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libreoffice/svx/source/engine3d/scene3d.cxx

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/*************************************************************************
*
* OpenOffice.org - a multi-platform office productivity suite
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*
* $RCSfile: scene3d.cxx,v $
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*
* $Revision: 1.30 $
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*
* last change: $Author: kz $ $Date: 2007-05-10 14:47:20 $
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*
* The Contents of this file are made available subject to
* the terms of GNU Lesser General Public License Version 2.1.
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*
*
* GNU Lesser General Public License Version 2.1
* =============================================
* Copyright 2005 by Sun Microsystems, Inc.
* 901 San Antonio Road, Palo Alto, CA 94303, USA
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*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License version 2.1, as published by the Free Software Foundation.
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*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
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*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston,
* MA 02111-1307 USA
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*
************************************************************************/
// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_svx.hxx"
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#include "svdstr.hrc"
#include "svdglob.hxx"
#ifndef _SVDITER_HXX
#include "svditer.hxx"
#endif
#if defined( UNX ) || defined( ICC )
#include <stdlib.h>
#endif
#ifndef _E3D_GLOBL3D_HXX
#include "globl3d.hxx"
#endif
#ifndef _SVDPAGE_HXX
#include "svdpage.hxx"
#endif
#ifndef _SFXSTYLE_HXX
#include <svtools/style.hxx>
#endif
#ifndef _E3D_SCENE3D_HXX
#include "scene3d.hxx"
#endif
#ifndef _E3D_UNDO_HXX
#include "e3dundo.hxx"
#endif
#ifndef _B3D_BASE3D_HXX
#include <goodies/base3d.hxx>
#endif
#ifndef _SVDTRANS_HXX
#include "svdtrans.hxx"
#endif
#ifndef _SVX_SVXIDS_HRC
#include "svxids.hrc"
#endif
#ifndef _SVX_COLRITEM_HXX
#include "colritem.hxx"
#endif
#ifndef _SVXE3DITEM_HXX
#include "e3ditem.hxx"
#endif
#ifndef _SVX_XLNTRIT_HXX
#include "xlntrit.hxx"
#endif
#ifndef _SVX_XFLTRIT_HXX
#include "xfltrit.hxx"
#endif
#ifndef _SVX3DITEMS_HXX
#include "svx3ditems.hxx"
#endif
#ifndef _SFX_WHITER_HXX
#include <svtools/whiter.hxx>
#endif
#ifndef _SVX_XFLFTRIT_HXX
#include "xflftrit.hxx"
#endif
#ifndef _SDR_PROPERTIES_E3DSCENEPROPERTIES_HXX
#include <svx/sdr/properties/e3dsceneproperties.hxx>
#endif
// #110094#
#ifndef _SDR_CONTACT_VIEWCONTACTOFE3DSCENE_HXX
#include <svx/sdr/contact/viewcontactofe3dscene.hxx>
#endif
#ifndef _SVDDRAG_HXX //autogen
#include "svddrag.hxx"
#endif
// for ::std::sort
#include <algorithm>
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#define ITEMVALUE(ItemSet,Id,Cast) ((const Cast&)(ItemSet).Get(Id)).GetValue()
//////////////////////////////////////////////////////////////////////////////
// #110988#
class ImpRemap3DDepth
{
sal_uInt32 mnOrdNum;
double mfMinimalDepth;
// bitfield
unsigned mbIsScene : 1;
public:
ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth);
ImpRemap3DDepth(sal_uInt32 nOrdNum);
~ImpRemap3DDepth();
// for ::std::sort
bool operator<(const ImpRemap3DDepth& rComp) const;
sal_uInt32 GetOrdNum() const { return mnOrdNum; }
sal_Bool IsScene() const { return mbIsScene; }
};
ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth)
: mnOrdNum(nOrdNum),
mfMinimalDepth(fMinimalDepth),
mbIsScene(sal_False)
{
}
ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum)
: mnOrdNum(nOrdNum),
mbIsScene(sal_True)
{
}
ImpRemap3DDepth::~ImpRemap3DDepth()
{
}
bool ImpRemap3DDepth::operator<(const ImpRemap3DDepth& rComp) const
{
if(IsScene())
{
return sal_False;
}
else
{
if(rComp.IsScene())
{
return sal_True;
}
else
{
return mfMinimalDepth < rComp.mfMinimalDepth;
}
}
}
// typedefs for a vector of ImpRemap3DDepths
typedef ::std::vector< ImpRemap3DDepth > ImpRemap3DDepthVector;
//////////////////////////////////////////////////////////////////////////////
// #110988#
class Imp3DDepthRemapper
{
ImpRemap3DDepthVector maVector;
public:
Imp3DDepthRemapper(E3dScene& rScene);
~Imp3DDepthRemapper();
sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const;
};
Imp3DDepthRemapper::Imp3DDepthRemapper(E3dScene& rScene)
{
// only called when rScene.GetSubList() and nObjCount > 1L
SdrObjList* pList = rScene.GetSubList();
const sal_uInt32 nObjCount(pList->GetObjCount());
for(sal_uInt32 a(0L); a < nObjCount; a++)
{
SdrObject* pCandidate = pList->GetObj(a);
if(pCandidate)
{
if(pCandidate->ISA(E3dCompoundObject))
{
// single 3d object, calc depth
const double fMinimalDepth(((E3dCompoundObject*)pCandidate)->GetMinimalDepthInViewCoor(rScene));
ImpRemap3DDepth aEntry(a, fMinimalDepth);
maVector.push_back(aEntry);
}
else
{
// scene, use standard entry for scene
ImpRemap3DDepth aEntry(a);
maVector.push_back(aEntry);
}
}
}
// now, we need to sort the maVector by it's members minimal depth. The
// smaller, the nearer to the viewer.
::std::sort(maVector.begin(), maVector.end());
}
Imp3DDepthRemapper::~Imp3DDepthRemapper()
{
}
sal_uInt32 Imp3DDepthRemapper::RemapOrdNum(sal_uInt32 nOrdNum) const
{
if(nOrdNum < maVector.size())
{
nOrdNum = maVector[(maVector.size() - 1) - nOrdNum].GetOrdNum();
}
return nOrdNum;
}
//////////////////////////////////////////////////////////////////////////////
// BaseProperties section
sdr::properties::BaseProperties* E3dScene::CreateObjectSpecificProperties()
{
return new sdr::properties::E3dSceneProperties(*this);
}
//////////////////////////////////////////////////////////////////////////////
// #110094# DrawContact section
sdr::contact::ViewContact* E3dScene::CreateObjectSpecificViewContact()
{
return new sdr::contact::ViewContactOfE3dScene(*this);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
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TYPEINIT1(E3dScene, E3dObject);
/*************************************************************************
|*
|* E3dScene-Konstruktor
|*
\************************************************************************/
E3dScene::E3dScene()
: E3dObject(),
aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
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aPaintTime(),
nDisplayQuality(255),
mp3DDepthRemapper(0L),
bDoubleBuffered(FALSE),
bClipping(FALSE),
bFitInSnapRect(TRUE),
bDrawOnlySelected(FALSE),
mfPolygonOffset(0.005) // #i71618#
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{
// Defaults setzen
E3dDefaultAttributes aDefault;
SetDefaultAttributes(aDefault);
}
E3dScene::E3dScene(E3dDefaultAttributes& rDefault)
: E3dObject(),
aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
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aPaintTime(),
nDisplayQuality(255),
mp3DDepthRemapper(0L),
bDoubleBuffered(FALSE),
bClipping(FALSE),
bFitInSnapRect(TRUE),
bDrawOnlySelected(FALSE),
mfPolygonOffset(0.005) // #i71618#
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{
// Defaults setzen
SetDefaultAttributes(rDefault);
}
void E3dScene::SetDefaultAttributes(E3dDefaultAttributes& rDefault)
{
// Fuer OS/2 die FP-Exceptions abschalten
#if defined(OS2)
#define SC_FPEXCEPTIONS_ON() _control87( MCW_EM, 0 )
#define SC_FPEXCEPTIONS_OFF() _control87( MCW_EM, MCW_EM )
SC_FPEXCEPTIONS_OFF();
#endif
// Fuer WIN95/NT die FP-Exceptions abschalten
#if defined(WNT) || defined(WIN)
#define SC_FPEXCEPTIONS_ON() _control87( _MCW_EM, 0 )
#define SC_FPEXCEPTIONS_OFF() _control87( _MCW_EM, _MCW_EM )
SC_FPEXCEPTIONS_OFF();
#endif
// Defaults setzen
// set defaults for LightGroup from ItemPool
aLightGroup.SetModelTwoSide(GetTwoSidedLighting());
aLightGroup.SetIntensity( GetLightColor1(), Base3DMaterialDiffuse, Base3DLight0);
aLightGroup.SetIntensity( GetLightColor2(), Base3DMaterialDiffuse, Base3DLight1);
aLightGroup.SetIntensity( GetLightColor3(), Base3DMaterialDiffuse, Base3DLight2);
aLightGroup.SetIntensity( GetLightColor4(), Base3DMaterialDiffuse, Base3DLight3);
aLightGroup.SetIntensity( GetLightColor5(), Base3DMaterialDiffuse, Base3DLight4);
aLightGroup.SetIntensity( GetLightColor6(), Base3DMaterialDiffuse, Base3DLight5);
aLightGroup.SetIntensity( GetLightColor7(), Base3DMaterialDiffuse, Base3DLight6);
aLightGroup.SetIntensity( GetLightColor8(), Base3DMaterialDiffuse, Base3DLight7);
aLightGroup.SetGlobalAmbientLight(GetGlobalAmbientColor());
aLightGroup.Enable( GetLightOnOff1(), Base3DLight0);
aLightGroup.Enable( GetLightOnOff2(), Base3DLight1);
aLightGroup.Enable( GetLightOnOff3(), Base3DLight2);
aLightGroup.Enable( GetLightOnOff4(), Base3DLight3);
aLightGroup.Enable( GetLightOnOff5(), Base3DLight4);
aLightGroup.Enable( GetLightOnOff6(), Base3DLight5);
aLightGroup.Enable( GetLightOnOff7(), Base3DLight6);
aLightGroup.Enable( GetLightOnOff8(), Base3DLight7);
aLightGroup.SetDirection( GetLightDirection1(), Base3DLight0);
aLightGroup.SetDirection( GetLightDirection2(), Base3DLight1);
aLightGroup.SetDirection( GetLightDirection3(), Base3DLight2);
aLightGroup.SetDirection( GetLightDirection4(), Base3DLight3);
aLightGroup.SetDirection( GetLightDirection5(), Base3DLight4);
aLightGroup.SetDirection( GetLightDirection6(), Base3DLight5);
aLightGroup.SetDirection( GetLightDirection7(), Base3DLight6);
aLightGroup.SetDirection( GetLightDirection8(), Base3DLight7);
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bDither = rDefault.GetDefaultDither();
// Alte Werte initialisieren
aCamera.SetViewWindow(-2, -2, 4, 4);
aCameraSet.SetDeviceRectangle(-2, 2, -2, 2);
aCamera.SetDeviceWindow(Rectangle(0, 0, 10, 10));
Rectangle aRect(0, 0, 10, 10);
aCameraSet.SetViewportRectangle(aRect);
// set defaults for Camera from ItemPool
aCamera.SetProjection(GetPerspective());
basegfx::B3DPoint aActualPosition(aCamera.GetPosition());
double fNew = GetDistance();
if(fabs(fNew - aActualPosition.getZ()) > 1.0)
{
aCamera.SetPosition( basegfx::B3DPoint( aActualPosition.getX(), aActualPosition.getY(), fNew) );
}
fNew = GetFocalLength() / 100.0;
aCamera.SetFocalLength(fNew);
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}
/*************************************************************************
|*
|* Destruktor
|*
\************************************************************************/
E3dScene::~E3dScene()
{
// #110988#
ImpCleanup3DDepthMapper();
}
// #110988#
void E3dScene::ImpCleanup3DDepthMapper()
{
if(mp3DDepthRemapper)
{
delete mp3DDepthRemapper;
mp3DDepthRemapper = 0L;
}
}
// #110988#
sal_uInt32 E3dScene::RemapOrdNum(sal_uInt32 nNewOrdNum) const
{
if(!mp3DDepthRemapper)
{
const sal_uInt32 nObjCount(GetSubList() ? GetSubList()->GetObjCount() : 0L);
if(nObjCount > 1L)
{
((E3dScene*)this)->mp3DDepthRemapper = new Imp3DDepthRemapper((E3dScene&)(*this));
}
}
if(mp3DDepthRemapper)
{
return mp3DDepthRemapper->RemapOrdNum(nNewOrdNum);
}
return nNewOrdNum;
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}
/*************************************************************************
|*
|* Feststellen, ob die Szene transparente Teile enthaelt
|*
\************************************************************************/
BOOL E3dScene::AreThereTransparentParts() const
{
BOOL bRetval(FALSE);
SdrObjListIter a3DIterator(*pSub, IM_DEEPWITHGROUPS);
while ( !bRetval && a3DIterator.IsMore() )
{
SdrObject* pObj = a3DIterator.Next();
// Nur darstellbare Objekte bewerten
if(pObj->ISA(E3dCompoundObject))
{
// get const ItemSet reference
const SfxItemSet& rSet = pObj->GetMergedItemSet();
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// Flaechenattribut testen
UINT16 nFillTrans = ((const XFillTransparenceItem&)(rSet.Get(XATTR_FILLTRANSPARENCE))).GetValue();
if(nFillTrans != 0)
bRetval = TRUE;
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if(!bRetval)
{
// Linienattribut testen
UINT16 nLineTransparence = ((const XLineTransparenceItem&)(rSet.Get(XATTR_LINETRANSPARENCE))).GetValue();
if(nLineTransparence != 0)
bRetval = TRUE;
if(!bRetval)
{
// test FloatTransparence
const XFillFloatTransparenceItem& rFloatTrans = ((const XFillFloatTransparenceItem&)(rSet.Get(XATTR_FILLFLOATTRANSPARENCE)));
if(rFloatTrans.IsEnabled())
bRetval = TRUE;
}
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}
}
}
return bRetval;
}
/*************************************************************************
|*
|* Identifier zurueckgeben
|*
\************************************************************************/
UINT16 E3dScene::GetObjIdentifier() const
{
return E3D_SCENE_ID;
}
/*************************************************************************
|*
|* Anzahl der Handles zurueckgeben
|*
\************************************************************************/
sal_uInt32 E3dScene::GetHdlCount() const
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{
// Ueberladung aus E3dObject rueckgaengig machen
return SdrAttrObj::GetHdlCount();
}
/*************************************************************************
|*
|* Handle-Liste fuellen
|*
\************************************************************************/
void E3dScene::AddToHdlList(SdrHdlList& rHdlList) const
{
// Ueberladung aus E3dObject rueckgaengig machen
SdrAttrObj::AddToHdlList(rHdlList);
}
/*************************************************************************
|*
\************************************************************************/
FASTBOOL E3dScene::HasSpecialDrag() const
{
return FALSE;
}
/*************************************************************************
|*
|* SetSnapRect
|*
\************************************************************************/
void E3dScene::NbcSetSnapRect(const Rectangle& rRect)
{
SetRectsDirty();
E3dObject::NbcSetSnapRect(rRect);
aCamera.SetDeviceWindow(rRect);
aCameraSet.SetViewportRectangle((Rectangle&)rRect);
// #110988#
ImpCleanup3DDepthMapper();
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}
/*************************************************************************
|*
|* Objekt verschieben
|*
\************************************************************************/
void E3dScene::NbcMove(const Size& rSize)
{
Rectangle aNewSnapRect = GetSnapRect();
MoveRect(aNewSnapRect, rSize);
NbcSetSnapRect(aNewSnapRect);
}
/*************************************************************************
|*
|* Objekt Resizen
|*
\************************************************************************/
void E3dScene::NbcResize(const Point& rRef, const Fraction& rXFact,
const Fraction& rYFact)
{
Rectangle aNewSnapRect = GetSnapRect();
ResizeRect(aNewSnapRect, rRef, rXFact, rYFact);
NbcSetSnapRect(aNewSnapRect);
}
/*************************************************************************
|*
|* Neue Kamera setzen, und dabei die Szene und ggf. das BoundVolume
|* als geaendert markieren
|*
\************************************************************************/
void E3dScene::SetCamera(const Camera3D& rNewCamera)
{
// Alte Kamera setzen
aCamera = rNewCamera;
((sdr::properties::E3dSceneProperties&)GetProperties()).SetSceneItemsFromCamera();
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SetRectsDirty();
// Neue Kamera aus alter fuellen
Camera3D& rCam = (Camera3D&)GetCamera();
// Ratio abschalten
if(rCam.GetAspectMapping() == AS_NO_MAPPING)
GetCameraSet().SetRatio(0.0);
// Abbildungsgeometrie setzen
basegfx::B3DPoint aVRP(rCam.GetViewPoint());
basegfx::B3DVector aVPN(aVRP - rCam.GetVRP());
basegfx::B3DVector aVUV(rCam.GetVUV());
// #91047# use SetViewportValues() to set VRP, VPN and VUV as vectors, too.
// Else these values would not be exported/imported correctly.
GetCameraSet().SetViewportValues(aVRP, aVPN, aVUV);
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// Perspektive setzen
GetCameraSet().SetPerspective(rCam.GetProjection() == PR_PERSPECTIVE);
GetCameraSet().SetViewportRectangle((Rectangle&)rCam.GetDeviceWindow());
// E3dLabel-Objekte muessen neu an die Projektion angepasst werden
if ( aLabelList.Count() > 0 )
{
SetBoundVolInvalid();
SetRectsDirty();
}
// #110988#
ImpCleanup3DDepthMapper();
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}
/*************************************************************************
|*
|* 3D-Objekt einfuegen
|*
\************************************************************************/
void E3dScene::NewObjectInserted(const E3dObject* p3DObj)
{
E3dObject::NewObjectInserted(p3DObj);
if ( p3DObj == this )
return;
if ( p3DObj->ISA(E3dLabelObj) )
{
aLabelList.Insert((E3dLabelObj*) p3DObj, LIST_APPEND);
}
// falls Unterobjekte vorhanden sind, auch diese pruefen
if ( p3DObj->IsGroupObject() )
{
SdrObjListIter a3DIterator(*p3DObj, IM_DEEPWITHGROUPS);
while ( a3DIterator.IsMore() )
{
SdrObject* pObj = a3DIterator.Next();
if ( pObj->ISA(E3dLabelObj) )
{
aLabelList.Insert((E3dLabelObj*) pObj, LIST_APPEND);
}
}
}
// #110988#
ImpCleanup3DDepthMapper();
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}
/*************************************************************************
|*
|* Parent ueber Aenderung eines Childs informieren
|*
\************************************************************************/
void E3dScene::StructureChanged(const E3dObject* p3DObj)
{
E3dObject::StructureChanged(p3DObj);
SetRectsDirty();
// #110988#
ImpCleanup3DDepthMapper();
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}
/*************************************************************************
|*
|* Double Buffering aus-/einschalten
|*
\************************************************************************/
void E3dScene::SetDoubleBuffered(FASTBOOL bBuff)
{
if ( bDoubleBuffered != (BOOL)bBuff )
{
bDoubleBuffered = bBuff;
SetRectsDirty();
}
}
/*************************************************************************
|*
|* Clipping auf umschliessendes Rechteck der Szene aus-/einschalten
|*
\************************************************************************/
void E3dScene::SetClipping(FASTBOOL bClip)
{
if ( bClipping != (BOOL)bClip )
{
bClipping = bClip;
SetRectsDirty();
}
}
/*************************************************************************
|*
|* Einpassen der Objekte in umschliessendes Rechteck aus-/einschalten
|*
\************************************************************************/
void E3dScene::SetFitInSnapRect(FASTBOOL bFit)
{
if ( bFitInSnapRect != (BOOL)bFit )
{
bFitInSnapRect = bFit;
SetRectsDirty();
}
}
/*************************************************************************
|*
|* Einpassen der Projektion aller Szenenobjekte in das
|* umschliessende Rechteck
|*
\************************************************************************/
basegfx::B3DRange E3dScene::FitInSnapRect()
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{
basegfx::B3DRange aNewVol;
const sal_uInt32 nObjCount(GetSubList() ? GetSubList()->GetObjCount() : 0L);
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if(nObjCount)
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{
// Alter Kram
basegfx::B3DHomMatrix aFullTrans(GetFullTransform());
aCamera.FitViewToVolume(GetBoundVolume(), aFullTrans);
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// Neuer Kram
// Maximas holen in Augkoordinaten zwecks Z-Werten
basegfx::B3DPoint aTfVec;
Vol3DPointIterator aIter(GetBoundVolume());
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GetCameraSet().SetObjectTrans(aFullTrans);
while ( aIter.Next(aTfVec) )
{
aTfVec = GetCameraSet().ObjectToEyeCoor(aTfVec);
aNewVol.expand(aTfVec);
}
// ... und merken
double fZMin(-aNewVol.getMaxZ());
double fZMax(-aNewVol.getMinZ());
// Jetzt XY-Werte projizieren auf Projektionsflaeche
// in Device-Koordinaten
basegfx::B3DHomMatrix aWorldToDevice(GetCameraSet().GetOrientation());
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if(aCamera.GetProjection() == PR_PERSPECTIVE)
{
aWorldToDevice.frustum(-1.0, 1.0, -1.0, 1.0, fZMin, fZMax);
}
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else
{
aWorldToDevice.ortho(-1.0, 1.0, -1.0, 1.0, fZMin, fZMax);
}
aNewVol.reset();
aIter.Reset();
while ( aIter.Next(aTfVec) )
{
aTfVec = GetCameraSet().ObjectToWorldCoor(aTfVec);
aTfVec *= aWorldToDevice;
aNewVol.expand(aTfVec);
}
// Labels behandeln
const sal_uInt32 nLabelCnt(aLabelList.Count());
if ( nLabelCnt )
{
// Vorlaeufige Projektion bestimmen und Transformation in
// ViewKoordinaten bestimmen
basegfx::B3DHomMatrix aMatWorldToView(GetCameraSet().GetOrientation());
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if(aCamera.GetProjection() == PR_PERSPECTIVE)
{
aMatWorldToView.frustum(aNewVol.getMinX(), aNewVol.getMaxX(), aNewVol.getMinY(), aNewVol.getMaxY(), fZMin, fZMax);
}
else
{
aMatWorldToView.ortho(aNewVol.getMinX(), aNewVol.getMaxX(), aNewVol.getMinY(), aNewVol.getMaxY(), fZMin, fZMax);
}
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// Logische Abmessungen der Szene holen
Rectangle aSceneRect = GetSnapRect();
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// Matrix DeviceToView aufbauen
basegfx::B3DPoint aTranslate, aScale;
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aTranslate.setX((double)aSceneRect.Left() + (aSceneRect.GetWidth() / 2.0));
aTranslate.setY((double)aSceneRect.Top() + (aSceneRect.GetHeight() / 2.0));
aTranslate.setZ(ZBUFFER_DEPTH_RANGE / 2.0);
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// Skalierung
aScale.setX((aSceneRect.GetWidth() - 1) / 2.0);
aScale.setY((aSceneRect.GetHeight() - 1) / -2.0);
aScale.setZ(ZBUFFER_DEPTH_RANGE / 2.0);
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aMatWorldToView.scale(aScale.getX(), aScale.getY(), aScale.getZ());
aMatWorldToView.translate(aTranslate.getX(), aTranslate.getY(), aTranslate.getZ());
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// Inverse Matrix ViewToDevice aufbauen
basegfx::B3DHomMatrix aMatViewToWorld(aMatWorldToView);
aMatViewToWorld.invert();
for (sal_uInt32 i = 0; i < nLabelCnt; i++)
{
E3dLabelObj* p3DObj = aLabelList.GetObject(i);
const SdrObject* pObj = p3DObj->Get2DLabelObj();
// View- Abmessungen des Labels holen
const Rectangle& rObjRect = pObj->GetLogicRect();
// Position des Objektes in Weltkoordinaten ermitteln
basegfx::B3DHomMatrix aObjTrans(p3DObj->GetFullTransform());
// Here, without the 'B3DPoint operator*( const B3DHomMatrix& rMat, const B3DPoint& rPoint )'
// from b3dpoint.hxx, the wrong multiplication is taken (the one with B3DVector). This
// leads to wrong results since tre translation is not added to vector-matrix multiplications.
basegfx::B3DPoint aObjPos(aObjTrans * p3DObj->GetPosition());
// View-Position des Objektes feststellen
// nach ViewKoordinaten
aObjPos *= aMatWorldToView;
// Relative Position des Labels in View-Koordinaten
basegfx::B3DPoint aRelPosOne(
pObj->GetRelativePos().X() + aObjPos.getX(),
pObj->GetRelativePos().Y() + aObjPos.getY(),
aObjPos.getZ());
basegfx::B3DPoint aRelPosTwo(
aRelPosOne.getX() + (double)rObjRect.GetWidth(),
aRelPosOne.getY() + (double)rObjRect.GetHeight(),
aRelPosOne.getZ());
// Jetzt Eckpunkte in DeviceKoordinaten bestimmen und
// den Abmessungen hinzufuegen
aRelPosOne *= aMatViewToWorld;
aRelPosOne *= aWorldToDevice;
aNewVol.expand(aRelPosOne);
aRelPosTwo *= aMatViewToWorld;
aRelPosTwo *= aWorldToDevice;
aNewVol.expand(aRelPosTwo);
}
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}
// Z-Werte eintragen
aNewVol = basegfx::B3DRange(aNewVol.getMinX(), aNewVol.getMinY(), fZMin, aNewVol.getMaxX(), aNewVol.getMaxY(), fZMax);
}
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// #110988#
ImpCleanup3DDepthMapper();
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// Rueckgabewert setzen
return aNewVol;
}
/*************************************************************************
|*
|* Uebergeordnetes Szenenobjekt bestimmen
|*
\************************************************************************/
E3dScene* E3dScene::GetScene() const
{
if(GetParentObj())
return GetParentObj()->GetScene();
else
return (E3dScene*)this;
}
/*************************************************************************
|*
|* TransformationSet vorbereiten
|*
\************************************************************************/
void E3dScene::InitTransformationSet()
{
Rectangle aBound(GetSnapRect());
// GeometricSet reset und mit pBase3D assoziieren
B3dCamera& rSet = GetCameraSet();
// Transformation auf Weltkoordinaten holen
basegfx::B3DHomMatrix mTransform = GetFullTransform();
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rSet.SetObjectTrans(mTransform);
// 3D Ausgabe vorbereiten, Maximas holen in DeviceKoordinaten
basegfx::B3DRange aVolume(FitInSnapRect());
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// Maximas fuer Abbildung verwenden
rSet.SetDeviceVolume(aVolume, FALSE);
rSet.SetViewportRectangle(aBound);
// #110988#
ImpCleanup3DDepthMapper();
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}
/*************************************************************************
|*
|* Einpassen der Objekte in umschliessendes Rechteck aus-/einschalten
|*
\************************************************************************/
void E3dScene::FitSnapRectToBoundVol()
{
basegfx::B3DPoint aTfVec;
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Volume3D aFitVol;
SetBoundVolInvalid();
basegfx::B3DHomMatrix aTransform = aCamera.GetViewTransform() * GetFullTransform(); // #112587#
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Vol3DPointIterator aIter(GetBoundVolume(), &aTransform);
Rectangle aRect;
while ( aIter.Next(aTfVec) )
{
aTfVec = aCamera.DoProjection(aTfVec);
aFitVol.expand(aTfVec);
basegfx::B3DPoint aZwi(aCamera.MapToDevice(aTfVec));
Point aP((long)aZwi.getX(), (long)aZwi.getY());
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aRect.Union(Rectangle(aP, aP));
}
aCamera.SetViewWindow(aFitVol.getMinX(), aFitVol.getMinY(), aFitVol.getWidth(), aFitVol.getHeight());
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SetSnapRect(aRect);
// Die SnapRects aller beteiligten Objekte muessen auf dieser
// veraenderten Basis aufgebaut werden, invalidiere diese. Das
// eigene kann auch invalidiert werden, da ein RecalcSnapRect
// an einer Szene nur aus der Kamera liest
SetRectsDirty();
// #110988#
ImpCleanup3DDepthMapper();
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}
/*************************************************************************
|*
|* Falls die Geometrie einer Szene sich ausgedehnt/vermindert hat,
|* muss das Volume und das SnapRect angepasst werden
|*
\************************************************************************/
void E3dScene::CorrectSceneDimensions()
{
const sal_uInt32 nObjCount(GetSubList() ? GetSubList()->GetObjCount() : 0L);
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if(nObjCount)
{
// SnapRects der Objekte ungueltig
SetRectsDirty();
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// SnapRect anpassen, invalidiert auch die SnapRects
// der enthaltenen Objekte
FitSnapRectToBoundVol();
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// Neues BoundVolume der Kamera holen
basegfx::B3DRange aVolume(FitInSnapRect());
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// Neues BoundVolume an der Kamera setzen
GetCameraSet().SetDeviceVolume(aVolume, FALSE);
// Danach noch die SnapRects der enthaltenen Objekte
// invalidieren, um diese auf der neuen Grundlage berechnen
// zu lassen (falls diese von FitInSnapRect() berechnet wurden)
SetRectsDirty();
}
// #110988#
ImpCleanup3DDepthMapper();
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}
/*************************************************************************
|*
|* Zuweisungsoperator
|*
\************************************************************************/
void E3dScene::operator=(const SdrObject& rObj)
{
E3dObject::operator=(rObj);
const E3dScene& r3DObj = (const E3dScene&) rObj;
aCamera = r3DObj.aCamera;
bDoubleBuffered = r3DObj.bDoubleBuffered;
bClipping = r3DObj.bClipping;
bFitInSnapRect = r3DObj.bFitInSnapRect;
// neu ab 377:
aCameraSet = r3DObj.aCameraSet;
((sdr::properties::E3dSceneProperties&)GetProperties()).SetSceneItemsFromCamera();
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// neu ab 383:
aLightGroup = r3DObj.aLightGroup;
((sdr::properties::E3dSceneProperties&)GetProperties()).SetLightItemsFromLightGroup(aLightGroup);
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bDither = r3DObj.bDither;
bBoundVolValid = FALSE;
RebuildLists();
SetRectsDirty();
// #110988#
ImpCleanup3DDepthMapper();
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}
/*************************************************************************
|*
|* Licht- und Labelobjektlisten neu aufbauen (nach Laden, Zuweisung)
|*
\************************************************************************/
void E3dScene::RebuildLists()
{
// zuerst loeschen
aLabelList.Clear();
SdrLayerID nCurrLayerID = GetLayer();
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SdrObjListIter a3DIterator(*pSub, IM_FLAT);
// dann alle Objekte in der Szene pruefen
while ( a3DIterator.IsMore() )
{
E3dObject* p3DObj = (E3dObject*) a3DIterator.Next();
p3DObj->NbcSetLayer(nCurrLayerID);
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NewObjectInserted(p3DObj);
}
}
/*************************************************************************
|*
|* erstelle neues GeoData-Objekt
|*
\************************************************************************/
SdrObjGeoData *E3dScene::NewGeoData() const
{
return new E3DSceneGeoData;
}
/*************************************************************************
|*
|* uebergebe aktuelle werte an das GeoData-Objekt
|*
\************************************************************************/
void E3dScene::SaveGeoData(SdrObjGeoData& rGeo) const
{
E3dObject::SaveGeoData (rGeo);
((E3DSceneGeoData &) rGeo).aCamera = aCamera;
((E3DSceneGeoData &) rGeo).aLabelList = aLabelList;
}
/*************************************************************************
|*
|* uebernehme werte aus dem GeoData-Objekt
|*
\************************************************************************/
void E3dScene::RestGeoData(const SdrObjGeoData& rGeo)
{
E3dObject::RestGeoData (rGeo);
aLabelList = ((E3DSceneGeoData &) rGeo).aLabelList;
SetCamera (((E3DSceneGeoData &) rGeo).aCamera);
FitSnapRectToBoundVol();
}
/*************************************************************************
|*
|* Am StyleSheet wurde etwas geaendert, also Scene aendern
|*
\************************************************************************/
void E3dScene::SFX_NOTIFY(SfxBroadcaster &rBC,
const TypeId &rBCType,
const SfxHint &rHint,
const TypeId &rHintType)
{
SetRectsDirty();
E3dObject::SFX_NOTIFY(rBC, rBCType, rHint, rHintType);
}
/*************************************************************************
|*
\************************************************************************/
void E3dScene::RotateScene (const Point& rRef, long /*nWink*/, double sn, double cs)
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{
Point UpperLeft, LowerRight, Center, NewCenter;
UpperLeft = aOutRect.TopLeft();
LowerRight = aOutRect.BottomRight();
long dxOutRectHalf = labs(UpperLeft.X() - LowerRight.X());
dxOutRectHalf /= 2;
long dyOutRectHalf = labs(UpperLeft.Y() - LowerRight.Y());
dyOutRectHalf /= 2;
Rectangle RectQuelle(aOutRect), RectZiel(aOutRect);
// Nur der Mittelpunkt wird bewegt. Die Ecken werden von NbcMove bewegt.
// Fuer das Drehen wird von mir ein kartesisches Koordinatensystem verwendet in dem der Drehpunkt
// der Nullpunkt ist und die Y- Achse nach oben ansteigt, die X-Achse nach rechts.
// Dies muss bei den Y-Werten beachtet werden. (Auf dem Blatt zeigt die Y-Achse nach unten
Center.X() = (UpperLeft.X() + dxOutRectHalf) - rRef.X();
Center.Y() = -((UpperLeft.Y() + dyOutRectHalf) - rRef.Y());
// Ein paar Spezialfaelle zuerst abhandeln (n*90 Grad n ganzzahlig)
if (sn==1.0 && cs==0.0) { // 90deg
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NewCenter.X() = -Center.Y();
NewCenter.Y() = -Center.X();
} else if (sn==0.0 && cs==-1.0) { // 180deg
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NewCenter.X() = -Center.X();
NewCenter.Y() = -Center.Y();
} else if (sn==-1.0 && cs==0.0) { // 270deg
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NewCenter.X() = Center.Y();
NewCenter.Y() = -Center.X();
}
else // Hier wird um einen beliebigen Winkel in mathematisch positiver Richtung gedreht!
{ // xneu = x * cos(alpha) - y * sin(alpha)
// yneu = x * sin(alpha) + y * cos(alpha)
// Unten Rechts wird nicht gedreht: die Seiten von RectQuelle muessen parallel
// zu den Koordinatenachsen bleiben.
NewCenter.X() = (long) (Center.X() * cs - Center.Y() * sn);
NewCenter.Y() = (long) (Center.X() * sn + Center.Y() * cs);
}
Size Differenz;
Point DiffPoint = (NewCenter - Center);
Differenz.Width() = DiffPoint.X();
Differenz.Height() = -DiffPoint.Y(); // Man beachte dass die Y-Achse nach unten positiv gezaehlt wird.
NbcMove (Differenz); // fuehrt die eigentliche Koordinatentransformation durch.
}
/*************************************************************************
|*
|* Get the name of the object (singular)
|*
\************************************************************************/
void E3dScene::TakeObjNameSingul(XubString& rName) const
{
rName=ImpGetResStr(STR_ObjNameSingulScene3d);
2002-06-07 11:08:48 +00:00
String aName( GetName() );
if(aName.Len())
{
rName += sal_Unicode(' ');
rName += sal_Unicode('\'');
rName += aName;
rName += sal_Unicode('\'');
}
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}
/*************************************************************************
|*
|* Get the name of the object (plural)
|*
\************************************************************************/
void E3dScene::TakeObjNamePlural(XubString& rName) const
{
rName=ImpGetResStr(STR_ObjNamePluralScene3d);
}
/*************************************************************************
|*
|* Die NbcRotate-Routine ueberlaedt die des SdrObject. Die Idee ist die Scene
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|* drehen zu koennen und relativ zur Lage der Scene dann auch die Objekte
|* in der Scene
|*
\************************************************************************/
void E3dScene::NbcRotate(const Point& rRef, long nWink, double sn, double cs)
{
// Also derzeit sind die Klebepunkte relativ zum aOutRect der Szene definiert. Vor dem Drehen
// werden die Klebepunkte relativ zur Seite definiert. Sie nehmen an der Drehung der Szene noch nicht Teil
// dafuer gibt es den
SetGlueReallyAbsolute(TRUE);
// So dass war die Szene, ab jetzt kommen die Objekte in der Szene
// 3D-Objekte gibt es nur ein einziges das kann zwar mehrere Flaechen haben aber die Flaechen
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// muessen ja nicht zusammenhaengend sein
// es ermoeglicht den Zugriff auf Kindobjekte
// Ich gehe also die gesamte Liste durch und rotiere um die Z-Achse die durch den
// Mittelpunkt von aOutRect geht (Satz von Steiner), also RotateZ
RotateScene (rRef, nWink, sn, cs); // Rotiert die Szene
double fWinkelInRad = nWink/100 * F_PI180;
NbcRotateZ(fWinkelInRad);
FitSnapRectToBoundVol();
SetRectsDirty(); // Veranlasst eine Neuberechnung aller BoundRects
NbcRotateGluePoints(rRef,nWink,sn,cs); // Rotiert die Klebepunkte (die haben noch Koordinaten relativ
// zum Urpsung des Blattes
SetGlueReallyAbsolute(FALSE); // ab jetzt sind sie wieder relativ zum BoundRect (also dem aOutRect definiert)
SetRectsDirty();
}
/*************************************************************************
|*
|* SnapRect berechnen
|*
\************************************************************************/
void E3dScene::RecalcSnapRect()
{
E3dScene* pScene = GetScene();
if(pScene == this)
{
// Szene wird als 2D-Objekt benutzt, nimm SnapRect aus der
// 2D Bildschrimdarstellung
Camera3D& rCam = (Camera3D&)pScene->GetCamera();
maSnapRect = rCam.GetDeviceWindow();
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}
else
{
// Szene ist selbst Mitglied einer anderen Szene, hole das
// SnapRect als zusammengesetztes Objekt
E3dObject::RecalcSnapRect();
}
}
/*************************************************************************
|*
|* Aufbrechen
|*
\************************************************************************/
BOOL E3dScene::IsBreakObjPossible()
{
// Szene ist aufzubrechen, wenn alle Mitglieder aufzubrechen sind
SdrObjList* pSubList = GetSubList();
if(pSubList)
{
SdrObjListIter a3DIterator(*pSubList, IM_DEEPWITHGROUPS);
while ( a3DIterator.IsMore() )
{
E3dObject* pObj = (E3dObject*) a3DIterator.Next();
DBG_ASSERT(pObj->ISA(E3dObject), "AW: In Szenen sind nur 3D-Objekte erlaubt!");
if(!pObj->IsBreakObjPossible())
return FALSE;
}
}
return TRUE;
}
basegfx::B3DVector E3dScene::GetShadowPlaneDirection() const
{
double fWink = (double)GetShadowSlant() * F_PI180;
basegfx::B3DVector aShadowPlaneDir(0.0, sin(fWink), cos(fWink));
aShadowPlaneDir.normalize();
return aShadowPlaneDir;
}
void E3dScene::SetShadowPlaneDirection(const basegfx::B3DVector& rVec)
{
UINT16 nSceneShadowSlant = (UINT16)((atan2(rVec.getY(), rVec.getZ()) / F_PI180) + 0.5);
GetProperties().SetObjectItemDirect(Svx3DShadowSlantItem(nSceneShadowSlant));
}
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// #115662#
// helper class for in-between results from E3dScene::HitTest
class ImplPairDephAndObject
{
public:
SdrObject* pObject;
double fDepth;
// for ::std::sort
bool operator<(const ImplPairDephAndObject& rComp) const;
};
bool ImplPairDephAndObject::operator<(const ImplPairDephAndObject& rComp) const
{
if(fDepth < rComp.fDepth)
return true;
return false;
}
// #115662#
// For new chart, calculate the number of hit contained 3D objects at given point,
// give back the count and a depth-sorted list of SdrObjects (a Vector). The vector will be
// changed, at least cleared.
sal_uInt32 E3dScene::HitTest(const Point& rHitTestPosition, ::std::vector< SdrObject* >& o_rResult)
{
// prepare output variables
sal_uInt32 nRetval(0L);
o_rResult.clear();
SdrObjList* pList = GetSubList();
if(pList && pList->GetObjCount())
{
SdrObjListIter aIterator(*pList, IM_DEEPNOGROUPS);
::std::vector< ImplPairDephAndObject > aDepthAndObjectResults;
while(aIterator.IsMore())
{
SdrObject* pObj = aIterator.Next();
if(pObj->ISA(E3dCompoundObject))
{
E3dCompoundObject* pCompoundObj = (E3dCompoundObject*)pObj;
// get HitLine in local 3D ObjectKoordinates
basegfx::B3DHomMatrix mTransform = pCompoundObj->GetFullTransform();
GetCameraSet().SetObjectTrans(mTransform);
// create HitPoint Front und Back, transform to local object coordinates
basegfx::B3DPoint aFront(rHitTestPosition.X(), rHitTestPosition.Y(), 0.0);
basegfx::B3DPoint aBack(rHitTestPosition.X(), rHitTestPosition.Y(), ZBUFFER_DEPTH_RANGE);
aFront = GetCameraSet().ViewToObjectCoor(aFront);
aBack = GetCameraSet().ViewToObjectCoor(aBack);
// make BoundVolume HitTest for speedup first
const Volume3D& rBoundVol = pCompoundObj->GetBoundVolume();
if(!rBoundVol.isEmpty())
{
double fXMax(aFront.getX());
double fXMin(aBack.getX());
if(fXMax < fXMin)
{
fXMax = aBack.getX();
fXMin = aFront.getX();
}
if(rBoundVol.getMinX() <= fXMax && rBoundVol.getMaxX() >= fXMin)
{
double fYMax(aFront.getY());
double fYMin(aBack.getY());
if(fYMax < fYMin)
{
fYMax = aBack.getY();
fYMin = aFront.getY();
}
if(rBoundVol.getMinY() <= fYMax && rBoundVol.getMaxY() >= fYMin)
{
double fZMax(aFront.getZ());
double fZMin(aBack.getZ());
if(fZMax < fZMin)
{
fZMax = aBack.getZ();
fZMin = aFront.getZ();
}
if(rBoundVol.getMinZ() <= fZMax && rBoundVol.getMaxZ() >= fZMin)
{
// BoundVol is hit, get geometry cuts now
::std::vector< basegfx::B3DPoint > aParameter;
const B3dGeometry& rGeometry = pCompoundObj->GetDisplayGeometry();
rGeometry.GetAllCuts(aParameter, aFront, aBack);
if(aParameter.size())
{
// take first cut as base, use Z-Coor in ViewCoor (0 ..ZBUFFER_DEPTH_RANGE)
ImplPairDephAndObject aTempResult;
basegfx::B3DPoint aTempVector(aParameter[0]);
aTempVector = GetCameraSet().ObjectToViewCoor(aTempVector);
aTempResult.pObject = pCompoundObj;
aTempResult.fDepth = aTempVector.getZ();
// look for cut points in front of the first one
::std::vector< basegfx::B3DPoint >::iterator aIterator2(aParameter.begin());
aIterator2++;
for(;aIterator2 != aParameter.end(); aIterator2++)
{
basegfx::B3DPoint aTempVector2(*aIterator2);
aTempVector2 = GetCameraSet().ObjectToViewCoor(aTempVector2);
// use the smallest one
if(aTempVector2.getZ() < aTempResult.fDepth)
{
aTempResult.fDepth = aTempVector2.getZ();
}
}
// remember smallest cut with this object
aDepthAndObjectResults.push_back(aTempResult);
}
}
}
}
}
}
}
// fill nRetval
nRetval = aDepthAndObjectResults.size();
if(nRetval)
{
// sort aDepthAndObjectResults by depth
::std::sort(aDepthAndObjectResults.begin(), aDepthAndObjectResults.end());
// copy SdrObject pointers to return result set
::std::vector< ImplPairDephAndObject >::iterator aIterator2(aDepthAndObjectResults.begin());
for(;aIterator2 != aDepthAndObjectResults.end(); aIterator2++)
{
o_rResult.push_back(aIterator2->pObject);
}
}
}
return nRetval;
}
basegfx::B2DPolyPolygon E3dScene::TakeCreatePoly(const SdrDragStat& /*rDrag*/) const
{
return TakeXorPoly(sal_True);
}
FASTBOOL E3dScene::BegCreate(SdrDragStat& rStat)
{
rStat.SetOrtho4Possible();
Rectangle aRect1(rStat.GetStart(), rStat.GetNow());
aRect1.Justify();
rStat.SetActionRect(aRect1);
NbcSetSnapRect(aRect1);
return TRUE;
}
FASTBOOL E3dScene::MovCreate(SdrDragStat& rStat)
{
Rectangle aRect1;
rStat.TakeCreateRect(aRect1);
aRect1.Justify();
rStat.SetActionRect(aRect1);
NbcSetSnapRect(aRect1);
bBoundRectDirty=TRUE;
bSnapRectDirty=TRUE;
return TRUE;
}
FASTBOOL E3dScene::EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd)
{
Rectangle aRect1;
rStat.TakeCreateRect(aRect1);
aRect1.Justify();
NbcSetSnapRect(aRect1);
SetRectsDirty();
return (eCmd==SDRCREATE_FORCEEND || rStat.GetPointAnz()>=2);
}
FASTBOOL E3dScene::BckCreate(SdrDragStat& /*rStat*/)
{
return FALSE;
}
void E3dScene::BrkCreate(SdrDragStat& /*rStat*/)
{
}
// eof