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libreoffice/svx/source/engine3d/polysc3d.cxx
Pascal Junck f632182833 INTEGRATION: CWS aw019 (1.7.448); FILE MERGED
2004/10/06 16:18:12 aw 1.7.448.1: #i34831#
2004-11-03 09:41:55 +00:00

588 lines
17 KiB
C++

/*************************************************************************
*
* $RCSfile: polysc3d.cxx,v $
*
* $Revision: 1.8 $
*
* last change: $Author: pjunck $ $Date: 2004-11-03 10:41:55 $
*
* The Contents of this file are made available subject to the terms of
* either of the following licenses
*
* - GNU Lesser General Public License Version 2.1
* - Sun Industry Standards Source License Version 1.1
*
* Sun Microsystems Inc., October, 2000
*
* GNU Lesser General Public License Version 2.1
* =============================================
* Copyright 2000 by Sun Microsystems, Inc.
* 901 San Antonio Road, Palo Alto, CA 94303, USA
*
* 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.
*
* 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.
*
* 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
*
*
* Sun Industry Standards Source License Version 1.1
* =================================================
* The contents of this file are subject to the Sun Industry Standards
* Source License Version 1.1 (the "License"); You may not use this file
* except in compliance with the License. You may obtain a copy of the
* License at http://www.openoffice.org/license.html.
*
* Software provided under this License is provided on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING,
* WITHOUT LIMITATION, WARRANTIES THAT THE SOFTWARE IS FREE OF DEFECTS,
* MERCHANTABLE, FIT FOR A PARTICULAR PURPOSE, OR NON-INFRINGING.
* See the License for the specific provisions governing your rights and
* obligations concerning the Software.
*
* The Initial Developer of the Original Code is: Sun Microsystems, Inc.
*
* Copyright: 2000 by Sun Microsystems, Inc.
*
* All Rights Reserved.
*
* Contributor(s): _______________________________________
*
*
************************************************************************/
#ifndef INCLUDED_SVTOOLS_OPTIONS3D_HXX
#include <svtools/options3d.hxx>
#endif
#ifndef _SVX_FILLITEM_HXX
#include "xfillit.hxx"
#endif
#ifndef _SVDOPATH_HXX //autogen
#include "svdopath.hxx"
#endif
#ifndef _SVDOGRP_HXX //autogen
#include "svdogrp.hxx"
#endif
#ifndef _SVDITER_HXX //autogen
#include "svditer.hxx"
#endif
#ifndef _SVDETC_HXX //autogen
#include "svdetc.hxx"
#endif
#ifndef _VIRDEV_HXX //autogen
#include <vcl/virdev.hxx>
#endif
#ifndef _SV_SVAPP_HXX
#include <vcl/svapp.hxx>
#endif
#ifndef _XOUTX_HXX
#include "xoutx.hxx"
#endif
#ifndef _SVDPAGE_HXX
#include "svdpage.hxx"
#endif
#ifndef _SVDPOOL_HXX
#include "svdpool.hxx"
#endif
#ifndef _SFXSTYLE_HXX
#include <svtools/style.hxx>
#endif
#ifndef _E3D_GLOBL3D_HXX
#include "globl3d.hxx"
#endif
#ifndef _E3D_POLYSC3D_HXX
#include "polysc3d.hxx"
#endif
#ifndef _E3D_PLIGHT3D_HXX
#include "plight3d.hxx"
#endif
#ifndef _E3D_DLIGHT3D_HXX
#include "dlight3d.hxx"
#endif
#ifndef _B3D_BASE3D_HXX
#include <goodies/base3d.hxx>
#endif
#ifndef _B3D_B3DTEX_HXX
#include <goodies/b3dtex.hxx>
#endif
#ifndef _SVX_XLNCLIT_HXX
#include "xlnclit.hxx"
#endif
#ifndef _SFXMETRICITEM_HXX
#include <svtools/metitem.hxx>
#endif
#ifndef _XTABLE_HXX
#include "xtable.hxx"
#endif
#ifndef _SVX_XLNWTIT_HXX
#include "xlnwtit.hxx"
#endif
#define ITEMVALUE(ItemSet,Id,Cast) ((const Cast&)(ItemSet).Get(Id)).GetValue()
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
TYPEINIT1(E3dPolyScene, E3dScene);
E3dPolyScene::E3dPolyScene()
: E3dScene()
{
}
E3dPolyScene::E3dPolyScene(E3dDefaultAttributes& rDefault)
: E3dScene(rDefault)
{
}
/*************************************************************************
|*
|* Identifier zurueckgeben
|*
\************************************************************************/
UINT16 E3dPolyScene::GetObjIdentifier() const
{
return E3D_POLYSCENE_ID;
}
/*************************************************************************
|*
|* Die Kontur fuer TextToContour
|*
\************************************************************************/
void E3dPolyScene::TakeContour(XPolyPolygon& rPoly) const
{
((E3dPolyScene*)this)->TakeContour3D(rPoly);
}
/*************************************************************************
|*
|* Objekt als Kontur in das Polygon einfuegen
|*
\************************************************************************/
void E3dPolyScene::TakeContour3D(XPolyPolygon& rPoly)
{
// TransformationSet vorbereiten
InitTransformationSet();
// Holen
E3dScene::TakeContour3D(rPoly);
}
/*************************************************************************
|*
|* Paint
|*
\************************************************************************/
sal_Bool E3dPolyScene::DoPaintObject(XOutputDevice& rOut, const SdrPaintInfoRec& rInfoRec) const
{
FASTBOOL bOk=TRUE;
if(GetSubList() && GetSubList()->GetObjCount())
{
bOk = ((E3dPolyScene*)this)->LocalPaint3D(rOut, rInfoRec);
}
// #110094#
// moved to DrawContact objects
//else
//{
// // Leere Szene, zeichne genau wie leere Gruppe
// if (!rInfoRec.bPrinter && rInfoRec.aPaintLayer.IsSet(nLayerId)) {
// OutputDevice* pOutDev=rOut.GetOutDev();
// pOutDev->SetLineColor(Color(COL_LIGHTGRAY));
// pOutDev->SetFillColor();
// pOutDev->DrawRect(aOutRect);
// }
//}
// #110094#-13
//if (bOk && (rInfoRec.nPaintMode & SDRPAINTMODE_GLUEPOINTS) !=0) {
// bOk=PaintGluePoints(rOut,rInfoRec);
//}
return bOk;
}
BOOL E3dPolyScene::LocalPaint3D(XOutputDevice& rOut,
const SdrPaintInfoRec& rInfoRec)
{
Time aStartTime;
Rectangle aBound(GetSnapRect());
OutputDevice* pOut = rOut.GetOutDev();
sal_uInt16 nShadeMode = GetShadeMode();
Base3D *pBase3D = Base3D::Create(pOut, nShadeMode > 2);
DBG_ASSERT(pBase3D, "Habe keinen Base3D Kontext bekommen!!");
pBase3D->SetDisplayQuality(GetDisplayQuality());
if(nShadeMode == 0)
pBase3D->SetShadeModel(Base3DFlat);
else if(nShadeMode == 1)
pBase3D->SetShadeModel(Base3DPhong);
else
pBase3D->SetShadeModel(Base3DSmooth);
Rectangle aVisible(Point(0,0), pOut->GetOutputSizePixel());
aVisible = pOut->PixelToLogic(aVisible);
// #101867# If rendering to metafile
if(pOut && pOut->GetConnectMetaFile() && !pOut->IsOutputEnabled())
{
aVisible = aBound;
}
// Feststellen, ob transparente Teile enthalten sind
pBase3D->SetTransparentPartsContainedHint(AreThereTransparentParts());
// eventuell ScissorRegion setzen
pBase3D->ActivateScissorRegion(FALSE);
if(aBound != aVisible)
{
Rectangle aClipBound = aBound.GetIntersection(aVisible);
if(aClipBound != aBound)
{
pBase3D->SetScissorRegion(aClipBound);
#ifdef DBG_UTIL // draw aClipBound for testing
static BOOL bDoDrawClipBoundForTesting(FALSE);
if(bDoDrawClipBoundForTesting)
{
OutputDevice* pOut = rOut.GetOutDev();
// red
pOut->SetLineColor(Color(COL_RED));
pOut->SetFillColor();
pOut->DrawRect(aClipBound);
Rectangle aClipBoundPixel = pOut->LogicToPixel(aClipBound);
BOOL bWasEnabled = pOut->IsMapModeEnabled();
pOut->EnableMapMode(FALSE);
// GREEN
pOut->SetLineColor(Color(COL_GREEN));
pOut->SetFillColor();
pOut->DrawRect(aClipBoundPixel);
pOut->EnableMapMode(bWasEnabled);
}
#endif
}
}
// GeometricSet reset und mit pBase3D assoziieren
B3dCamera& rSet = GetCameraSet();
pBase3D->SetTransformationSet(&rSet);
// Dithering
pBase3D->SetDither(GetDither() && SvtOptions3D().IsDithering());
// Licht setzen, vor Object->World setzen, um Lichter im
// WKS zu positionieren
pBase3D->SetLightGroup(&(GetLightGroup()));
// Transformation initialisieren
InitTransformationSet();
// Viewport-Grenzen eintragen
rSet.SetViewportRectangle(aBound, aVisible);
// Matritzen aktualisieren (OpenGL)
pBase3D->SetTransformationSet(&rSet);
if(!pBase3D->GetDisplayQuality())
{
// Extrem verminderte Darstellungsqualitaet, zeichne als
// WireFrame, voellig OHNE renderer
DrawWireframe(pBase3D, rOut);
}
else
{
// Schatten zeichnen
if(pBase3D->GetDisplayQuality() > 128)
{
B3dVolume aVol = rSet.GetDeviceVolume();
Volume3D aVolume(aVol.MinVec(), aVol.MaxVec());
DrawAllShadows(pBase3D, rOut, aBound, aVolume, rInfoRec);
}
// Szene mit clipping zeichnen
DrawPolySceneClip(rOut, this, pBase3D, rInfoRec);
}
// Labels darueber zeichnen. Da es auch Wertebeschriftungen
// im Chart gibt, ist es besser, die Labels hinterher zu zeichnen.
// Leider kann es auch dabei zu Zeichenfehlern kommen. Die
// LabelObjekte muessen irgendwann mal auf echte 3D-Objekte
// umgestellt werden.
SdrObjList* pSubList = GetSubList();
if(pSubList)
{
SdrObjListIter a3DIterator(*pSubList, IM_DEEPWITHGROUPS);
while ( a3DIterator.IsMore() )
{
E3dObject* pObj = (E3dObject*) a3DIterator.Next();
DBG_ASSERT(pObj->ISA(E3dObject), "In Szenen sind nur 3D-Objekte erlaubt!");
if(pObj->ISA(E3dLabelObj))
{
E3dLabelObj* pLabelObject = (E3dLabelObj*)pObj;
SdrObject* pLabel = (SdrObject*)pLabelObject->Get2DLabelObj();
const Vector3D aPos = rSet.WorldToViewCoor(pLabelObject->GetTransPosition());
Point a2DPos((long)(aPos.X() + 0.5), (long)(aPos.Y() + 0.5));
pLabel->NbcSetAnchorPos(a2DPos);
pLabel->SingleObjectPainter(rOut, rInfoRec); // #110094#-17
}
}
}
// Zeichenzeit bestimmen
aPaintTime = Time().GetTime() - aStartTime.GetTime();
return TRUE;
}
/*************************************************************************
|*
|* Geometrie zeichnen mit clipping Beruecksichtigung
|*
\************************************************************************/
void E3dPolyScene::DrawPolySceneClip(XOutputDevice& rOut,
const E3dObject* p3DObj, Base3D* pBase3D, const SdrPaintInfoRec& rInfoRec)
{
// spezielles Clipping fuer OpenGL, um keine floating windows ueberzumalen
OutputDevice* pOut = rOut.GetOutDev();
if(pBase3D->GetBase3DType() == BASE3D_TYPE_OPENGL
&& pOut->GetOutDevType() == OUTDEV_WINDOW
&& pBase3D->GetTransformationSet())
{
Window* pWin = (Window*)pOut;
RegionHandle aRegionHandle;
Rectangle aClipRect;
Rectangle aSystemClipRect;
BOOL bClippingWasActive(FALSE);
Region aClipRegion;
#ifdef DBG_UTIL // ClipRegions zum testen zeichnen
static BOOL bDoDrawRegionsToMakeThemVisible = FALSE;
if(bDoDrawRegionsToMakeThemVisible)
{
// Rot
aClipRegion = pWin->GetWindowClipRegionPixel();
// Trick von TH, um das Umrechnen auf logische Koordinaten zu vermeiden
BOOL bMapModeWasSet = pWin->IsMapModeEnabled();
pWin->EnableMapMode(FALSE);
aClipRegion.Intersect(pWin->GetActiveClipRegion());
pWin->EnableMapMode(bMapModeWasSet);
aRegionHandle = aClipRegion.BeginEnumRects();
while(aClipRegion.GetEnumRects(aRegionHandle, aClipRect))
{
pOut->SetLineColor(Color(COL_RED));
pOut->SetFillColor();
pOut->DrawRect(aClipRect);
}
aClipRegion.EndEnumRects(aRegionHandle);
}
#endif
// Eventuell bereits gesetzte ClipRegion sichern und zur Verwendung
// vorbereiten
if(pBase3D->IsScissorRegionActive())
{
aSystemClipRect = pBase3D->GetScissorRegionPixel();
bClippingWasActive = TRUE;
}
// ClipRegion holen und Durchlauf vorbereiten
aClipRegion = pWin->GetWindowClipRegionPixel();
// Trick von TH, um das Umrechnen auf logische Koordinaten zu vermeiden
BOOL bMapModeWasSet = pWin->IsMapModeEnabled();
pWin->EnableMapMode(FALSE);
aClipRegion.Intersect(pWin->GetActiveClipRegion());
pWin->EnableMapMode(bMapModeWasSet);
aRegionHandle = aClipRegion.BeginEnumRects();
Rectangle aBase3DRect = pWin->LogicToPixel(
pBase3D->GetTransformationSet()->GetLogicalViewportBounds());
// Lauf ueber die ClipRegions
while(aClipRegion.GetEnumRects(aRegionHandle, aClipRect))
{
if(aClipRect.IsOver(aBase3DRect))
{
// ClipRegion setzen
if(bClippingWasActive)
{
pBase3D->SetScissorRegionPixel(aClipRect.GetIntersection(aSystemClipRect), TRUE);
}
else
{
pBase3D->SetScissorRegionPixel(aClipRect, TRUE);
}
// Beginn szene
pBase3D->StartScene();
// Ausgabe aller 3D Objekte
Paint3D(rOut, pBase3D, rInfoRec, 0);
// Ende der Szene
UINT32 nWasDrawMode = rOut.GetOutDev()->GetDrawMode();
rOut.GetOutDev()->SetDrawMode(rInfoRec.nOriginalDrawMode);
pBase3D->EndScene();
rOut.GetOutDev()->SetDrawMode(nWasDrawMode);
}
}
aClipRegion.EndEnumRects(aRegionHandle);
}
else
{
// Ohne clipping ausgeben
// Beginn szene
pBase3D->StartScene();
// Ausgabe aller 3D Objekte
((E3dPolyScene *)this)->Paint3D(rOut, pBase3D, rInfoRec, 0);
// Ende der Szene
UINT32 nWasDrawMode = rOut.GetOutDev()->GetDrawMode();
rOut.GetOutDev()->SetDrawMode(rInfoRec.nOriginalDrawMode);
pBase3D->EndScene();
rOut.GetOutDev()->SetDrawMode(nWasDrawMode);
}
}
/*************************************************************************
|*
|* Zeichenroutine fuer 3D
|*
\************************************************************************/
void E3dPolyScene::Paint3D(XOutputDevice& rOut, Base3D* pBase3D,
const SdrPaintInfoRec& rInfoRec, UINT16 nDrawFlags)
{
if(GetScene() != this)
{
// Szene in einer Szene, durchreichen
E3dObject::Paint3D(rOut, pBase3D, rInfoRec, nDrawFlags);
}
else
{
// Dies ist die Root-Szene
if(pBase3D->GetTransparentPartsContainedHint())
{
// Nicht-Transparente Flaechen
E3dObject::Paint3D(rOut, pBase3D, rInfoRec, E3D_DRAWFLAG_FILLED);
// Nicht-Transparente Linien
E3dObject::Paint3D(rOut, pBase3D, rInfoRec, E3D_DRAWFLAG_OUTLINE);
// Transparente Flaechen
E3dObject::Paint3D(rOut, pBase3D, rInfoRec, E3D_DRAWFLAG_FILLED|E3D_DRAWFLAG_TRANSPARENT);
// Transparente Linien
E3dObject::Paint3D(rOut, pBase3D, rInfoRec, E3D_DRAWFLAG_OUTLINE|E3D_DRAWFLAG_TRANSPARENT);
}
else
{
// call parent
E3dObject::Paint3D(rOut, pBase3D, rInfoRec, E3D_DRAWFLAG_FILLED|E3D_DRAWFLAG_OUTLINE);
}
}
}
/*************************************************************************
|*
|* Schatten aller Objekte zeichnen
|*
\************************************************************************/
void E3dPolyScene::DrawAllShadows(Base3D* pBase3D, XOutputDevice& rXOut,
const Rectangle& rBound, const Volume3D& rVolume,
const SdrPaintInfoRec& rInfoRec)
{
// TransformationSet vorbereiten
InitTransformationSet();
// Schatten Zeichnen
E3dScene::DrawShadows(pBase3D, rXOut, rBound, rVolume, rInfoRec);
}
/*************************************************************************
|*
|* Verminderte Darstellungsqualitaet, zeichne als WireFrame OHNE renderer
|*
\************************************************************************/
void E3dPolyScene::DrawWireframe(Base3D* pBase3D, XOutputDevice& rXOut)
{
// Farben setzen
rXOut.GetOutDev()->SetLineColor(Color(COL_BLACK));
rXOut.GetOutDev()->SetFillColor();
// Unterobjekte darstellen
SdrObjList* pSubList = GetSubList();
if(pSubList)
{
SdrObjListIter a3DIterator(*pSubList, IM_DEEPWITHGROUPS);
while ( a3DIterator.IsMore() )
{
E3dObject* pObj = (E3dObject*) a3DIterator.Next();
DBG_ASSERT(pObj->ISA(E3dObject), "In Szenen sind nur 3D-Objekte erlaubt!");
if(pObj->ISA(E3dCompoundObject))
{
E3dCompoundObject* pCompObj = (E3dCompoundObject*)pObj;
// ObjectTrans setzen
Matrix4D mTransform = pCompObj->GetFullTransform();
GetCameraSet().SetObjectTrans(mTransform);
pBase3D->SetTransformationSet(&(GetScene()->GetCameraSet()));
// WireFrame eines einzelnen Objektes
pCompObj->DrawObjectWireframe(rXOut);
}
}
}
}