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libreoffice/svx/source/engine3d/scene3d.cxx

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/*************************************************************************
*
* $RCSfile: scene3d.cxx,v $
*
* $Revision: 1.15 $
*
* last change: $Author: cl $ $Date: 2002-04-08 10:27:24 $
*
* 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): _______________________________________
*
*
************************************************************************/
#define ITEMID_COLOR SID_ATTR_3D_LIGHTCOLOR
#include "svdstr.hrc"
#include "svdglob.hxx"
#ifndef _SVDITER_HXX
#include "svditer.hxx"
#endif
#ifndef _SVDIO_HXX
#include "svdio.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 _E3D_PLIGHT3D_HXX
#include "plight3d.hxx"
#endif
#ifndef _E3D_DLIGHT3D_HXX
#include "dlight3d.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
#define ITEMVALUE(ItemSet,Id,Cast) ((const Cast&)(ItemSet).Get(Id)).GetValue()
TYPEINIT1(E3dScene, E3dObject);
/*************************************************************************
|*
|* E3dScene-Konstruktor
|*
\************************************************************************/
E3dScene::E3dScene()
: E3dObject(),
aCamera(Vector3D(0,0,4), Vector3D()),
bDoubleBuffered(FALSE),
bClipping(FALSE),
nSaveStatus (0),
nRestStatus (0),
bFitInSnapRect(TRUE),
aPaintTime(),
nDisplayQuality(255),
bDrawOnlySelected(FALSE)
{
// Defaults setzen
E3dDefaultAttributes aDefault;
SetDefaultAttributes(aDefault);
}
E3dScene::E3dScene(E3dDefaultAttributes& rDefault)
: E3dObject(),
aCamera(Vector3D(0,0,4), Vector3D()),
bDoubleBuffered(FALSE),
bClipping(FALSE),
nSaveStatus (0),
nRestStatus (0),
bFitInSnapRect(TRUE),
aPaintTime(),
nDisplayQuality(255),
bDrawOnlySelected(FALSE)
{
// 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);
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);
nSortingMode = E3D_SORT_FAST_SORTING | E3D_SORT_IN_PARENTS | E3D_SORT_TEST_LENGTH;
// set defaults for Camera from ItemPool
aCamera.SetProjection(GetPerspective());
Vector3D aActualPosition = aCamera.GetPosition();
double fNew = GetDistance();
if(fabs(fNew - aActualPosition.Z()) > 1.0)
aCamera.SetPosition( Vector3D( aActualPosition.X(), aActualPosition.Y(), fNew) );
fNew = GetFocalLength() / 100.0;
aCamera.SetFocalLength(fNew);
}
/*************************************************************************
|*
|* Destruktor
|*
\************************************************************************/
E3dScene::~E3dScene()
{
}
/*************************************************************************
|*
|* 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->GetItemSet();
// Flaechenattribut testen
UINT16 nFillTrans = ((const XFillTransparenceItem&)(rSet.Get(XATTR_FILLTRANSPARENCE))).GetValue();
if(nFillTrans != 0)
bRetval = TRUE;
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;
}
}
}
}
return bRetval;
}
/*************************************************************************
|*
|* Identifier zurueckgeben
|*
\************************************************************************/
UINT16 E3dScene::GetObjIdentifier() const
{
return E3D_SCENE_ID;
}
/*************************************************************************
|*
|* Anzahl der Handles zurueckgeben
|*
\************************************************************************/
USHORT E3dScene::GetHdlCount() const
{
// 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);
}
/*************************************************************************
|*
|* 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;
ImpSetSceneItemsFromCamera();
SetRectsDirty();
// Neue Kamera aus alter fuellen
Camera3D& rCam = (Camera3D&)GetCamera();
// Ratio abschalten
if(rCam.GetAspectMapping() == AS_NO_MAPPING)
GetCameraSet().SetRatio(0.0);
// Abbildungsgeometrie setzen
Vector3D aVRP = rCam.GetViewPoint();
Vector3D aVPN = aVRP - rCam.GetVRP();
Vector3D 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().SetOrientation(aVRP, aVPN, aVUV);
GetCameraSet().SetViewportValues(aVRP, aVPN, aVUV);
// 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();
}
}
/*************************************************************************
|*
|* 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);
}
}
}
}
/*************************************************************************
|*
|* Parent ueber Aenderung eines Childs informieren
|*
\************************************************************************/
void E3dScene::StructureChanged(const E3dObject* p3DObj)
{
E3dObject::StructureChanged(p3DObj);
SetRectsDirty();
}
/*************************************************************************
|*
|* 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
|*
\************************************************************************/
Volume3D E3dScene::FitInSnapRect()
{
// Alter Kram
Matrix4D aFullTrans = GetFullTransform();
aCamera.FitViewToVolume(GetBoundVolume(), aFullTrans);
// Neuer Kram
// Maximas holen in Augkoordinaten zwecks Z-Werten
Volume3D aNewVol;
Vector3D aTfVec;
Vol3DPointIterator aIter(GetBoundVolume());
GetCameraSet().SetObjectTrans(aFullTrans);
while ( aIter.Next(aTfVec) )
{
aTfVec = GetCameraSet().ObjectToEyeCoor(aTfVec);
aNewVol.Union(aTfVec);
}
// ... und merken
double fZMin = -aNewVol.MaxVec().Z();
double fZMax = -aNewVol.MinVec().Z();
// Jetzt XY-Werte projizieren auf Projektionsflaeche
// in Device-Koordinaten
Matrix4D aWorldToDevice = GetCameraSet().GetOrientation();
if(aCamera.GetProjection() == PR_PERSPECTIVE)
aWorldToDevice.Frustum(-1.0, 1.0, -1.0, 1.0, fZMin, fZMax);
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.Union(aTfVec);
}
// Labels behandeln
ULONG nLabelCnt = aLabelList.Count();
if ( nLabelCnt > 0 )
{
// Vorlaeufige Projektion bestimmen und Transformation in
// ViewKoordinaten bestimmen
Matrix4D aMatWorldToView = GetCameraSet().GetOrientation();
if(aCamera.GetProjection() == PR_PERSPECTIVE)
aMatWorldToView.Frustum(aNewVol.MinVec().X(), aNewVol.MaxVec().X(),
aNewVol.MinVec().Y(), aNewVol.MaxVec().Y(), fZMin, fZMax);
else
aMatWorldToView.Ortho(aNewVol.MinVec().X(), aNewVol.MaxVec().X(),
aNewVol.MinVec().Y(), aNewVol.MaxVec().Y(), fZMin, fZMax);
// Logische Abmessungen der Szene holen
Rectangle aSceneRect = GetSnapRect();
// Matrix DeviceToView aufbauen
Vector3D aTranslate, aScale;
aTranslate[0] = (double)aSceneRect.Left() + (aSceneRect.GetWidth() / 2.0);
aTranslate[1] = (double)aSceneRect.Top() + (aSceneRect.GetHeight() / 2.0);
aTranslate[2] = ZBUFFER_DEPTH_RANGE / 2.0;
// Skalierung
aScale[0] = (aSceneRect.GetWidth() - 1) / 2.0;
aScale[1] = (aSceneRect.GetHeight() - 1) / -2.0;
aScale[2] = ZBUFFER_DEPTH_RANGE / 2.0;
aMatWorldToView.Scale(aScale);
aMatWorldToView.Translate(aTranslate);
// Inverse Matrix ViewToDevice aufbauen
Matrix4D aMatViewToWorld(aMatWorldToView);
aMatViewToWorld.Invert();
for (ULONG 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
Matrix4D aObjTrans = p3DObj->GetFullTransform();
Vector3D aObjPos = aObjTrans * p3DObj->GetPosition();
// View-Position des Objektes feststellen
// nach ViewKoordinaten
aObjPos *= aMatWorldToView;
// Relative Position des Labels in View-Koordinaten
Vector3D aRelPosOne(pObj->GetRelativePos(), aObjPos.Z());
aRelPosOne.X() += aObjPos.X();
aRelPosOne.Y() += aObjPos.Y();
Vector3D aRelPosTwo(aRelPosOne);
aRelPosTwo.X() += rObjRect.GetWidth();
aRelPosTwo.Y() += rObjRect.GetHeight();
// Jetzt Eckpunkte in DeviceKoordinaten bestimmen und
// den Abmessungen hinzufuegen
aRelPosOne *= aMatViewToWorld;
aRelPosOne *= aWorldToDevice;
aNewVol.Union(aRelPosOne);
aRelPosTwo *= aMatViewToWorld;
aRelPosTwo *= aWorldToDevice;
aNewVol.Union(aRelPosTwo);
}
}
// Z-Werte eintragen
aNewVol.MinVec().Z() = fZMin;
aNewVol.MaxVec().Z() = fZMax;
// 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
Matrix4D mTransform = GetFullTransform();
rSet.SetObjectTrans(mTransform);
// 3D Ausgabe vorbereiten, Maximas holen in DeviceKoordinaten
Volume3D aVolume = FitInSnapRect();
// Maximas fuer Abbildung verwenden
rSet.SetDeviceVolume(aVolume, FALSE);
rSet.SetViewportRectangle(aBound);
}
/*************************************************************************
|*
|* sichern mit neuer Methode und zukunftskompatibilitaet
|* Die Zahl 3560 ist die Major-Update-Nummer * 10 zu der die Umstellung
|* erfolgte. Dies ist leider das korrekte Verhalten, die 3d-Engine hat keine
|* eigene Versionsnummer sondern ist an die der Drawing-Engine gekoppelt.
|* Probleme gibt es immer dann wenn einen neue Version ein altes Format
|* schreiben soll: Hier wird von der Drawing-Engine trotzdem die neue Nummer
|* verwendet.
|*
\************************************************************************/
void E3dScene::WriteData(SvStream& rOut) const
{
#ifndef SVX_LIGHT
long nVersion = rOut.GetVersion(); // Build_Nr * 10 z.B. 3810
if(nVersion < 3830)
{
// Hier die Lichtobjekte erzeugen, um im alten Format schreiben zu koennen
((E3dScene*)(this))->CreateLightObjectsFromLightGroup();
}
// Schreiben
E3dObject::WriteData(rOut);
if(nVersion < 3830)
{
// Lichtobjekte wieder wegnehmen
((E3dScene*)(this))->RemoveLightObjects();
}
else
{
#ifdef E3D_STREAMING
SdrDownCompat aCompat(rOut, STREAM_WRITE);
#ifdef DBG_UTIL
aCompat.SetID("B3dLightGroup");
#endif
// LightGroup schreiben
aLightGroup.WriteData(rOut);
#endif
}
#ifdef E3D_STREAMING
SdrDownCompat aCompat(rOut, STREAM_WRITE);
#ifdef DBG_UTIL
aCompat.SetID("E3dScene");
#endif
DBG_ASSERT (rOut.GetVersion(),"3d-Engine: Keine Version am Stream gesetzt!");
if (rOut.GetVersion() < 3560) // FG: Das ist der Zeitpunkt der Umstellung
{
rOut << aCamera;
}
if (rOut.GetVersion() >= 3560)
{
aCamera.WriteData(rOut);
}
rOut << BOOL(bDoubleBuffered);
rOut << BOOL(bClipping);
rOut << BOOL(bFitInSnapRect);
rOut << nSortingMode;
// neu ab 377:
Vector3D aPlaneDirection = GetShadowPlaneDirection();
rOut << aPlaneDirection;
// neu ab 383:
rOut << (BOOL)bDither;
// neu ab 384:
sal_uInt16 nShadeMode = GetShadeMode();
if(nShadeMode == 0)
rOut << (sal_uInt16)Base3DFlat;
else if(nShadeMode == 1)
rOut << (sal_uInt16)Base3DPhong;
else
rOut << (sal_uInt16)Base3DSmooth;
rOut << (BOOL)(nShadeMode > 2);
#endif
#endif // #ifndef SVX_LIGHT
}
/*************************************************************************
|*
|* laden
|*
\************************************************************************/
void E3dScene::ReadData(const SdrObjIOHeader& rHead, SvStream& rIn)
{
if (ImpCheckSubRecords (rHead, rIn))
{
E3dObject::ReadData(rHead, rIn);
if(CountNumberOfLights())
{
// An dieser Stelle die gelesenen Lampen ausmerzen
// und in die neue Struktur ueberfuehren
FillLightGroup();
RemoveLightObjects();
}
long nVersion = rIn.GetVersion(); // Build_Nr * 10 z.B. 3810
if(nVersion >= 3830)
{
SdrDownCompat aCompat(rIn, STREAM_READ);
#ifdef DBG_UTIL
aCompat.SetID("B3dLightGroup");
#endif
if(aCompat.GetBytesLeft())
{
// LightGroup lesen
aLightGroup.ReadData(rIn);
}
}
SdrDownCompat aCompat(rIn, STREAM_READ);
#ifdef DBG_UTIL
aCompat.SetID("E3dScene");
#endif
BOOL bTmp;
DBG_ASSERT (rIn.GetVersion(),"3d-Engine: Keine Version am Stream gesetzt!");
if ((rIn.GetVersion() < 3560) || (rHead.GetVersion() <= 12))
{
rIn >> aCamera;
}
if ((rIn.GetVersion() >= 3560) && (rHead.GetVersion() >= 13))
{
aCamera.ReadData(rHead, rIn);
}
// Neue Kamera aus alter fuellen
Camera3D& rCam = (Camera3D&)GetCamera();
// Ratio abschalten
if(rCam.GetAspectMapping() == AS_NO_MAPPING)
GetCameraSet().SetRatio(0.0);
// Abbildungsgeometrie setzen
Vector3D aVRP = rCam.GetViewPoint();
Vector3D aVPN = aVRP - rCam.GetVRP();
Vector3D aVUV = rCam.GetVUV();
GetCameraSet().SetOrientation(aVRP, aVPN, aVUV);
// Perspektive setzen
GetCameraSet().SetPerspective(rCam.GetProjection() == PR_PERSPECTIVE);
GetCameraSet().SetViewportRectangle((Rectangle&)rCam.GetDeviceWindow());
rIn >> bTmp; bDoubleBuffered = bTmp;
rIn >> bTmp; bClipping = bTmp;
rIn >> bTmp; bFitInSnapRect = bTmp;
if (aCompat.GetBytesLeft() >= sizeof(UINT32))
{
rIn >> nSortingMode;
}
// neu ab 377:
if (aCompat.GetBytesLeft() >= sizeof(Vector3D))
{
Vector3D aShadowVec;
rIn >> aShadowVec;
SetShadowPlaneDirection(aShadowVec);
}
// neu ab 383:
if (aCompat.GetBytesLeft() >= sizeof(BOOL))
{
rIn >> bTmp; bDither = bTmp;
}
// neu ab 384:
if (aCompat.GetBytesLeft() >= sizeof(UINT16))
{
UINT16 nTmp;
rIn >> nTmp;
if(nTmp == (Base3DShadeModel)Base3DFlat)
mpObjectItemSet->Put(Svx3DShadeModeItem(0));
else if(nTmp == (Base3DShadeModel)Base3DPhong)
mpObjectItemSet->Put(Svx3DShadeModeItem(1));
else
mpObjectItemSet->Put(Svx3DShadeModeItem(2));
}
if (aCompat.GetBytesLeft() >= sizeof(BOOL))
{
rIn >> bTmp;
if(bTmp)
mpObjectItemSet->Put(Svx3DShadeModeItem(3));
}
// SnapRects der Objekte ungueltig
SetRectsDirty();
// Transformationen initialisieren, damit bei RecalcSnapRect()
// richtig gerechnet wird
InitTransformationSet();
RebuildLists();
// set items from combined read objects like lightgroup and camera
ImpSetLightItemsFromLightGroup();
ImpSetSceneItemsFromCamera();
}
}
/*************************************************************************
|*
|* Einpassen der Objekte in umschliessendes Rechteck aus-/einschalten
|*
\************************************************************************/
void E3dScene::FitSnapRectToBoundVol()
{
Vector3D aTfVec;
Volume3D aFitVol;
SetBoundVolInvalid();
Matrix4D aTransform = GetFullTransform() * aCamera.GetViewTransform();
Vol3DPointIterator aIter(GetBoundVolume(), &aTransform);
Rectangle aRect;
while ( aIter.Next(aTfVec) )
{
aCamera.DoProjection(aTfVec);
aFitVol.Union(aTfVec);
Vector3D aZwi = aCamera.MapToDevice(aTfVec);
Point aP((long)aZwi.X(), (long)aZwi.Y());
aRect.Union(Rectangle(aP, aP));
}
aCamera.SetViewWindow(aFitVol.MinVec().X(), aFitVol.MinVec().Y(),
aFitVol.GetWidth(), aFitVol.GetHeight());
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();
}
/*************************************************************************
|*
|* Falls die Geometrie einer Szene sich ausgedehnt/vermindert hat,
|* muss das Volume und das SnapRect angepasst werden
|*
\************************************************************************/
void E3dScene::CorrectSceneDimensions()
{
// SnapRects der Objekte ungueltig
SetRectsDirty();
// SnapRect anpassen, invalidiert auch die SnapRects
// der enthaltenen Objekte
FitSnapRectToBoundVol();
// Neues BoundVolume der Kamera holen
Volume3D aVolume = FitInSnapRect();
// 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();
}
/*************************************************************************
|*
|* 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;
nSortingMode = r3DObj.nSortingMode;
// neu ab 377:
aCameraSet = r3DObj.aCameraSet;
ImpSetSceneItemsFromCamera();
// neu ab 383:
aLightGroup = r3DObj.aLightGroup;
ImpSetLightItemsFromLightGroup();
bDither = r3DObj.bDither;
bBoundVolValid = FALSE;
RebuildLists();
SetRectsDirty();
}
/*************************************************************************
|*
|* Licht- und Labelobjektlisten neu aufbauen (nach Laden, Zuweisung)
|*
\************************************************************************/
void E3dScene::RebuildLists()
{
// zuerst loeschen
aLabelList.Clear();
SdrLayerID nLayerID = GetLayer();
SdrObjListIter a3DIterator(*pSub, IM_FLAT);
// dann alle Objekte in der Szene pruefen
while ( a3DIterator.IsMore() )
{
E3dObject* p3DObj = (E3dObject*) a3DIterator.Next();
p3DObj->NbcSetLayer(nLayerID);
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);
}
/*************************************************************************
|*
|* Compounds brauchen Defaults
|*
\************************************************************************/
void E3dScene::ForceDefaultAttr()
{
SdrAttrObj::ForceDefaultAttr();
}
/*************************************************************************
|*
|* Attribute setzen
|*
\************************************************************************/
void E3dScene::NbcSetStyleSheet(SfxStyleSheet* pNewStyleSheet, FASTBOOL bDontRemoveHardAttr)
{
E3dObjList* pOL = pSub;
ULONG nObjCnt = pOL->GetObjCount();
for ( ULONG i = 0; i < nObjCnt; i++ )
pOL->GetObj(i)->NbcSetStyleSheet(pNewStyleSheet, bDontRemoveHardAttr);
StructureChanged(this);
}
/*************************************************************************
|*
|* Attribute abfragen
|*
\************************************************************************/
SfxStyleSheet* E3dScene::GetStyleSheet() const
{
E3dObjList *pOL = pSub;
ULONG nObjCnt = pOL->GetObjCount();
SfxStyleSheet *pRet = 0;
for ( ULONG i = 0; i < nObjCnt; i++ )
{
SfxStyleSheet *pSheet = pOL->GetObj(i)->GetStyleSheet();
if (!pRet)
pRet = pSheet;
else if (pSheet)
{
if(!pSheet->GetName().Equals(pRet->GetName()))
return 0;
}
}
return pRet;
}
/*************************************************************************
|*
\************************************************************************/
void E3dScene::RotateScene (const Point& rRef, long nWink, double sn, double cs)
{
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) { // 90<39>
NewCenter.X() = -Center.Y();
NewCenter.Y() = -Center.X();
} else if (sn==0.0 && cs==-1.0) { // 180<38>
NewCenter.X() = -Center.X();
NewCenter.Y() = -Center.Y();
} else if (sn==-1.0 && cs==0.0) { // 270<37>
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);
}
/*************************************************************************
|*
|* Get the name of the object (plural)
|*
\************************************************************************/
void E3dScene::TakeObjNamePlural(XubString& rName) const
{
rName=ImpGetResStr(STR_ObjNamePluralScene3d);
}
/*************************************************************************
|*
|* Die NbcRotate-Routine <20>berl<72>dt die des SdrObject. Die Idee ist die Scene
|* 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 Fl<46>chen haben aber die Flaechen
// 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();
}
/*************************************************************************
|*
|* Licht-Objekte rauswerfen
|*
\************************************************************************/
void E3dScene::RemoveLightObjects()
{
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->ISA(E3dLight))
{
// Weg damit
Remove3DObj(pObj);
}
}
}
}
/*************************************************************************
|*
|* Licht-Objekte erzeugen, um kompatibel zur 4.0
|* speichern zu koennen
|*
\************************************************************************/
void E3dScene::CreateLightObjectsFromLightGroup()
{
if(aLightGroup.IsLightingEnabled())
{
// Global Ambient Light
const Color& rAmbient = aLightGroup.GetGlobalAmbientLight();
if(rAmbient != Color(COL_BLACK))
Insert3DObj(new E3dLight(Vector3D(), rAmbient, 1.0));
// Andere Lichter
for(UINT16 a=0;a<BASE3D_MAX_NUMBER_LIGHTS;a++)
{
B3dLight& rLight = aLightGroup.GetLightObject((Base3DLightNumber)(Base3DLight0 + a));
if(rLight.IsEnabled())
{
if(rLight.IsDirectionalSource())
{
// erzeuge E3dDistantLight
Insert3DObj(new E3dDistantLight(Vector3D(),
rLight.GetPosition(),
rLight.GetIntensity(Base3DMaterialDiffuse), 1.0));
}
else
{
// erzeuge E3dPointLight
Insert3DObj(new E3dPointLight(rLight.GetPosition(),
rLight.GetIntensity(Base3DMaterialDiffuse), 1.0));
}
}
}
}
}
/*************************************************************************
|*
|* Beleuchtung aus dem alten Beleuchtungsmodell uebernehmen
|*
\************************************************************************/
void E3dScene::FillLightGroup()
{
SdrObjList* pSubList = GetSubList();
BOOL bLampFound = FALSE;
if(pSubList)
{
SdrObjListIter a3DIterator(*pSubList, IM_DEEPWITHGROUPS);
Base3DLightNumber eLight = Base3DLight0;
// AmbientLight aus
aLightGroup.SetGlobalAmbientLight(Color(COL_BLACK));
while ( a3DIterator.IsMore() )
{
E3dObject* pObj = (E3dObject*) a3DIterator.Next();
DBG_ASSERT(pObj->ISA(E3dObject), "AW: In Szenen sind nur 3D-Objekte erlaubt!");
if(pObj->ISA(E3dLight) && eLight <= Base3DLight7)
{
E3dLight* pLight = (E3dLight*)pObj;
bLampFound = TRUE;
// pLight in Base3D Konvention aktivieren
if(pLight->IsOn())
{
if(pLight->ISA(E3dPointLight))
{
// ist ein E3dPointLight
// Position, keine Richtung
B3dColor aCol(pLight->GetColor().GetColor());
aCol *= pLight->GetIntensity();
aLightGroup.SetIntensity(aCol, Base3DMaterialDiffuse, eLight);
aLightGroup.SetIntensity(Color(COL_WHITE), Base3DMaterialSpecular, eLight);
Vector3D aPos = pLight->GetPosition();
aLightGroup.SetPosition(aPos, eLight);
// Lichtquelle einschalten
aLightGroup.Enable(TRUE, eLight);
// Naechstes Licht in Base3D
eLight = (Base3DLightNumber)(eLight + 1);
}
else if(pLight->ISA(E3dDistantLight))
{
// ist ein E3dDistantLight
// Richtung, keine Position
B3dColor aCol(pLight->GetColor().GetColor());
aCol *= pLight->GetIntensity();
aLightGroup.SetIntensity(aCol, Base3DMaterialDiffuse, eLight);
aLightGroup.SetIntensity(Color(COL_WHITE), Base3DMaterialSpecular, eLight);
Vector3D aDir = ((E3dDistantLight *)pLight)->GetDirection();
aLightGroup.SetDirection(aDir, eLight);
// Lichtquelle einschalten
aLightGroup.Enable(TRUE, eLight);
// Naechstes Licht in Base3D
eLight = (Base3DLightNumber)(eLight + 1);
}
else
{
// nur ein E3dLight, gibt ein
// ambientes licht, auf globales aufaddieren
B3dColor aCol(pLight->GetColor().GetColor());
aCol *= pLight->GetIntensity();
aCol += (B3dColor &)aLightGroup.GetGlobalAmbientLight();
aLightGroup.SetGlobalAmbientLight(aCol);
}
}
}
}
// Alle anderen Lichter ausschalten
while(eLight <= Base3DLight7)
{
aLightGroup.Enable(FALSE, eLight);
eLight = (Base3DLightNumber)(eLight + 1);
}
}
// Beleuchtung einschalten, falls Lampen vorhanden
aLightGroup.EnableLighting(bLampFound);
}
/*************************************************************************
|*
|* Lichter zaehlen
|*
\************************************************************************/
UINT16 E3dScene::CountNumberOfLights()
{
UINT16 nNumLights = 0;
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->ISA(E3dLight))
{
// Zaehlen...
nNumLights++;
}
}
}
return nNumLights;
}
/*************************************************************************
|*
|* 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();
}
else
{
// Szene ist selbst Mitglied einer anderen Szene, hole das
// SnapRect als zusammengesetztes Objekt
E3dObject::RecalcSnapRect();
}
}
/*************************************************************************
|*
|* Attribute abfragen
|*
\************************************************************************/
void E3dScene::ImpSetLightItemsFromLightGroup()
{
ImpForceItemSet();
// TwoSidedLighting
mpObjectItemSet->Put(Svx3DTwoSidedLightingItem(aLightGroup.GetModelTwoSide()));
// LightColors
mpObjectItemSet->Put(Svx3DLightcolor1Item(aLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight0)));
mpObjectItemSet->Put(Svx3DLightcolor2Item(aLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight1)));
mpObjectItemSet->Put(Svx3DLightcolor3Item(aLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight2)));
mpObjectItemSet->Put(Svx3DLightcolor4Item(aLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight3)));
mpObjectItemSet->Put(Svx3DLightcolor5Item(aLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight4)));
mpObjectItemSet->Put(Svx3DLightcolor6Item(aLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight5)));
mpObjectItemSet->Put(Svx3DLightcolor7Item(aLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight6)));
mpObjectItemSet->Put(Svx3DLightcolor8Item(aLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight7)));
// AmbientColor
mpObjectItemSet->Put(Svx3DAmbientcolorItem(aLightGroup.GetGlobalAmbientLight()));
// LightOn
mpObjectItemSet->Put(Svx3DLightOnOff1Item(aLightGroup.IsEnabled(Base3DLight0)));
mpObjectItemSet->Put(Svx3DLightOnOff2Item(aLightGroup.IsEnabled(Base3DLight1)));
mpObjectItemSet->Put(Svx3DLightOnOff3Item(aLightGroup.IsEnabled(Base3DLight2)));
mpObjectItemSet->Put(Svx3DLightOnOff4Item(aLightGroup.IsEnabled(Base3DLight3)));
mpObjectItemSet->Put(Svx3DLightOnOff5Item(aLightGroup.IsEnabled(Base3DLight4)));
mpObjectItemSet->Put(Svx3DLightOnOff6Item(aLightGroup.IsEnabled(Base3DLight5)));
mpObjectItemSet->Put(Svx3DLightOnOff7Item(aLightGroup.IsEnabled(Base3DLight6)));
mpObjectItemSet->Put(Svx3DLightOnOff8Item(aLightGroup.IsEnabled(Base3DLight7)));
// LightDirection
mpObjectItemSet->Put(Svx3DLightDirection1Item(aLightGroup.GetDirection( Base3DLight0 )));
mpObjectItemSet->Put(Svx3DLightDirection2Item(aLightGroup.GetDirection( Base3DLight1 )));
mpObjectItemSet->Put(Svx3DLightDirection3Item(aLightGroup.GetDirection( Base3DLight2 )));
mpObjectItemSet->Put(Svx3DLightDirection4Item(aLightGroup.GetDirection( Base3DLight3 )));
mpObjectItemSet->Put(Svx3DLightDirection5Item(aLightGroup.GetDirection( Base3DLight4 )));
mpObjectItemSet->Put(Svx3DLightDirection6Item(aLightGroup.GetDirection( Base3DLight5 )));
mpObjectItemSet->Put(Svx3DLightDirection7Item(aLightGroup.GetDirection( Base3DLight6 )));
mpObjectItemSet->Put(Svx3DLightDirection8Item(aLightGroup.GetDirection( Base3DLight7 )));
}
void E3dScene::ImpSetSceneItemsFromCamera()
{
ImpForceItemSet();
Camera3D aSceneCam (GetCamera());
// ProjectionType
mpObjectItemSet->Put(Svx3DPerspectiveItem((UINT16)aSceneCam.GetProjection()));
// CamPos
mpObjectItemSet->Put(Svx3DDistanceItem((UINT32)(aSceneCam.GetPosition().Z() + 0.5)));
// FocalLength
mpObjectItemSet->Put(Svx3DFocalLengthItem((UINT32)((aSceneCam.GetFocalLength() * 100.0) + 0.5)));
}
//////////////////////////////////////////////////////////////////////////////
// ItemSet access
const SfxItemSet& E3dScene::GetItemSet() const
{
// prepare ItemSet
if(mpObjectItemSet)
{
SfxItemSet aNew(*mpObjectItemSet->GetPool(), SDRATTR_3DSCENE_FIRST, SDRATTR_3DSCENE_LAST);
aNew.Put(*mpObjectItemSet);
mpObjectItemSet->ClearItem();
mpObjectItemSet->Put(aNew);
}
else
((E3dScene*)this)->ImpForceItemSet();
// collect all ItemSets in mpGroupItemSet
sal_uInt32 nCount(pSub->GetObjCount());
for(sal_uInt32 a(0); a < nCount; a++)
{
const SfxItemSet& rSet = pSub->GetObj(a)->GetItemSet();
SfxWhichIter aIter(rSet);
sal_uInt16 nWhich(aIter.FirstWhich());
while(nWhich)
{
if(SFX_ITEM_DONTCARE == rSet.GetItemState(nWhich, FALSE))
mpObjectItemSet->InvalidateItem(nWhich);
else
mpObjectItemSet->MergeValue(rSet.Get(nWhich), TRUE);
nWhich = aIter.NextWhich();
}
}
return *mpObjectItemSet;
}
//////////////////////////////////////////////////////////////////////////////
// private support routines for ItemSet access
void E3dScene::ItemChange(const sal_uInt16 nWhich, const SfxPoolItem* pNewItem)
{
// handle local value change
if(!nWhich || (nWhich >= SDRATTR_3DSCENE_FIRST && nWhich <= SDRATTR_3DSCENE_LAST))
SdrAttrObj::ItemChange(nWhich, pNewItem);
// ItemChange at all contained objects
List aPostItemChangeList;
sal_uInt32 nCount(pSub->GetObjCount());
for(sal_uInt32 a(0); a < nCount; a++)
{
SdrObject* pObj = pSub->GetObj(a);
if(pObj->AllowItemChange(nWhich, pNewItem))
{
pObj->ItemChange(nWhich, pNewItem);
aPostItemChangeList.Insert((void*)pObj, LIST_APPEND);
}
}
for(a = 0; a < aPostItemChangeList.Count(); a++)
{
SdrObject* pObj = (SdrObject*)aPostItemChangeList.GetObject(a);
pObj->PostItemChange(nWhich);
}
}
void E3dScene::PostItemChange(const sal_uInt16 nWhich)
{
// call parent
if(!nWhich || (nWhich >= SDRATTR_3DSCENE_FIRST && nWhich <= SDRATTR_3DSCENE_LAST))
SdrAttrObj::PostItemChange(nWhich);
// local changes
StructureChanged(this);
switch(nWhich)
{
case SDRATTR_3DSCENE_PERSPECTIVE :
case SDRATTR_3DSCENE_DISTANCE :
case SDRATTR_3DSCENE_FOCAL_LENGTH :
{
// #83387#, #83391#
// one common function for the camera attributes
// since SetCamera() sets all three back to the ItemSet
Camera3D aSceneCam(GetCamera());
BOOL bChange(FALSE);
// for SDRATTR_3DSCENE_PERSPECTIVE:
if(aSceneCam.GetProjection() != GetPerspective())
{
aSceneCam.SetProjection(GetPerspective());
bChange = TRUE;
}
// for SDRATTR_3DSCENE_DISTANCE:
Vector3D aActualPosition = aSceneCam.GetPosition();
double fNew = GetDistance();
if(fNew != aActualPosition.Z())
{
aSceneCam.SetPosition( Vector3D( aActualPosition.X(), aActualPosition.Y(), fNew) );
bChange = TRUE;
}
// for SDRATTR_3DSCENE_FOCAL_LENGTH:
fNew = GetFocalLength() / 100.0;
if(aSceneCam.GetFocalLength() != fNew)
{
aSceneCam.SetFocalLength(fNew);
bChange = TRUE;
}
// for all
if(bChange)
SetCamera(aSceneCam);
break;
}
case SDRATTR_3DSCENE_TWO_SIDED_LIGHTING :
{
aLightGroup.SetModelTwoSide(GetTwoSidedLighting());
break;
}
case SDRATTR_3DSCENE_LIGHTCOLOR_1 :
{
aLightGroup.SetIntensity( GetLightColor1(), Base3DMaterialDiffuse, Base3DLight0);
break;
}
case SDRATTR_3DSCENE_LIGHTCOLOR_2 :
{
aLightGroup.SetIntensity( GetLightColor2(), Base3DMaterialDiffuse, Base3DLight1);
break;
}
case SDRATTR_3DSCENE_LIGHTCOLOR_3 :
{
aLightGroup.SetIntensity( GetLightColor3(), Base3DMaterialDiffuse, Base3DLight2);
break;
}
case SDRATTR_3DSCENE_LIGHTCOLOR_4 :
{
aLightGroup.SetIntensity( GetLightColor4(), Base3DMaterialDiffuse, Base3DLight3);
break;
}
case SDRATTR_3DSCENE_LIGHTCOLOR_5 :
{
aLightGroup.SetIntensity( GetLightColor5(), Base3DMaterialDiffuse, Base3DLight4);
break;
}
case SDRATTR_3DSCENE_LIGHTCOLOR_6 :
{
aLightGroup.SetIntensity( GetLightColor6(), Base3DMaterialDiffuse, Base3DLight5);
break;
}
case SDRATTR_3DSCENE_LIGHTCOLOR_7 :
{
aLightGroup.SetIntensity( GetLightColor7(), Base3DMaterialDiffuse, Base3DLight6);
break;
}
case SDRATTR_3DSCENE_LIGHTCOLOR_8 :
{
aLightGroup.SetIntensity( GetLightColor8(), Base3DMaterialDiffuse, Base3DLight7);
break;
}
case SDRATTR_3DSCENE_AMBIENTCOLOR :
{
aLightGroup.SetGlobalAmbientLight(GetGlobalAmbientColor());
break;
}
case SDRATTR_3DSCENE_LIGHTON_1 :
{
aLightGroup.Enable( GetLightOnOff1(), Base3DLight0);
break;
}
case SDRATTR_3DSCENE_LIGHTON_2 :
{
aLightGroup.Enable( GetLightOnOff2(), Base3DLight1);
break;
}
case SDRATTR_3DSCENE_LIGHTON_3 :
{
aLightGroup.Enable( GetLightOnOff3(), Base3DLight2);
break;
}
case SDRATTR_3DSCENE_LIGHTON_4 :
{
aLightGroup.Enable( GetLightOnOff4(), Base3DLight3);
break;
}
case SDRATTR_3DSCENE_LIGHTON_5 :
{
aLightGroup.Enable( GetLightOnOff5(), Base3DLight4);
break;
}
case SDRATTR_3DSCENE_LIGHTON_6 :
{
aLightGroup.Enable( GetLightOnOff6(), Base3DLight5);
break;
}
case SDRATTR_3DSCENE_LIGHTON_7 :
{
aLightGroup.Enable( GetLightOnOff7(), Base3DLight6);
break;
}
case SDRATTR_3DSCENE_LIGHTON_8 :
{
aLightGroup.Enable( GetLightOnOff8(), Base3DLight7);
break;
}
case SDRATTR_3DSCENE_LIGHTDIRECTION_1 :
{
aLightGroup.SetDirection( GetLightDirection1(), Base3DLight0);
break;
}
case SDRATTR_3DSCENE_LIGHTDIRECTION_2 :
{
aLightGroup.SetDirection( GetLightDirection2(), Base3DLight1);
break;
}
case SDRATTR_3DSCENE_LIGHTDIRECTION_3 :
{
aLightGroup.SetDirection( GetLightDirection3(), Base3DLight2);
break;
}
case SDRATTR_3DSCENE_LIGHTDIRECTION_4 :
{
aLightGroup.SetDirection( GetLightDirection4(), Base3DLight3);
break;
}
case SDRATTR_3DSCENE_LIGHTDIRECTION_5 :
{
aLightGroup.SetDirection( GetLightDirection5(), Base3DLight4);
break;
}
case SDRATTR_3DSCENE_LIGHTDIRECTION_6 :
{
aLightGroup.SetDirection( GetLightDirection6(), Base3DLight5);
break;
}
case SDRATTR_3DSCENE_LIGHTDIRECTION_7 :
{
aLightGroup.SetDirection( GetLightDirection7(), Base3DLight6);
break;
}
case SDRATTR_3DSCENE_LIGHTDIRECTION_8 :
{
aLightGroup.SetDirection( GetLightDirection8(), Base3DLight7);
break;
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// ItemSet was changed, maybe user wants to react
void E3dScene::ItemSetChanged( const SfxItemSet& rSet )
{
// call parent
E3dObject::ItemSetChanged( rSet );
// set at all contained objects
sal_uInt32 nCount(pSub->GetObjCount());
for(sal_uInt32 a(0); a < nCount; a++)
pSub->GetObj(a)->ItemSetChanged( rSet );
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// pre- and postprocessing for objects for saving
void E3dScene::PreSave()
{
// call parent
E3dObject::PreSave();
// set at all contained objects
sal_uInt32 nCount(pSub->GetObjCount());
for(sal_uInt32 a(0); a < nCount; a++)
pSub->GetObj(a)->PreSave();
}
void E3dScene::PostSave()
{
// call parent
E3dObject::PostSave();
// set at all contained objects
sal_uInt32 nCount(pSub->GetObjCount());
for(sal_uInt32 a(0); a < nCount; a++)
pSub->GetObj(a)->PostSave();
}
/*************************************************************************
|*
|* 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;
}
/*************************************************************************
|*
|* ItemPool fuer dieses Objekt wechseln
|*
\************************************************************************/
void E3dScene::MigrateItemPool(SfxItemPool* pSrcPool, SfxItemPool* pDestPool, SdrModel* pNewModel )
{
if(pSrcPool && pDestPool && (pSrcPool != pDestPool))
{
// call parent
E3dObject::MigrateItemPool(pSrcPool, pDestPool, pNewModel);
// own reaction, but only with outmost scene
SdrObjList* pSubList = GetSubList();
if(pSubList && GetScene() == this)
{
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!");
pObj->MigrateItemPool(pSrcPool, pDestPool, pNewModel);
}
}
}
}
Vector3D E3dScene::GetShadowPlaneDirection() const
{
double fWink = (double)GetShadowSlant() * F_PI180;
Vector3D aShadowPlaneDir(0.0, sin(fWink), cos(fWink));
aShadowPlaneDir.Normalize();
return aShadowPlaneDir;
}
void E3dScene::SetShadowPlaneDirection(const Vector3D& rVec)
{
UINT16 nSceneShadowSlant = (UINT16)((atan2(rVec.Y(), rVec.Z()) / F_PI180) + 0.5);
ImpForceItemSet();
mpObjectItemSet->Put(Svx3DShadowSlantItem(nSceneShadowSlant));
}
// EOF