partial revert of
commit db1d2af028
Author: Armin Le Grand <alg@apache.org>
Date: Tue Feb 18 21:18:13 2014 +0000
Resolves: #i123539# some optimizations for 3D chart...
geometry creation using UNO API
(cherry picked from commit bbe35be767d76d08891c4f3d3600d80e0e6805f2)
Change-Id: If35f05fb62230e90cfc43a0beac053e8a87820d4
729 lines
20 KiB
C++
729 lines
20 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*
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* This file incorporates work covered by the following license notice:
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*
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* Licensed to the Apache Software Foundation (ASF) under one or more
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* contributor license agreements. See the NOTICE file distributed
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* with this work for additional information regarding copyright
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* ownership. The ASF licenses this file to you under the Apache
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* License, Version 2.0 (the "License"); you may not use this file
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* except in compliance with the License. You may obtain a copy of
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* the License at http://www.apache.org/licenses/LICENSE-2.0 .
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*/
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#include "svx/svdstr.hrc"
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#include "svdglob.hxx"
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#include "svx/svditer.hxx"
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#include <stdlib.h>
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#include <svx/globl3d.hxx>
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#include <svx/svdpage.hxx>
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#include <svl/style.hxx>
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#include <svx/scene3d.hxx>
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#include <svx/e3dundo.hxx>
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#include <svx/svdtrans.hxx>
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#include <svx/svxids.hrc>
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#include <editeng/colritem.hxx>
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#include <svx/e3ditem.hxx>
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#include <svx/xlntrit.hxx>
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#include <svx/xfltrit.hxx>
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#include <svx/svx3ditems.hxx>
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#include <svl/whiter.hxx>
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#include <svx/xflftrit.hxx>
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#include <sdr/properties/e3dsceneproperties.hxx>
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#include <svx/sdr/contact/viewcontactofe3dscene.hxx>
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#include <svx/svddrag.hxx>
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#include <helperminimaldepth3d.hxx>
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#include <algorithm>
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#include <drawinglayer/geometry/viewinformation3d.hxx>
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#include <basegfx/polygon/b2dpolypolygontools.hxx>
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#include <svx/e3dsceneupdater.hxx>
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#include <svx/svdmodel.hxx>
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class ImpRemap3DDepth
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{
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sal_uInt32 mnOrdNum;
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double mfMinimalDepth;
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// bit field
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bool mbIsScene : 1;
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public:
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ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth);
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ImpRemap3DDepth(sal_uInt32 nOrdNum);
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~ImpRemap3DDepth();
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// for ::std::sort
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bool operator<(const ImpRemap3DDepth& rComp) const;
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sal_uInt32 GetOrdNum() const { return mnOrdNum; }
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bool IsScene() const { return mbIsScene; }
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};
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ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth)
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: mnOrdNum(nOrdNum),
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mfMinimalDepth(fMinimalDepth),
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mbIsScene(false)
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{
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}
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ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum)
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: mnOrdNum(nOrdNum),
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mfMinimalDepth(0.0),
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mbIsScene(true)
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{
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}
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ImpRemap3DDepth::~ImpRemap3DDepth()
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{
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}
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bool ImpRemap3DDepth::operator<(const ImpRemap3DDepth& rComp) const
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{
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if(IsScene())
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{
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return false;
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}
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else
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{
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if(rComp.IsScene())
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{
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return true;
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}
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else
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{
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return mfMinimalDepth < rComp.mfMinimalDepth;
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}
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}
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}
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// typedefs for a vector of ImpRemap3DDepths
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typedef ::std::vector< ImpRemap3DDepth > ImpRemap3DDepthVector;
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class Imp3DDepthRemapper
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{
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ImpRemap3DDepthVector maVector;
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public:
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Imp3DDepthRemapper(E3dScene& rScene);
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~Imp3DDepthRemapper();
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sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const;
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};
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Imp3DDepthRemapper::Imp3DDepthRemapper(E3dScene& rScene)
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{
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// only called when rScene.GetSubList() and nObjCount > 1L
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SdrObjList* pList = rScene.GetSubList();
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const size_t nObjCount(pList->GetObjCount());
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for(size_t a = 0; a < nObjCount; ++a)
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{
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SdrObject* pCandidate = pList->GetObj(a);
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if(pCandidate)
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{
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if(pCandidate->ISA(E3dCompoundObject))
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{
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// single 3d object, calc depth
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const double fMinimalDepth(getMinimalDepthInViewCoordinates(static_cast< const E3dCompoundObject& >(*pCandidate)));
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ImpRemap3DDepth aEntry(a, fMinimalDepth);
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maVector.push_back(aEntry);
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}
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else
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{
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// scene, use standard entry for scene
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ImpRemap3DDepth aEntry(a);
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maVector.push_back(aEntry);
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}
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}
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}
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// now, we need to sort the maVector by it's members minimal depth. The
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// smaller, the nearer to the viewer.
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::std::sort(maVector.begin(), maVector.end());
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}
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Imp3DDepthRemapper::~Imp3DDepthRemapper()
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{
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}
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sal_uInt32 Imp3DDepthRemapper::RemapOrdNum(sal_uInt32 nOrdNum) const
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{
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if(nOrdNum < maVector.size())
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{
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nOrdNum = maVector[(maVector.size() - 1) - nOrdNum].GetOrdNum();
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}
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return nOrdNum;
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}
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// BaseProperties section
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sdr::properties::BaseProperties* E3dScene::CreateObjectSpecificProperties()
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{
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return new sdr::properties::E3dSceneProperties(*this);
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}
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// DrawContact section
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sdr::contact::ViewContact* E3dScene::CreateObjectSpecificViewContact()
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{
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return new sdr::contact::ViewContactOfE3dScene(*this);
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}
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TYPEINIT1(E3dScene, E3dObject);
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E3dScene::E3dScene()
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: E3dObject(),
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aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
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mp3DDepthRemapper(0L),
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bDrawOnlySelected(false)
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{
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// Set defaults
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E3dDefaultAttributes aDefault;
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SetDefaultAttributes(aDefault);
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}
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E3dScene::E3dScene(E3dDefaultAttributes& rDefault)
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: E3dObject(),
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aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
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mp3DDepthRemapper(0L),
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bDrawOnlySelected(false)
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{
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// Set defaults
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SetDefaultAttributes(rDefault);
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}
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void E3dScene::SetDefaultAttributes(E3dDefaultAttributes& /*rDefault*/)
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{
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// For WIN95/NT turn off the FP-Exceptions
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#if defined(WNT)
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_control87( _MCW_EM, _MCW_EM );
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#endif
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// Set defaults
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aCamera.SetViewWindow(-2, -2, 4, 4);
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aCameraSet.SetDeviceRectangle(-2, 2, -2, 2);
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aCamera.SetDeviceWindow(Rectangle(0, 0, 10, 10));
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Rectangle aRect(0, 0, 10, 10);
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aCameraSet.SetViewportRectangle(aRect);
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// set defaults for Camera from ItemPool
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aCamera.SetProjection(GetPerspective());
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basegfx::B3DPoint aActualPosition(aCamera.GetPosition());
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double fNew = GetDistance();
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if(fabs(fNew - aActualPosition.getZ()) > 1.0)
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{
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aCamera.SetPosition( basegfx::B3DPoint( aActualPosition.getX(), aActualPosition.getY(), fNew) );
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}
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fNew = GetFocalLength() / 100.0;
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aCamera.SetFocalLength(fNew);
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}
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E3dScene::~E3dScene()
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{
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ImpCleanup3DDepthMapper();
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}
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basegfx::B2DPolyPolygon E3dScene::TakeXorPoly() const
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{
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const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(GetViewContact());
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const drawinglayer::geometry::ViewInformation3D aViewInfo3D(rVCScene.getViewInformation3D());
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const basegfx::B3DPolyPolygon aCubePolyPolygon(CreateWireframe());
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basegfx::B2DPolyPolygon aRetval(basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(aCubePolyPolygon,
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aViewInfo3D.getObjectToView()));
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aRetval.transform(rVCScene.getObjectTransformation());
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return aRetval;
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}
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void E3dScene::ImpCleanup3DDepthMapper()
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{
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if(mp3DDepthRemapper)
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{
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delete mp3DDepthRemapper;
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mp3DDepthRemapper = 0L;
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}
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}
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sal_uInt32 E3dScene::RemapOrdNum(sal_uInt32 nNewOrdNum) const
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{
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if(!mp3DDepthRemapper)
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{
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const size_t nObjCount(GetSubList() ? GetSubList()->GetObjCount() : 0);
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if(nObjCount > 1)
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{
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const_cast<E3dScene*>(this)->mp3DDepthRemapper = new Imp3DDepthRemapper((E3dScene&)(*this));
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}
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}
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if(mp3DDepthRemapper)
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{
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return mp3DDepthRemapper->RemapOrdNum(nNewOrdNum);
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}
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return nNewOrdNum;
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}
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sal_uInt16 E3dScene::GetObjIdentifier() const
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{
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return E3D_SCENE_ID;
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}
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void E3dScene::SetBoundRectDirty()
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{
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E3dScene* pScene = GetScene();
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if(pScene == this)
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{
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// avoid resetting aOutRect which in case of a 3D scene used as 2d object
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// is model data,not re-creatable view data
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}
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else
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{
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// if not the outmost scene it is used as group in 3d, call parent
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E3dObject::SetBoundRectDirty();
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}
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}
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void E3dScene::NbcSetSnapRect(const Rectangle& rRect)
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{
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SetRectsDirty();
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E3dObject::NbcSetSnapRect(rRect);
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aCamera.SetDeviceWindow(rRect);
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aCameraSet.SetViewportRectangle((Rectangle&)rRect);
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ImpCleanup3DDepthMapper();
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}
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void E3dScene::NbcMove(const Size& rSize)
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{
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Rectangle aNewSnapRect = GetSnapRect();
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MoveRect(aNewSnapRect, rSize);
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NbcSetSnapRect(aNewSnapRect);
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}
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void E3dScene::NbcResize(const Point& rRef, const Fraction& rXFact,
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const Fraction& rYFact)
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{
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Rectangle aNewSnapRect = GetSnapRect();
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ResizeRect(aNewSnapRect, rRef, rXFact, rYFact);
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NbcSetSnapRect(aNewSnapRect);
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}
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// Set new camera, and thus mark the scene and if possible the bound volume
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// as changed
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void E3dScene::SetCamera(const Camera3D& rNewCamera)
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{
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// Set old camera
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aCamera = rNewCamera;
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static_cast<sdr::properties::E3dSceneProperties&>(GetProperties()).SetSceneItemsFromCamera();
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SetRectsDirty();
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// Fill new camera from old
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Camera3D& rCam = (Camera3D&)GetCamera();
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// Turn off ratio
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if(rCam.GetAspectMapping() == AS_NO_MAPPING)
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GetCameraSet().SetRatio(0.0);
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// Set Imaging geometry
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basegfx::B3DPoint aVRP(rCam.GetViewPoint());
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basegfx::B3DVector aVPN(aVRP - rCam.GetVRP());
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basegfx::B3DVector aVUV(rCam.GetVUV());
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// use SetViewportValues() to set VRP, VPN and VUV as vectors, too.
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// Else these values would not be exported/imported correctly.
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GetCameraSet().SetViewportValues(aVRP, aVPN, aVUV);
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// Set perspective
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GetCameraSet().SetPerspective(rCam.GetProjection() == PR_PERSPECTIVE);
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GetCameraSet().SetViewportRectangle((Rectangle&)rCam.GetDeviceWindow());
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ImpCleanup3DDepthMapper();
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}
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void E3dScene::NewObjectInserted(const E3dObject* p3DObj)
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{
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E3dObject::NewObjectInserted(p3DObj);
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if ( p3DObj == this )
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return;
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ImpCleanup3DDepthMapper();
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}
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// Inform parent of changes of a child
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void E3dScene::StructureChanged()
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{
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E3dObject::StructureChanged();
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SetRectsDirty();
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ImpCleanup3DDepthMapper();
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}
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// Determine the overall scene object
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E3dScene* E3dScene::GetScene() const
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{
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if(GetParentObj())
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return GetParentObj()->GetScene();
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else
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return const_cast<E3dScene*>(this);
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}
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void E3dScene::removeAllNonSelectedObjects()
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{
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E3DModifySceneSnapRectUpdater aUpdater(this);
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for(size_t a = 0; a < maSubList.GetObjCount(); ++a)
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{
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SdrObject* pObj = maSubList.GetObj(a);
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if(pObj)
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{
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bool bRemoveObject(false);
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if(pObj->ISA(E3dScene))
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{
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E3dScene* pScene = static_cast<E3dScene*>(pObj);
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// iterate over this sub-scene
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pScene->removeAllNonSelectedObjects();
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// check object count. Empty scenes can be deleted
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const size_t nObjCount(pScene->GetSubList() ? pScene->GetSubList()->GetObjCount() : 0);
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if(!nObjCount)
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{
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// all objects removed, scene can be removed, too
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bRemoveObject = true;
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}
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}
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else if(pObj->ISA(E3dCompoundObject))
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{
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E3dCompoundObject* pCompound = static_cast<E3dCompoundObject*>(pObj);
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if(!pCompound->GetSelected())
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{
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bRemoveObject = true;
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}
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}
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if(bRemoveObject)
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{
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maSubList.NbcRemoveObject(pObj->GetOrdNum());
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a--;
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SdrObject::Free(pObj);
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}
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}
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}
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}
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E3dScene* E3dScene::Clone() const
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{
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return CloneHelper< E3dScene >();
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}
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E3dScene& E3dScene::operator=(const E3dScene& rObj)
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{
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if( this == &rObj )
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return *this;
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E3dObject::operator=(rObj);
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const E3dScene& r3DObj = (const E3dScene&) rObj;
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aCamera = r3DObj.aCamera;
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aCameraSet = r3DObj.aCameraSet;
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static_cast<sdr::properties::E3dSceneProperties&>(GetProperties()).SetSceneItemsFromCamera();
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InvalidateBoundVolume();
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RebuildLists();
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SetRectsDirty();
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ImpCleanup3DDepthMapper();
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// #i101941#
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// After a Scene as model object is cloned, the used
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// ViewContactOfE3dScene is created and partially used
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// to calculate Bound/SnapRects, but - since quite some
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// values are buffered at the VC - not really well
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// initialized. It would be possible to always watch for
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// preconditions of buffered data, but this would be expensive
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// and would create a lot of short living data structures.
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// It is currently better to flush that data, e.g. by using
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// ActionChanged at the VC which will for this class
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// flush that cached data and initalize it's valid reconstruction
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GetViewContact().ActionChanged();
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return *this;
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}
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// Rebuild Light- and label- object lists rebuild (after loading, allocation)
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void E3dScene::RebuildLists()
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{
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// first delete
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SdrLayerID nCurrLayerID = GetLayer();
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SdrObjListIter a3DIterator(maSubList, IM_FLAT);
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// then examine all the objects in the scene
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while ( a3DIterator.IsMore() )
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{
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E3dObject* p3DObj = static_cast<E3dObject*>(a3DIterator.Next());
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p3DObj->NbcSetLayer(nCurrLayerID);
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NewObjectInserted(p3DObj);
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}
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}
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SdrObjGeoData *E3dScene::NewGeoData() const
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{
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return new E3DSceneGeoData;
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}
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void E3dScene::SaveGeoData(SdrObjGeoData& rGeo) const
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{
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E3dObject::SaveGeoData (rGeo);
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static_cast<E3DSceneGeoData &>(rGeo).aCamera = aCamera;
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}
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void E3dScene::RestGeoData(const SdrObjGeoData& rGeo)
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{
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// #i94832# removed E3DModifySceneSnapRectUpdater here.
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// It should not be needed, is already part of E3dObject::RestGeoData
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E3dObject::RestGeoData (rGeo);
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SetCamera (static_cast<const E3DSceneGeoData &>(rGeo).aCamera);
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}
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// Something was changed in the style sheet, so change scene
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void E3dScene::Notify(SfxBroadcaster &rBC, const SfxHint &rHint)
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{
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SetRectsDirty();
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E3dObject::Notify(rBC, rHint);
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}
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void E3dScene::RotateScene (const Point& rRef, long /*nAngle*/, double sn, double cs)
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{
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Point UpperLeft, LowerRight, Center, NewCenter;
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UpperLeft = aOutRect.TopLeft();
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LowerRight = aOutRect.BottomRight();
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long dxOutRectHalf = labs(UpperLeft.X() - LowerRight.X());
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dxOutRectHalf /= 2;
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long dyOutRectHalf = labs(UpperLeft.Y() - LowerRight.Y());
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dyOutRectHalf /= 2;
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// Only the center is moved. The corners are moved by NbcMove. For the
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// rotation a cartesian coordinate system is used in which the pivot
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// point is the origin, and the y-axis increases upward, the X-axis to
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// the right. This must be especially noted for the Y-values.
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// (When considering a flat piece of paper the Y-axis pointing downwards
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Center.X() = (UpperLeft.X() + dxOutRectHalf) - rRef.X();
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Center.Y() = -((UpperLeft.Y() + dyOutRectHalf) - rRef.Y());
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// A few special cases has to be dealt with first (n * 90 degrees n integer)
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if (sn==1.0 && cs==0.0) { // 90deg
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NewCenter.X() = -Center.Y();
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NewCenter.Y() = -Center.X();
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} else if (sn==0.0 && cs==-1.0) { // 180deg
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NewCenter.X() = -Center.X();
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NewCenter.Y() = -Center.Y();
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} else if (sn==-1.0 && cs==0.0) { // 270deg
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NewCenter.X() = Center.Y();
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NewCenter.Y() = -Center.X();
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}
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else // Here it is rotated to any angle in the mathematically
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// positive direction!
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{ // xnew = x * cos(alpha) - y * sin(alpha)
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// ynew = x * sin(alpha) + y * cos(alpha)
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// Bottom Right is not rotated: the pages of aOutRect must
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// remain parallel to the coordinate axes.
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NewCenter.X() = (long) (Center.X() * cs - Center.Y() * sn);
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NewCenter.Y() = (long) (Center.X() * sn + Center.Y() * cs);
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}
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Size Differenz;
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Point DiffPoint = (NewCenter - Center);
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Differenz.Width() = DiffPoint.X();
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Differenz.Height() = -DiffPoint.Y(); // Note that the Y-axis is counted ad positive downward.
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NbcMove (Differenz); // Actually executes the coordinate transformation.
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}
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OUString E3dScene::TakeObjNameSingul() const
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{
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OUStringBuffer sName(ImpGetResStr(STR_ObjNameSingulScene3d));
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OUString aName(GetName());
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if (!aName.isEmpty())
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{
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sName.append(' ');
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sName.append('\'');
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sName.append(aName);
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sName.append('\'');
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}
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return sName.makeStringAndClear();
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}
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OUString E3dScene::TakeObjNamePlural() const
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{
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return ImpGetResStr(STR_ObjNamePluralScene3d);
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}
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// The NbcRotate routine overrides the one of the SdrObject. The idea is
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// to be able to rotate the scene relative to the position of the scene
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// and then the objects in the scene
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void E3dScene::NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix)
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{
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if(maTransformation != rMatrix)
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{
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// call parent
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E3dObject::NbcSetTransform(rMatrix);
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}
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}
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void E3dScene::SetTransform(const basegfx::B3DHomMatrix& rMatrix)
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|
{
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if(rMatrix != maTransformation)
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{
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// call parent
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E3dObject::SetTransform(rMatrix);
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}
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}
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void E3dScene::NbcRotate(const Point& rRef, long nAngle, double sn, double cs)
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|
{
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// So currently the glue points are defined relative to the scene aOutRect.
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// Before turning the glue points are defined relative to the page. They
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// take no part in the rotation of the scene. To ensure this, there is the
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// SetGlueReallyAbsolute(sal_True);
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// So that was the scene, now the objects used in the scene
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// 3D objects, if there is only one it can still have multiple surfaces but
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|
// the surfaces do not hve to be connected. This allows you to access child
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|
// objects. So going through the entire list and rotate around the Z axis
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// through the enter of aOutRect's (Steiner's theorem), so RotateZ
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RotateScene (rRef, nAngle, sn, cs); // Rotates the scene
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|
double fWinkelInRad = nAngle/100.0 * F_PI180;
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basegfx::B3DHomMatrix aRotation;
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aRotation.rotate(0.0, 0.0, fWinkelInRad);
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NbcSetTransform(aRotation * GetTransform());
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SetRectsDirty(); // This forces a recalculation of all BoundRects
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NbcRotateGluePoints(rRef,nAngle,sn,cs); // Rotate the glue points (who still
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|
// have coordinates relative to the
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// original page)
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|
SetGlueReallyAbsolute(false); // from now they are again relative to BoundRect (that is defined as aOutRect)
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|
SetRectsDirty();
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|
}
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|
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void E3dScene::RecalcSnapRect()
|
|
{
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|
E3dScene* pScene = GetScene();
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|
|
|
if(pScene == this)
|
|
{
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|
// The Scene is used as a 2D-Objekt, take the SnapRect from the
|
|
// 2D Display settings
|
|
Camera3D& rCam = (Camera3D&)pScene->GetCamera();
|
|
maSnapRect = rCam.GetDeviceWindow();
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|
}
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else
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|
{
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|
// The Scene itself is a member of another scene, get the SnapRect
|
|
// as a composite object
|
|
E3dObject::RecalcSnapRect();
|
|
}
|
|
}
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|
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|
bool E3dScene::IsBreakObjPossible()
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|
{
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|
// Break scene, if all members are able to break
|
|
SdrObjListIter a3DIterator(maSubList, IM_DEEPWITHGROUPS);
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|
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|
while ( a3DIterator.IsMore() )
|
|
{
|
|
E3dObject* pObj = static_cast<E3dObject*>(a3DIterator.Next());
|
|
DBG_ASSERT(pObj->ISA(E3dObject), "only 3D objects are allowed in scenes!");
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|
if(!pObj->IsBreakObjPossible())
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|
return false;
|
|
}
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|
return true;
|
|
}
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|
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|
basegfx::B2DPolyPolygon E3dScene::TakeCreatePoly(const SdrDragStat& /*rDrag*/) const
|
|
{
|
|
return TakeXorPoly();
|
|
}
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|
|
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bool E3dScene::BegCreate(SdrDragStat& rStat)
|
|
{
|
|
rStat.SetOrtho4Possible();
|
|
Rectangle aRect1(rStat.GetStart(), rStat.GetNow());
|
|
aRect1.Justify();
|
|
rStat.SetActionRect(aRect1);
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|
NbcSetSnapRect(aRect1);
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|
return true;
|
|
}
|
|
|
|
bool E3dScene::MovCreate(SdrDragStat& rStat)
|
|
{
|
|
Rectangle aRect1;
|
|
rStat.TakeCreateRect(aRect1);
|
|
aRect1.Justify();
|
|
rStat.SetActionRect(aRect1);
|
|
NbcSetSnapRect(aRect1);
|
|
SetBoundRectDirty();
|
|
bSnapRectDirty=true;
|
|
return true;
|
|
}
|
|
|
|
bool E3dScene::EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd)
|
|
{
|
|
Rectangle aRect1;
|
|
rStat.TakeCreateRect(aRect1);
|
|
aRect1.Justify();
|
|
NbcSetSnapRect(aRect1);
|
|
SetRectsDirty();
|
|
return (eCmd==SDRCREATE_FORCEEND || rStat.GetPointAnz()>=2);
|
|
}
|
|
|
|
bool E3dScene::BckCreate(SdrDragStat& /*rStat*/)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
void E3dScene::BrkCreate(SdrDragStat& /*rStat*/)
|
|
{
|
|
}
|
|
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
|