PathObject, dieses umwanden
746 	SdrPathObj* pPath = PTR_CAST(SdrPathObj, pObj);
747 
748 	if(pPath)
749 	{
750 		E3dDefaultAttributes aDefault = Get3DDefaultAttributes();
751 		if(bExtrude)
752 			aDefault.SetDefaultExtrudeCharacterMode(sal_True);
753 		else
754 			aDefault.SetDefaultLatheCharacterMode(sal_True);
755 
756 		// ItemSet des Ursprungsobjektes holen
757 		SfxItemSet aSet(pObj->GetMergedItemSet());
758 
759 		XFillStyle eFillStyle = ITEMVALUE(aSet, XATTR_FILLSTYLE, XFillStyleItem);
760 
761 		// Linienstil ausschalten
762 		aSet.Put(XLineStyleItem(XLINE_NONE));
763 
764 		// Feststellen, ob ein FILL_Attribut gesetzt ist.
765 		if(!pPath->IsClosed() || eFillStyle == XFILL_NONE)
766 		{
767 			// Das SdrPathObj ist nicht gefuellt, lasse die
768 			// vordere und hintere Flaeche weg. Ausserdem ist
769 			// eine beidseitige Darstellung notwendig.
770 			aDefault.SetDefaultExtrudeCloseFront(sal_False);
771 			aDefault.SetDefaultExtrudeCloseBack(sal_False);
772 
773 			aSet.Put(Svx3DDoubleSidedItem(sal_True));
774 
775 			// Fuellattribut setzen
776 			aSet.Put(XFillStyleItem(XFILL_SOLID));
777 
778 			// Fuellfarbe muss auf Linienfarbe, da das Objekt vorher
779 			// nur eine Linie war
780 			Color aColorLine = ((const XLineColorItem&)(aSet.Get(XATTR_LINECOLOR))).GetColorValue();
781 			aSet.Put(XFillColorItem(String(), aColorLine));
782 		}
783 
784 		// Neues Extrude-Objekt erzeugen
785 		E3dObject* p3DObj = NULL;
786 		if(bExtrude)
787 		{
788 			p3DObj = new E3dExtrudeObj(aDefault, pPath->GetPathPoly(), fDepth);
789 		}
790 		else
791 		{
792 			basegfx::B2DPolyPolygon aPolyPoly2D(pPath->GetPathPoly());
793 			aPolyPoly2D.transform(rLatheMat);
794 			p3DObj = new E3dLatheObj(aDefault, aPolyPoly2D);
795 		}
796 
797 		// Attribute setzen
798 		if(p3DObj)
799 		{
800 			p3DObj->NbcSetLayer(pObj->GetLayer());
801 
802 			p3DObj->SetMergedItemSet(aSet);
803 
804 			p3DObj->NbcSetStyleSheet(pObj->GetStyleSheet(), sal_True);
805 
806 			// Neues 3D-Objekt einfuegen
807 			pScene->Insert3DObj(p3DObj);
808 		}
809 	}
810 }
811 
812 void E3dView::ImpCreate3DObject(E3dScene* pScene, SdrObject* pObj, sal_Bool bExtrude, double fDepth, basegfx::B2DHomMatrix& rLatheMat)
813 {
814 	if(pObj)
815 	{
816 		// change text color attribute for not so dark colors
817 		if(pObj->IsGroupObject())
818 		{
819 			SdrObjListIter aIter(*pObj, IM_DEEPWITHGROUPS);
820 			while(aIter.IsMore())
821 			{
822 				SdrObject* pGroupMember = aIter.Next();
823 				ImpChangeSomeAttributesFor3DConversion(pGroupMember);
824 			}
825 		}
826 		else
827 			ImpChangeSomeAttributesFor3DConversion(pObj);
828 
829 		// convert completely to path objects
830 		SdrObject* pNewObj1 = pObj->ConvertToPolyObj(sal_False, sal_False);
831 
832 		if(pNewObj1)
833 		{
834 			// change text color attribute for not so dark colors
835 			if(pNewObj1->IsGroupObject())
836 			{
837 				SdrObjListIter aIter(*pNewObj1, IM_DEEPWITHGROUPS);
838 				while(aIter.IsMore())
839 				{
840 					SdrObject* pGroupMember = aIter.Next();
841 					ImpChangeSomeAttributesFor3DConversion2(pGroupMember);
842 				}
843 			}
844 			else
845 				ImpChangeSomeAttributesFor3DConversion2(pNewObj1);
846 
847 			// convert completely to path objects
848 			SdrObject* pNewObj2 = pObj->ConvertToContourObj(pNewObj1, sal_True);
849 
850 			if(pNewObj2)
851 			{
852 				// add all to flat scene
853 				if(pNewObj2->IsGroupObject())
854 				{
855 					SdrObjListIter aIter(*pNewObj2, IM_DEEPWITHGROUPS);
856 					while(aIter.IsMore())
857 					{
858 						SdrObject* pGroupMember = aIter.Next();
859 						ImpCreateSingle3DObjectFlat(pScene, pGroupMember, bExtrude, fDepth, rLatheMat);
860 					}
861 				}
862 				else
863 					ImpCreateSingle3DObjectFlat(pScene, pNewObj2, bExtrude, fDepth, rLatheMat);
864 
865 				// delete zwi object
866 				if(pNewObj2 != pObj && pNewObj2 != pNewObj1 && pNewObj2)
867                     SdrObject::Free( pNewObj2 );
868 			}
869 
870 			// delete zwi object
871 			if(pNewObj1 != pObj && pNewObj1)
872 				SdrObject::Free( pNewObj1 );
873 		}
874 	}
875 }
876 
877 /*************************************************************************
878 |*
879 |* 3D-Konvertierung zu Extrude steuern
880 |*
881 \************************************************************************/
882 
883 void E3dView::ConvertMarkedObjTo3D(sal_Bool bExtrude, basegfx::B2DPoint aPnt1, basegfx::B2DPoint aPnt2)
884 {
885 	if(AreObjectsMarked())
886 	{
887 		// Undo anlegen
888         if(bExtrude)
889 			BegUndo(SVX_RESSTR(RID_SVX_3D_UNDO_EXTRUDE));
890 		else
891 			BegUndo(SVX_RESSTR(RID_SVX_3D_UNDO_LATHE));
892 
893 		// Neue Szene fuer zu erzeugende 3D-Objekte anlegen
894         E3dScene* pScene = new E3dPolyScene(Get3DDefaultAttributes());
895 
896 		// Rechteck bestimmen und evtl. korrigieren
897 		Rectangle aRect = GetAllMarkedRect();
898 		if(aRect.GetWidth() <= 1)
899 			aRect.SetSize(Size(500, aRect.GetHeight()));
900 		if(aRect.GetHeight() <= 1)
901 			aRect.SetSize(Size(aRect.GetWidth(), 500));
902 
903 		// Tiefe relativ zur Groesse der Selektion bestimmen
904 		double fDepth = 0.0;
905 		double fRot3D = 0.0;
906 		basegfx::B2DHomMatrix aLatheMat;
907 
908 		if(bExtrude)
909 		{
910 			double fW = (double)aRect.GetWidth();
911 			double fH = (double)aRect.GetHeight();
912 			fDepth = sqrt(fW*fW + fH*fH) / 6.0;
913 		}
914 		if(!bExtrude)
915 		{
916 			// Transformation fuer Polygone Rotationskoerper erstellen
917 			if(aPnt1 != aPnt2)
918 			{
919 				// Rotation um Kontrollpunkt1 mit eigestelltem Winkel
920 				// fuer 3D Koordinaten
921 				basegfx::B2DPoint aDiff(aPnt1 - aPnt2);
922 				fRot3D = atan2(aDiff.getY(), aDiff.getX()) - F_PI2;
923 
924                 if(basegfx::fTools::equalZero(fabs(fRot3D)))
925 					fRot3D = 0.0;
926 
927 				if(fRot3D != 0.0)
928 				{
929                     aLatheMat = basegfx::tools::createRotateAroundPoint(aPnt2, -fRot3D)
930                         * aLatheMat;
931 				}
932 			}
933 
934 			if(aPnt2.getX() != 0.0)
935 			{
936 				// Translation auf Y=0 - Achse
937 				aLatheMat.translate(-aPnt2.getX(), 0.0);
938 			}
939 			else
940 			{
941 				aLatheMat.translate((double)-aRect.Left(), 0.0);
942 			}
943 
944 			// Inverse Matrix bilden, um die Zielausdehnung zu bestimmen
945 			basegfx::B2DHomMatrix aInvLatheMat(aLatheMat);
946 			aInvLatheMat.invert();
947 
948 			// SnapRect Ausdehnung mittels Spiegelung an der Rotationsachse
949 			// erweitern
950 			for(sal_uInt32 a=0;a<GetMarkedObjectCount();a++)
951 			{
952 				SdrMark* pMark = GetSdrMarkByIndex(a);
953 				SdrObject* pObj = pMark->GetMarkedSdrObj();
954 				Rectangle aTurnRect = pObj->GetSnapRect();
955 				basegfx::B2DPoint aRot;
956 				Point aRotPnt;
957 
958 				aRot = basegfx::B2DPoint(aTurnRect.Left(), -aTurnRect.Top());
959 				aRot *= aLatheMat;
960 				aRot.setX(-aRot.getX());
961 				aRot *= aInvLatheMat;
962 				aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5));
963 				aRect.Union(Rectangle(aRotPnt, aRotPnt));
964 
965 				aRot = basegfx::B2DPoint(aTurnRect.Left(), -aTurnRect.Bottom());
966 				aRot *= aLatheMat;
967 				aRot.setX(-aRot.getX());
968 				aRot *= aInvLatheMat;
969 				aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5));
970 				aRect.Union(Rectangle(aRotPnt, aRotPnt));
971 
972 				aRot = basegfx::B2DPoint(aTurnRect.Right(), -aTurnRect.Top());
973 				aRot *= aLatheMat;
974 				aRot.setX(-aRot.getX());
975 				aRot *= aInvLatheMat;
976 				aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5));
977 				aRect.Union(Rectangle(aRotPnt, aRotPnt));
978 
979 				aRot = basegfx::B2DPoint(aTurnRect.Right(), -aTurnRect.Bottom());
980 				aRot *= aLatheMat;
981 				aRot.setX(-aRot.getX());
982 				aRot *= aInvLatheMat;
983 				aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5));
984 				aRect.Union(Rectangle(aRotPnt, aRotPnt));
985 			}
986 		}
987 
988 		// Ueber die Selektion gehen und in 3D wandeln, komplett mit
989 		// Umwandeln in SdrPathObject, auch Schriften
990 		for(sal_uInt32 a=0;a<GetMarkedObjectCount();a++)
991 		{
992 			SdrMark* pMark = GetSdrMarkByIndex(a);
993 			SdrObject* pObj = pMark->GetMarkedSdrObj();
994 
995 			ImpCreate3DObject(pScene, pObj, bExtrude, fDepth, aLatheMat);
996 		}
997 
998 		if(pScene->GetSubList() && pScene->GetSubList()->GetObjCount() != 0)
999 		{
1000 			// Alle angelegten Objekte Tiefenarrangieren
1001 			if(bExtrude)
1002 				DoDepthArrange(pScene, fDepth);
1003 
1004 			// 3D-Objekte auf die Mitte des Gesamtrechtecks zentrieren
1005 			basegfx::B3DPoint aCenter(pScene->GetBoundVolume().getCenter());
1006 			basegfx::B3DHomMatrix aMatrix;
1007 
1008             aMatrix.translate(-aCenter.getX(), -aCenter.getY(), -aCenter.getZ());
1009 			pScene->SetTransform(aMatrix * pScene->GetTransform()); // #112587#
1010 
1011 			// Szene initialisieren
1012 			pScene->NbcSetSnapRect(aRect);
1013 			basegfx::B3DRange aBoundVol = pScene->GetBoundVolume();
1014 			InitScene(pScene, (double)aRect.GetWidth(), (double)aRect.GetHeight(), aBoundVol.getDepth());
1015 
1016 			// Szene anstelle des ersten selektierten Objektes einfuegen
1017 			// und alle alten Objekte weghauen
1018 			SdrObject* pRepObj = GetMarkedObjectByIndex(0);
1019 			SdrPageView* pPV = GetSdrPageViewOfMarkedByIndex(0);
1020 			MarkObj(pRepObj, pPV, sal_True);
1021 			ReplaceObjectAtView(pRepObj, *pPV, pScene, sal_False);
1022 			DeleteMarked();
1023 			MarkObj(pScene, pPV);
1024 
1025 			// Rotationskoerper um Rotationsachse drehen
1026 			basegfx::B3DHomMatrix aRotate;
1027 
1028 			if(!bExtrude && fRot3D != 0.0)
1029 			{
1030 				aRotate.rotate(0.0, 0.0, fRot3D);
1031 			}
1032 
1033 			// Default-Rotation setzen
1034 			{
1035 	            double XRotateDefault = 20;
1036 				aRotate.rotate(DEG2RAD(XRotateDefault), 0.0, 0.0);
1037 			}
1038 
1039 			if(!aRotate.isIdentity())
1040 			{
1041 				pScene->SetTransform(aRotate * pScene->GetTransform());
1042 			}
1043 
1044 			// SnapRects der Objekte ungueltig
1045 			pScene->SetSnapRect(aRect);
1046 		}
1047 		else
1048         {
1049 			// Es wurden keine 3D Objekte erzeugt, schmeiss alles weg
1050 			delete pScene;
1051         }
1052 
1053 		// Undo abschliessen
1054         EndUndo();
1055 	}
1056 }
1057 
1058 /*************************************************************************
1059 |*
1060 |* Alle enthaltenen Extrude-Objekte Tiefenarrangieren
1061 |*
1062 \************************************************************************/
1063 
1064 struct E3dDepthNeighbour
1065 {
1066 	E3dDepthNeighbour*	        mpNext;
1067 	E3dExtrudeObj*		        mpObj;
1068     basegfx::B2DPolyPolygon     maPreparedPolyPolygon;
1069 
1070     E3dDepthNeighbour()
1071     :   mpNext(0),
1072         mpObj(0),
1073         maPreparedPolyPolygon()
1074     {
1075     }
1076 };
1077 
1078 struct E3dDepthLayer
1079 {
1080 	E3dDepthLayer*		        mpDown;
1081 	E3dDepthNeighbour*	        mpNext;
1082 
1083 	E3dDepthLayer()
1084     :   mpDown(0),
1085         mpNext(0)
1086     {
1087     }
1088 
1089 	~E3dDepthLayer()
1090     {
1091         while(mpNext)
1092         {
1093             E3dDepthNeighbour* pSucc = mpNext->mpNext;
1094             delete mpNext;
1095             mpNext = pSucc;
1096         }
1097     }
1098 };
1099 
1100 void E3dView::DoDepthArrange(E3dScene* pScene, double fDepth)
1101 {
1102 	if(pScene && pScene->GetSubList() && pScene->GetSubList()->GetObjCount() > 1)
1103 	{
1104 		SdrObjList* pSubList = pScene->GetSubList();
1105 		SdrObjListIter aIter(*pSubList, IM_FLAT);
1106 		E3dDepthLayer* pBaseLayer = NULL;
1107 		E3dDepthLayer* pLayer = NULL;
1108 		sal_Int32 nNumLayers = 0;
1109 
1110 		while(aIter.IsMore())
1111 		{
1112 			E3dExtrudeObj* pExtrudeObj = dynamic_cast< E3dExtrudeObj* >(aIter.Next());
1113 
1114 			if(pExtrudeObj)
1115 			{
1116                 const basegfx::B2DPolyPolygon aExtrudePoly(
1117                     basegfx::tools::prepareForPolygonOperation(pExtrudeObj->GetExtrudePolygon()));
1118 				const SfxItemSet& rLocalSet = pExtrudeObj->GetMergedItemSet();
1119 				const XFillStyle eLocalFillStyle = ITEMVALUE(rLocalSet, XATTR_FILLSTYLE, XFillStyleItem);
1120 				const Color aLocalColor = ((const XFillColorItem&)(rLocalSet.Get(XATTR_FILLCOLOR))).GetColorValue();
1121 
1122 				// sort in ExtrudeObj
1123 				if(pLayer)
1124 				{
1125 					// do we have overlap with an object of this layer?
1126 					bool bOverlap(false);
1127 					E3dDepthNeighbour* pAct = pLayer->mpNext;
1128 
1129 					while(!bOverlap && pAct)
1130 					{
1131 						// do pAct->mpObj and pExtrudeObj overlap? Check by
1132                         // using logical AND clipping
1133                         const basegfx::B2DPolyPolygon aAndPolyPolygon(
1134                             basegfx::tools::solvePolygonOperationAnd(
1135                                 aExtrudePoly,
1136                                 pAct->maPreparedPolyPolygon));
1137 
1138                         bOverlap = (0 != aAndPolyPolygon.count());
1139 
1140 						if(bOverlap)
1141 						{
1142 							// second ciriteria: is another fillstyle or color used?
1143 							const SfxItemSet& rCompareSet = pAct->mpObj->GetMergedItemSet();
1144 
1145 							XFillStyle eCompareFillStyle = ITEMVALUE(rCompareSet, XATTR_FILLSTYLE, XFillStyleItem);
1146 
1147 							if(eLocalFillStyle == eCompareFillStyle)
1148 							{
1149 								if(eLocalFillStyle == XFILL_SOLID)
1150 								{
1151 									Color aCompareColor = ((const XFillColorItem&)(rCompareSet.Get(XATTR_FILLCOLOR))).GetColorValue();
1152 
1153 									if(aCompareColor == aLocalColor)
1154 									{
1155 										bOverlap = sal_False;
1156 									}
1157 								}
1158 								else if(eLocalFillStyle == XFILL_NONE)
1159 								{
1160 									bOverlap = sal_False;
1161 								}
1162 							}
1163 						}
1164 
1165 						pAct = pAct->mpNext;
1166 					}
1167 
1168 					if(bOverlap)
1169 					{
1170 						// yes, start a new layer
1171 						pLayer->mpDown = new E3dDepthLayer;
1172 						pLayer = pLayer->mpDown;
1173 						nNumLayers++;
1174 						pLayer->mpNext = new E3dDepthNeighbour;
1175 						pLayer->mpNext->mpObj = pExtrudeObj;
1176 						pLayer->mpNext->maPreparedPolyPolygon = aExtrudePoly;
1177 					}
1178 					else
1179 					{
1180 						// no, add to current layer
1181 						E3dDepthNeighbour* pNewNext = new E3dDepthNeighbour;
1182 						pNewNext->mpObj = pExtrudeObj;
1183 						pNewNext->maPreparedPolyPolygon = aExtrudePoly;
1184 						pNewNext->mpNext = pLayer->mpNext;
1185 						pLayer->mpNext = pNewNext;
1186 					}
1187 				}
1188 				else
1189 				{
1190 					// first layer ever
1191 					pBaseLayer = new E3dDepthLayer;
1192 					pLayer = pBaseLayer;
1193 					nNumLayers++;
1194 					pLayer->mpNext = new E3dDepthNeighbour;
1195 					pLayer->mpNext->mpObj = pExtrudeObj;
1196 					pLayer->mpNext->maPreparedPolyPolygon = aExtrudePoly;
1197 				}
1198 			}
1199 		}
1200 
1201 		// number of layers is done
1202 		if(nNumLayers > 1)
1203 		{
1204 			// need to be arranged
1205 			double fMinDepth = fDepth * 0.8;
1206 			double fStep = (fDepth - fMinDepth) / (double)nNumLayers;
1207 			pLayer = pBaseLayer;
1208 
1209 			while(pLayer)
1210 			{
1211 				// move along layer
1212 				E3dDepthNeighbour* pAct = pLayer->mpNext;
1213 
1214 				while(pAct)
1215 				{
1216 					// adapt extrude value
1217 					pAct->mpObj->SetMergedItem(SfxUInt32Item(SDRATTR_3DOBJ_DEPTH, sal_uInt32(fMinDepth + 0.5)));
1218 
1219 					// next
1220 					pAct = pAct->mpNext;
1221 				}
1222 
1223 				// next layer
1224 				pLayer = pLayer->mpDown;
1225 				fMinDepth += fStep;
1226 			}
1227 		}
1228 
1229 		// cleanup
1230 		while(pBaseLayer)
1231 		{
1232 			pLayer = pBaseLayer->mpDown;
1233 			delete pBaseLayer;
1234 			pBaseLayer = pLayer;
1235 		}
1236 	}
1237 }
1238 
1239 /*************************************************************************
1240 |*
1241 |* Drag beginnen, vorher ggf. Drag-Methode fuer 3D-Objekte erzeugen
1242 |*
1243 \************************************************************************/
1244 
1245 sal_Bool E3dView::BegDragObj(const Point& rPnt, OutputDevice* pOut,
1246 	SdrHdl* pHdl, short nMinMov,
1247 	SdrDragMethod* pForcedMeth)
1248 {
1249     if(Is3DRotationCreationActive() && GetMarkedObjectCount())
1250 	{
1251 		// bestimme alle selektierten Polygone und gebe die gespiegelte Hilfsfigur aus
1252 		mpMirrorOverlay->SetMirrorAxis(aRef1, aRef2);
1253 	}
1254 	else
1255     {
1256         sal_Bool bOwnActionNecessary;
1257         if (pHdl == NULL)
1258         {
1259            bOwnActionNecessary = sal_True;
1260         }
1261         else if (pHdl->IsVertexHdl() || pHdl->IsCornerHdl())
1262         {
1263            bOwnActionNecessary = sal_True;
1264         }
1265         else
1266         {
1267            bOwnActionNecessary = sal_False;
1268         }
1269 
1270         if(bOwnActionNecessary && GetMarkedObjectCount() >= 1)
1271         {
1272             E3dDragConstraint eConstraint = E3DDRAG_CONSTR_XYZ;
1273 			sal_Bool bThereAreRootScenes = sal_False;
1274 			sal_Bool bThereAre3DObjects = sal_False;
1275 			long nCnt = GetMarkedObjectCount();
1276 			for(long nObjs = 0;nObjs < nCnt;nObjs++)
1277 			{
1278 				SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
1279 				if(pObj)
1280 				{
1281 					if(pObj->ISA(E3dScene) && ((E3dScene*)pObj)->GetScene() == pObj)
1282 						bThereAreRootScenes = sal_True;
1283 					if(pObj->ISA(E3dObject))
1284 						bThereAre3DObjects = sal_True;
1285 				}
1286 			}
1287 			if( bThereAre3DObjects )
1288 			{
1289                 eDragHdl = ( pHdl == NULL ? HDL_MOVE : pHdl->GetKind() );
1290                 switch ( eDragMode )
1291                 {
1292                     case SDRDRAG_ROTATE:
1293                     case SDRDRAG_SHEAR:
1294                     {
1295                         switch ( eDragHdl )
1296                         {
1297                             case HDL_LEFT:
1298                             case HDL_RIGHT:
1299                             {
1300                                 eConstraint = E3DDRAG_CONSTR_X;
1301                             }
1302                             break;
1303 
1304                             case HDL_UPPER:
1305                             case HDL_LOWER:
1306                             {
1307                                 eConstraint = E3DDRAG_CONSTR_Y;
1308                             }
1309                             break;
1310 
1311                             case HDL_UPLFT:
1312                             case HDL_UPRGT:
1313                             case HDL_LWLFT:
1314                             case HDL_LWRGT:
1315                             {
1316                                 eConstraint = E3DDRAG_CONSTR_Z;
1317                             }
1318                             break;
1319 							default: break;
1320                         }
1321 
1322                         // die nicht erlaubten Rotationen ausmaskieren
1323                         eConstraint = E3dDragConstraint(eConstraint& eDragConstraint);
1324                         pForcedMeth = new E3dDragRotate(*this, GetMarkedObjectList(), eConstraint, IsSolidDragging());
1325                     }
1326                     break;
1327 
1328                     case SDRDRAG_MOVE:
1329                     {
1330                         if(!bThereAreRootScenes)
1331 						{
1332 							pForcedMeth = new E3dDragMove(*this, GetMarkedObjectList(), eDragHdl, eConstraint, IsSolidDragging());
1333 						}
1334                     }
1335                     break;
1336 
1337                     // spaeter mal
1338                     case SDRDRAG_MIRROR:
1339                     case SDRDRAG_CROOK:
1340                     case SDRDRAG_DISTORT:
1341                     case SDRDRAG_TRANSPARENCE:
1342                     case SDRDRAG_GRADIENT:
1343                     default:
1344                     {
1345                     }
1346                     break;
1347                 }
1348 			}
1349         }
1350     }
1351     return SdrView::BegDragObj(rPnt, pOut, pHdl, nMinMov, pForcedMeth);
1352 }
1353 
1354 /*************************************************************************
1355 |*
1356 |* Pruefen, obj 3D-Szene markiert ist
1357 |*
1358 \************************************************************************/
1359 
1360 sal_Bool E3dView::HasMarkedScene()
1361 {
1362 	return (GetMarkedScene() != NULL);
1363 }
1364 
1365 /*************************************************************************
1366 |*
1367 |* Pruefen, obj 3D-Szene markiert ist
1368 |*
1369 \************************************************************************/
1370 
1371 E3dScene* E3dView::GetMarkedScene()
1372 {
1373 	sal_uIntPtr nCnt = GetMarkedObjectCount();
1374 
1375 	for ( sal_uIntPtr i = 0; i < nCnt; i++ )
1376 		if ( GetMarkedObjectByIndex(i)->ISA(E3dScene) )
1377 			return (E3dScene*) GetMarkedObjectByIndex(i);
1378 
1379 	return NULL;
1380 }
1381 
1382 /*************************************************************************
1383 |*
1384 |* aktuelles 3D-Zeichenobjekt setzen, dafuer Szene erzeugen
1385 |*
1386 \************************************************************************/
1387 
1388 E3dScene* E3dView::SetCurrent3DObj(E3dObject* p3DObj)
1389 {
1390 	DBG_ASSERT(p3DObj != NULL, "Nana, wer steckt denn hier 'nen NULL-Zeiger rein?");
1391 	E3dScene* pScene = NULL;
1392 
1393 	// get transformed BoundVolume of the object
1394 	basegfx::B3DRange aVolume(p3DObj->GetBoundVolume());
1395 	aVolume.transform(p3DObj->GetTransform());
1396 	double fW(aVolume.getWidth());
1397 	double fH(aVolume.getHeight());
1398 
1399 	Rectangle aRect(0,0, (long) fW, (long) fH);
1400 
1401 	pScene = new E3dPolyScene(Get3DDefaultAttributes());
1402 
1403 	InitScene(pScene, fW, fH, aVolume.getMaxZ() + ((fW + fH) / 4.0));
1404 
1405 	pScene->Insert3DObj(p3DObj);
1406 	pScene->NbcSetSnapRect(aRect);
1407 
1408 	return pScene;
1409 }
1410 
1411 /*************************************************************************
1412 |*
1413 |* neu erzeugte Szene initialisieren
1414 |*
1415 \************************************************************************/
1416 
1417 void E3dView::InitScene(E3dScene* pScene, double fW, double fH, double fCamZ)
1418 {
1419 	Camera3D aCam(pScene->GetCamera());
1420 
1421 	aCam.SetAutoAdjustProjection(sal_False);
1422 	aCam.SetViewWindow(- fW / 2, - fH / 2, fW, fH);
1423 	basegfx::B3DPoint aLookAt;
1424 
1425 	double fDefaultCamPosZ = GetDefaultCamPosZ();
1426 	basegfx::B3DPoint aCamPos(0.0, 0.0, fCamZ < fDefaultCamPosZ ? fDefaultCamPosZ : fCamZ);
1427 
1428 	aCam.SetPosAndLookAt(aCamPos, aLookAt);
1429 	aCam.SetFocalLength(GetDefaultCamFocal());
1430 	aCam.SetDefaults(basegfx::B3DPoint(0.0, 0.0, fDefaultCamPosZ), aLookAt, GetDefaultCamFocal());
1431 	pScene->SetCamera(aCam);
1432 }
1433 
1434 /*************************************************************************
1435 |*
1436 |* startsequenz fuer die erstellung eines 3D-Rotationskoerpers
1437 |*
1438 \************************************************************************/
1439 
1440 void E3dView::Start3DCreation()
1441 {
1442 	if (GetMarkedObjectCount())
1443 	{
1444 		// irgendwelche Markierungen ermitteln und ausschalten
1445 		//HMHBOOL bVis = IsMarkHdlShown();
1446 
1447 		//HMHif (bVis) HideMarkHdl();
1448 
1449 		// bestimme die koordinaten fuer JOEs Mirrorachse
1450 		// entgegen der normalen Achse wird diese an die linke Seite des Objektes
1451 		// positioniert
1452 		long		  nOutMin = 0;
1453 		long		  nOutMax = 0;
1454 		long		  nMinLen = 0;
1455 		long		  nObjDst = 0;
1456 		long		  nOutHgt = 0;
1457 		OutputDevice* pOut	  = GetFirstOutputDevice(); //GetWin(0);
1458 
1459 		// erstmal Darstellungsgrenzen bestimmen
1460 		if (pOut != NULL)
1461 		{
1462 			nMinLen = pOut->PixelToLogic(Size(0,50)).Height();
1463 			nObjDst = pOut->PixelToLogic(Size(0,20)).Height();
1464 
1465 			long nDst = pOut->PixelToLogic(Size(0,10)).Height();
1466 
1467 			nOutMin =  -pOut->GetMapMode().GetOrigin().Y();
1468 			nOutMax =  pOut->GetOutputSize().Height() - 1 + nOutMin;
1469 			nOutMin += nDst;
1470 			nOutMax -= nDst;
1471 
1472 			if (nOutMax - nOutMin < nDst)
1473 			{
1474 				nOutMin += nOutMax + 1;
1475 				nOutMin /= 2;
1476 				nOutMin -= (nDst + 1) / 2;
1477 				nOutMax  = nOutMin + nDst;
1478 			}
1479 
1480 			nOutHgt = nOutMax - nOutMin;
1481 
1482 			long nTemp = nOutHgt / 4;
1483 			if (nTemp > nMinLen) nMinLen = nTemp;
1484 		}
1485 
1486 		// und dann die Markierungen oben und unten an das Objekt heften
1487 		basegfx::B2DRange aR;
1488 		for(sal_uInt32 nMark(0L); nMark < GetMarkedObjectCount(); nMark++)
1489 		{
1490 			SdrObject* pMark = GetMarkedObjectByIndex(nMark);
1491 			basegfx::B2DPolyPolygon aXPP(pMark->TakeXorPoly());
1492 			aR.expand(basegfx::tools::getRange(aXPP));
1493 		}
1494 
1495 		basegfx::B2DPoint aCenter(aR.getCenter());
1496         long	  nMarkHgt = basegfx::fround(aR.getHeight()) - 1;
1497 		long	  nHgt	   = nMarkHgt + nObjDst * 2;
1498 
1499 		if (nHgt < nMinLen) nHgt = nMinLen;
1500 
1501 		long nY1 = basegfx::fround(aCenter.getY()) - (nHgt + 1) / 2;
1502 		long nY2 = nY1 + nHgt;
1503 
1504 		if (pOut && (nMinLen > nOutHgt)) nMinLen = nOutHgt;
1505 		if (pOut)
1506 		{
1507 			if (nY1 < nOutMin)
1508 			{
1509 				nY1 = nOutMin;
1510 				if (nY2 < nY1 + nMinLen) nY2 = nY1 + nMinLen;
1511 			}
1512 			if (nY2 > nOutMax)
1513 			{
1514 				nY2 = nOutMax;
1515 				if (nY1 > nY2 - nMinLen) nY1 = nY2 - nMinLen;
1516 			}
1517 		}
1518 
1519         aRef1.X() = basegfx::fround(aR.getMinX());    // Initial Achse um 2/100mm nach links
1520 		aRef1.Y() = nY1;
1521         aRef2.X() = aRef1.X();
1522 		aRef2.Y() = nY2;
1523 
1524 		// Markierungen einschalten
1525 		SetMarkHandles();
1526 
1527 		//HMHif (bVis) ShowMarkHdl();
1528 		if (AreObjectsMarked()) MarkListHasChanged();
1529 
1530 		// SpiegelPolygone SOFORT zeigen
1531 		const SdrHdlList &aHdlList = GetHdlList();
1532 		mpMirrorOverlay = new Impl3DMirrorConstructOverlay(*this);
1533 		mpMirrorOverlay->SetMirrorAxis(aHdlList.GetHdl(HDL_REF1)->GetPos(), aHdlList.GetHdl(HDL_REF2)->GetPos());
1534 		//CreateMirrorPolygons ();
1535 		//ShowMirrorPolygons (aHdlList.GetHdl (HDL_REF1)->GetPos (),
1536 		//					aHdlList.GetHdl (HDL_REF2)->GetPos ());
1537 	}
1538 }
1539 
1540 /*************************************************************************
1541 |*
1542 |* was passiert bei einer Mausbewegung, wenn das Objekt erstellt wird ?
1543 |*
1544 \************************************************************************/
1545 
1546 void E3dView::MovAction(const Point& rPnt)
1547 {
1548     if(Is3DRotationCreationActive())
1549 	{
1550 		SdrHdl* pHdl = GetDragHdl();
1551 
1552 		if (pHdl)
1553 		{
1554 			SdrHdlKind eHdlKind = pHdl->GetKind();
1555 
1556 			// reagiere nur bei einer spiegelachse
1557 			if ((eHdlKind == HDL_REF1) ||
1558 				(eHdlKind == HDL_REF2) ||
1559 				(eHdlKind == HDL_MIRX))
1560 			{
1561 				const SdrHdlList &aHdlList = GetHdlList ();
1562 
1563 				// loesche das gespiegelte Polygon, spiegele das Original und zeichne es neu
1564                 //ShowMirrored ();
1565                 SdrView::MovAction (rPnt);
1566 				mpMirrorOverlay->SetMirrorAxis(
1567 					aHdlList.GetHdl (HDL_REF1)->GetPos(),
1568 					aHdlList.GetHdl (HDL_REF2)->GetPos());
1569             }
1570 		}
1571         else
1572         {
1573             SdrView::MovAction (rPnt);
1574         }
1575 	}
1576     else
1577     {
1578         SdrView::MovAction (rPnt);
1579     }
1580 }
1581 
1582 /*************************************************************************
1583 |*
1584 |* Schluss. Objekt und evtl. Unterobjekte ueber ImpCreate3DLathe erstellen
1585 |*          [FG] Mit dem Parameterwert sal_True (SDefault: sal_False) wird einfach ein
1586 |*               Rotationskoerper erzeugt, ohne den Benutzer die Lage der
1587 |*               Achse fetlegen zu lassen. Es reicht dieser Aufruf, falls
1588 |*               ein Objekt selektiert ist. (keine Initialisierung noetig)
1589 |*
1590 \************************************************************************/
1591 
1592 void E3dView::End3DCreation(sal_Bool bUseDefaultValuesForMirrorAxes)
1593 {
1594 	ResetCreationActive();
1595 
1596 	if(AreObjectsMarked())
1597 	{
1598 		if(bUseDefaultValuesForMirrorAxes)
1599 		{
1600 			Rectangle aRect = GetAllMarkedRect();
1601 			if(aRect.GetWidth() <= 1)
1602 				aRect.SetSize(Size(500, aRect.GetHeight()));
1603 			if(aRect.GetHeight() <= 1)
1604 				aRect.SetSize(Size(aRect.GetWidth(), 500));
1605 
1606 			basegfx::B2DPoint aPnt1(aRect.Left(), -aRect.Top());
1607 			basegfx::B2DPoint aPnt2(aRect.Left(), -aRect.Bottom());
1608 
1609 			ConvertMarkedObjTo3D(sal_False, aPnt1, aPnt2);
1610 		}
1611 		else
1612 		{
1613 			// Hilfsfigur ausschalten
1614 		    // bestimme aus den Handlepositionen und den Versatz der Punkte
1615             const SdrHdlList &aHdlList = GetHdlList();
1616     		Point aMirrorRef1 = aHdlList.GetHdl(HDL_REF1)->GetPos();
1617 	    	Point aMirrorRef2 = aHdlList.GetHdl(HDL_REF2)->GetPos();
1618 
1619 			basegfx::B2DPoint aPnt1(aMirrorRef1.X(), -aMirrorRef1.Y());
1620 			basegfx::B2DPoint aPnt2(aMirrorRef2.X(), -aMirrorRef2.Y());
1621 
1622 			ConvertMarkedObjTo3D(sal_False, aPnt1, aPnt2);
1623 		}
1624 	}
1625 }
1626 
1627 /*************************************************************************
1628 |*
1629 |* Destruktor
1630 |*
1631 \************************************************************************/
1632 
1633 E3dView::~E3dView ()
1634 {
1635 }
1636 
1637 /*************************************************************************
1638 |*
1639 |* beende das erzeugen und loesche die polygone
1640 |*
1641 \************************************************************************/
1642 
1643 void E3dView::ResetCreationActive ()
1644 {
1645 	if(mpMirrorOverlay)
1646 	{
1647 		delete mpMirrorOverlay;
1648 		mpMirrorOverlay = 0L;
1649 	}
1650 }
1651 
1652 /*************************************************************************
1653 |*
1654 |* Klasse initialisieren
1655 |*
1656 \************************************************************************/
1657 
1658 void E3dView::InitView ()
1659 {
1660 	eDragConstraint 		 = E3DDRAG_CONSTR_XYZ;
1661 	fDefaultScaleX			 =
1662 	fDefaultScaleY			 =
1663 	fDefaultScaleZ			 = 1.0;
1664 	fDefaultRotateX 		 =
1665 	fDefaultRotateY 		 =
1666 	fDefaultRotateZ 		 = 0.0;
1667 	fDefaultExtrusionDeepth  = 1000; // old: 2000;
1668 	fDefaultLightIntensity	 = 0.8; // old: 0.6;
1669 	fDefaultAmbientIntensity = 0.4;
1670     nHDefaultSegments        = 12;
1671     nVDefaultSegments        = 12;
1672     aDefaultLightColor       = RGB_Color(COL_WHITE);
1673     aDefaultAmbientColor     = RGB_Color(COL_BLACK);
1674     bDoubleSided             = sal_False;
1675 	mpMirrorOverlay = 0L;
1676 }
1677 
1678 /*************************************************************************
1679 |*
1680 |* Koennen die selektierten Objekte aufgebrochen werden?
1681 |*
1682 \************************************************************************/
1683 
1684 sal_Bool E3dView::IsBreak3DObjPossible() const
1685 {
1686     sal_uIntPtr nCount = GetMarkedObjectCount();
1687 
1688     if (nCount > 0)
1689     {
1690         sal_uIntPtr i = 0;
1691 
1692         while (i < nCount)
1693         {
1694             SdrObject* pObj = GetMarkedObjectByIndex(i);
1695 
1696             if (pObj && pObj->ISA(E3dObject))
1697             {
1698                 if(!(((E3dObject*)pObj)->IsBreakObjPossible()))
1699                     return sal_False;
1700             }
1701             else
1702             {
1703                 return sal_False;
1704             }
1705 
1706             i++;
1707         }
1708     }
1709     else
1710     {
1711         return sal_False;
1712     }
1713 
1714     return sal_True;
1715 }
1716 
1717 /*************************************************************************
1718 |*
1719 |* Selektierte Lathe-Objekte aufbrechen
1720 |*
1721 \************************************************************************/
1722 
1723 void E3dView::Break3DObj()
1724 {
1725 	if(IsBreak3DObjPossible())
1726 	{
1727 		// ALLE selektierten Objekte werden gewandelt
1728 	    sal_uInt32 nCount = GetMarkedObjectCount();
1729 
1730 		BegUndo(String(SVX_RESSTR(RID_SVX_3D_UNDO_BREAK_LATHE)));
1731 		for(sal_uInt32 a=0;a<nCount;a++)
1732 		{
1733 			E3dObject* pObj = (E3dObject*)GetMarkedObjectByIndex(a);
1734 			BreakSingle3DObj(pObj);
1735 		}
1736 		DeleteMarked();
1737 		EndUndo();
1738 	}
1739 }
1740 
1741 void E3dView::BreakSingle3DObj(E3dObject* pObj)
1742 {
1743 	if(pObj->ISA(E3dScene))
1744 	{
1745 		SdrObjList* pSubList = pObj->GetSubList();
1746 		SdrObjListIter aIter(*pSubList, IM_FLAT);
1747 
1748 		while(aIter.IsMore())
1749 		{
1750 			E3dObject* pSubObj = (E3dObject*)aIter.Next();
1751 			BreakSingle3DObj(pSubObj);
1752 		}
1753 	}
1754 	else
1755 	{
1756 		SdrAttrObj* pNewObj = pObj->GetBreakObj();
1757 		if(pNewObj)
1758 		{
1759 			InsertObjectAtView(pNewObj, *GetSdrPageView(), SDRINSERT_DONTMARK);
1760 			pNewObj->SetChanged();
1761 			pNewObj->BroadcastObjectChange();
1762 		}
1763 	}
1764 }
1765 
1766 /*************************************************************************
1767 |*
1768 |* Szenen mischen
1769 |*
1770 \************************************************************************/
1771 
1772 void E3dView::MergeScenes ()
1773 {
1774     sal_uIntPtr nCount = GetMarkedObjectCount();
1775 
1776     if (nCount > 0)
1777     {
1778         sal_uIntPtr     nObj    = 0;
1779         SdrObject *pObj   = GetMarkedObjectByIndex(nObj);
1780 		E3dScene  *pScene = new E3dPolyScene(Get3DDefaultAttributes());
1781         basegfx::B3DRange aBoundVol;
1782         Rectangle aAllBoundRect (GetMarkedObjBoundRect ());
1783 		Point     aCenter (aAllBoundRect.Center());
1784 
1785         while (pObj)
1786         {
1787             if (pObj->ISA(E3dScene))
1788             {
1789                 /**********************************************************
1790                 * Es ist eine 3D-Scene oder 3D-PolyScene
1791                 **********************************************************/
1792                 SdrObjList* pSubList = ((E3dObject*) pObj)->GetSubList();
1793 
1794                 SdrObjListIter aIter(*pSubList, IM_FLAT);
1795 
1796                 while (aIter.IsMore())
1797                 {
1798                     /******************************************************
1799                     * LatheObjekte suchen
1800                     ******************************************************/
1801                     SdrObject* pSubObj = aIter.Next();
1802 
1803                         E3dObject *pNewObj = 0;
1804 
1805                         switch (pSubObj->GetObjIdentifier())
1806                         {
1807 			                case E3D_CUBEOBJ_ID	:
1808 								pNewObj = new E3dCubeObj;
1809 								*(E3dCubeObj*)pNewObj = *(E3dCubeObj*)pSubObj;
1810 				                break;
1811 
1812 			                case E3D_SPHEREOBJ_ID:
1813 								pNewObj = new E3dSphereObj;
1814 								*(E3dSphereObj*)pNewObj = *(E3dSphereObj*)pSubObj;
1815 				                break;
1816 
1817 			                case E3D_EXTRUDEOBJ_ID:
1818 								pNewObj = new E3dExtrudeObj;
1819 								*(E3dExtrudeObj*)pNewObj = *(E3dExtrudeObj*)pSubObj;
1820 				                break;
1821 
1822 			                case E3D_LATHEOBJ_ID:
1823 								pNewObj = new E3dLatheObj;
1824 								*(E3dLatheObj*)pNewObj = *(E3dLatheObj*)pSubObj;
1825 				                break;
1826 
1827                             case E3D_COMPOUNDOBJ_ID:
1828 								pNewObj = new E3dCompoundObject;
1829 								*(E3dCompoundObject*)pNewObj = *(E3dCompoundObject*)pSubObj;
1830 				                break;
1831                         }
1832 
1833                         Rectangle aBoundRect = pSubObj->GetCurrentBoundRect();
1834 
1835             			basegfx::B3DHomMatrix aMatrix;
1836             			aMatrix.translate(aBoundRect.Left() - aCenter.getX(), aCenter.getY(), 0.0);
1837 			            pNewObj->SetTransform(aMatrix * pNewObj->GetTransform()); // #112587#
1838 
1839                         if (pNewObj) aBoundVol.expand(pNewObj->GetBoundVolume());
1840 						pScene->Insert3DObj (pNewObj);
1841 				}
1842             }
1843 
1844             nObj++;
1845 
1846             if (nObj < nCount)
1847             {
1848                 pObj = GetMarkedObjectByIndex(nObj);
1849             }
1850             else
1851             {
1852                 pObj = NULL;
1853             }
1854         }
1855 
1856 	    double fW = aAllBoundRect.GetWidth();
1857 	    double fH = aAllBoundRect.GetHeight();
1858 	    Rectangle aRect(0,0, (long) fW, (long) fH);
1859 
1860 	    InitScene(pScene, fW, fH, aBoundVol.getMaxZ() +  + ((fW + fH) / 4.0));
1861 	    pScene->NbcSetSnapRect(aRect);
1862 
1863         Camera3D &aCamera  = (Camera3D&) pScene->GetCamera ();
1864 		basegfx::B3DPoint aMinVec(aBoundVol.getMinimum());
1865         basegfx::B3DPoint aMaxVec(aBoundVol.getMaximum());
1866         double fDeepth(fabs(aMaxVec.getZ() - aMinVec.getZ()));
1867 
1868         aCamera.SetPRP(basegfx::B3DPoint(0.0, 0.0, 1000.0));
1869 		double fDefaultCamPosZ(GetDefaultCamPosZ());
1870 		aCamera.SetPosition(basegfx::B3DPoint(0.0, 0.0, fDefaultCamPosZ + fDeepth / 2.0));
1871 	    aCamera.SetFocalLength(GetDefaultCamFocal());
1872         pScene->SetCamera (aCamera);
1873 
1874 		// SnapRects der Objekte ungueltig
1875 		pScene->SetRectsDirty();
1876 
1877 		InsertObjectAtView(pScene, *(GetSdrPageViewOfMarkedByIndex(0)));
1878 
1879 		// SnapRects der Objekte ungueltig
1880 		pScene->SetRectsDirty();
1881     }
1882 }
1883 
1884 /*************************************************************************
1885 |*
1886 |* Possibilities, hauptsaechlich gruppieren/ungruppieren
1887 |*
1888 \************************************************************************/
1889 void E3dView::CheckPossibilities()
1890 {
1891 	// call parent
1892 	SdrView::CheckPossibilities();
1893 
1894 	// Weitere Flags bewerten
1895 	if(bGroupPossible || bUnGroupPossible || bGrpEnterPossible)
1896 	{
1897 		sal_Int32 nMarkCnt = GetMarkedObjectCount();
1898 		sal_Bool bCoumpound = sal_False;
1899 		sal_Bool b3DObject = sal_False;
1900 		for(sal_Int32 nObjs = 0L; (nObjs < nMarkCnt) && !bCoumpound; nObjs++)
1901 		{
1902 			SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
1903 			if(pObj && pObj->ISA(E3dCompoundObject))
1904 				bCoumpound = sal_True;
1905 			if(pObj && pObj->ISA(E3dObject))
1906 				b3DObject = sal_True;
1907 		}
1908 
1909 		// Bisher: Es sind ZWEI oder mehr beliebiger Objekte selektiert.
1910 		// Nachsehen, ob CompoundObjects beteiligt sind. Falls ja,
1911 		// das Gruppieren verbieten.
1912 		if(bGroupPossible && bCoumpound)
1913 			bGroupPossible = sal_False;
1914 
1915 		if(bUnGroupPossible && b3DObject)
1916 			bUnGroupPossible = sal_False;
1917 
1918 		if(bGrpEnterPossible && bCoumpound)
1919 			bGrpEnterPossible = sal_False;
1920 	}
1921 }
1922 
1923 // eof
1924