1 /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
2 /*
3  * This file is part of the LibreOffice project.
4  *
5  * This Source Code Form is subject to the terms of the Mozilla Public
6  * License, v. 2.0. If a copy of the MPL was not distributed with this
7  * file, You can obtain one at http://mozilla.org/MPL/2.0/.
8  *
9  * This file incorporates work covered by the following license notice:
10  *
11  *   Licensed to the Apache Software Foundation (ASF) under one or more
12  *   contributor license agreements. See the NOTICE file distributed
13  *   with this work for additional information regarding copyright
14  *   ownership. The ASF licenses this file to you under the Apache
15  *   License, Version 2.0 (the "License"); you may not use this file
16  *   except in compliance with the License. You may obtain a copy of
17  *   the License at http://www.apache.org/licenses/LICENSE-2.0 .
18  */
19 
20 #include <drawinglayer/primitive2d/embedded3dprimitive2d.hxx>
21 #include <basegfx/polygon/b2dpolygon.hxx>
22 #include <basegfx/polygon/b2dpolygontools.hxx>
23 #include <basegfx/color/bcolor.hxx>
24 #include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
25 #include <basegfx/utils/canvastools.hxx>
26 #include <drawinglayer/geometry/viewinformation2d.hxx>
27 #include <drawinglayer/primitive2d/drawinglayer_primitivetypes2d.hxx>
28 #include <drawinglayer/geometry/viewinformation3d.hxx>
29 #include <drawinglayer/processor3d/shadow3dextractor.hxx>
30 
31 
32 using namespace com::sun::star;
33 
34 
35 namespace drawinglayer
36 {
37     namespace primitive2d
38     {
impGetShadow3D() const39         bool Embedded3DPrimitive2D::impGetShadow3D() const
40         {
41             osl::MutexGuard aGuard( m_aMutex );
42 
43             // create on demand
44             if(!mbShadow3DChecked && !getChildren3D().empty())
45             {
46                 // create shadow extraction processor
47                 processor3d::Shadow3DExtractingProcessor aShadowProcessor(
48                     getViewInformation3D(),
49                     getObjectTransformation(),
50                     getLightNormal(),
51                     getShadowSlant(),
52                     getScene3DRange());
53 
54                 // process local primitives
55                 aShadowProcessor.process(getChildren3D());
56 
57                 // fetch result and set checked flag
58                 const_cast< Embedded3DPrimitive2D* >(this)->maShadowPrimitives = aShadowProcessor.getPrimitive2DSequence();
59                 const_cast< Embedded3DPrimitive2D* >(this)->mbShadow3DChecked = true;
60             }
61 
62             // return if there are shadow primitives
63             return !maShadowPrimitives.empty();
64         }
65 
create2DDecomposition(Primitive2DContainer & rContainer,const geometry::ViewInformation2D & rViewInformation) const66         void Embedded3DPrimitive2D::create2DDecomposition(Primitive2DContainer& rContainer, const geometry::ViewInformation2D& rViewInformation) const
67         {
68             // use info to create a yellow 2d rectangle, similar to empty 3d scenes and/or groups
69             const basegfx::B2DRange aLocal2DRange(getB2DRange(rViewInformation));
70             const basegfx::B2DPolygon aOutline(basegfx::utils::createPolygonFromRect(aLocal2DRange));
71             const basegfx::BColor aYellow(1.0, 1.0, 0.0);
72             rContainer.push_back(new PolygonHairlinePrimitive2D(aOutline, aYellow));
73         }
74 
Embedded3DPrimitive2D(const primitive3d::Primitive3DContainer & rxChildren3D,const basegfx::B2DHomMatrix & rObjectTransformation,const geometry::ViewInformation3D & rViewInformation3D,const basegfx::B3DVector & rLightNormal,double fShadowSlant,const basegfx::B3DRange & rScene3DRange)75         Embedded3DPrimitive2D::Embedded3DPrimitive2D(
76             const primitive3d::Primitive3DContainer& rxChildren3D,
77             const basegfx::B2DHomMatrix& rObjectTransformation,
78             const geometry::ViewInformation3D& rViewInformation3D,
79             const basegfx::B3DVector& rLightNormal,
80             double fShadowSlant,
81             const basegfx::B3DRange& rScene3DRange)
82         :   BufferedDecompositionPrimitive2D(),
83             mxChildren3D(rxChildren3D),
84             maObjectTransformation(rObjectTransformation),
85             maViewInformation3D(rViewInformation3D),
86             maLightNormal(rLightNormal),
87             mfShadowSlant(fShadowSlant),
88             maScene3DRange(rScene3DRange),
89             maShadowPrimitives(),
90             maB2DRange(),
91             mbShadow3DChecked(false)
92         {
93             maLightNormal.normalize();
94         }
95 
operator ==(const BasePrimitive2D & rPrimitive) const96         bool Embedded3DPrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const
97         {
98             if(BufferedDecompositionPrimitive2D::operator==(rPrimitive))
99             {
100                 const Embedded3DPrimitive2D& rCompare = static_cast< const Embedded3DPrimitive2D& >(rPrimitive);
101 
102                 return (getChildren3D() == rCompare.getChildren3D()
103                     && getObjectTransformation() == rCompare.getObjectTransformation()
104                     && getViewInformation3D() == rCompare.getViewInformation3D()
105                     && getLightNormal() == rCompare.getLightNormal()
106                     && getShadowSlant() == rCompare.getShadowSlant()
107                     && getScene3DRange() == rCompare.getScene3DRange());
108             }
109 
110             return false;
111         }
112 
getB2DRange(const geometry::ViewInformation2D & rViewInformation) const113         basegfx::B2DRange Embedded3DPrimitive2D::getB2DRange(const geometry::ViewInformation2D& rViewInformation) const
114         {
115             if(maB2DRange.isEmpty())
116             {
117                 // use the 3d transformation stack to create a projection of the 3D range
118                 basegfx::B3DRange a3DRange(getChildren3D().getB3DRange(getViewInformation3D()));
119                 a3DRange.transform(getViewInformation3D().getObjectToView());
120 
121                 // create 2d range from projected 3d and transform with scene's object transformation
122                 basegfx::B2DRange aNewRange;
123                 aNewRange.expand(basegfx::B2DPoint(a3DRange.getMinX(), a3DRange.getMinY()));
124                 aNewRange.expand(basegfx::B2DPoint(a3DRange.getMaxX(), a3DRange.getMaxY()));
125                 aNewRange.transform(getObjectTransformation());
126 
127                 // check for 3D shadows and their 2D projections. If those exist, they need to be
128                 // taken into account
129                 if(impGetShadow3D())
130                 {
131                     const basegfx::B2DRange aShadow2DRange(maShadowPrimitives.getB2DRange(rViewInformation));
132 
133                     if(!aShadow2DRange.isEmpty())
134                     {
135                         aNewRange.expand(aShadow2DRange);
136                     }
137                 }
138 
139                 // assign to buffered value
140                 const_cast< Embedded3DPrimitive2D* >(this)->maB2DRange = aNewRange;
141             }
142 
143             return maB2DRange;
144         }
145 
146         // provide unique ID
147         ImplPrimitive2DIDBlock(Embedded3DPrimitive2D, PRIMITIVE2D_ID_EMBEDDED3DPRIMITIVE2D)
148 
149     } // end of namespace primitive2d
150 } // end of namespace drawinglayer
151 
152 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
153