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libreoffice/svx/source/engine3d/scene3d.cxx

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/*************************************************************************
*
* $RCSfile: scene3d.cxx,v $
*
* $Revision: 1.5 $
*
* last change: $Author: aw $ $Date: 2000-12-04 16:43:42 $
*
* 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
#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
//-/ aLightGroup = rDefault.GetDefaultLightGroup();
// 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);
//-/ aShadowPlaneDirection = rDefault.GetDefaultShadowPlaneDirection();
//-/ eShadeModel = rDefault.GetDefaultShadeModel();
bDither = rDefault.GetDefaultDither();
//-/ bForceDraftShadeModel = rDefault.GetDefaultForceDraftShadeModel();
// 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);
// Schattenebene normalisieren
//-/ aShadowPlaneDirection.Normalize();
}
/*************************************************************************
|*
|* 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))
{
// Flaechenattribut testen
//-/ const XFillAttrSetItem* pFillAttr = ((E3dCompoundObject*)pObj)->GetFillAttr();
//-/ if ( pFillAttr)
//-/ {
//-/ const SfxItemSet& rSet = pFillAttr->GetItemSet();
UINT16 nFillTrans = ITEMVALUE( pObj->GetItemSet(), XATTR_FILLTRANSPARENCE, XFillTransparenceItem);
if(nFillTrans)
bRetval = TRUE;
//-/ }
if(!bRetval)
{
// Linienattribut testen
UINT16 nLineTransparence = ITEMVALUE( pObj->GetItemSet(), XATTR_LINETRANSPARENCE, XLineTransparenceItem );
if(nLineTransparence)
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();
GetCameraSet().SetOrientation(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
{
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:
//-/ rOut << aShadowPlaneDirection;
Vector3D aPlaneDirection = GetShadowPlaneDirection();
rOut << aPlaneDirection;
// neu ab 383:
rOut << (BOOL)bDither;
// neu ab 384:
//-/ rOut << (UINT16)eShadeModel;
//-/ rOut << (BOOL)bForceDraftShadeModel;
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
}
/*************************************************************************
|*
|* 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))
{
//-/ rIn >> aShadowPlaneDirection;
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;
//-/ eShadeModel = (Base3DShadeModel)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;
//-/ bForceDraftShadeModel = 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:
//-/ aShadowPlaneDirection = r3DObj.aShadowPlaneDirection;
aCameraSet = r3DObj.aCameraSet;
ImpSetSceneItemsFromCamera();
// neu ab 383:
aLightGroup = r3DObj.aLightGroup;
ImpSetLightItemsFromLightGroup();
//-/ eShadeModel = r3DObj.eShadeModel;
bDither = r3DObj.bDither;
//-/ bForceDraftShadeModel = r3DObj.bForceDraftShadeModel;
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 setzen
|*
\************************************************************************/
//-/void E3dScene::Distribute3DAttributes(const SfxItemSet& rAttr)
//-/{
//-/ // call parent
//-/ E3dObject::Distribute3DAttributes(rAttr);
//-/
//-/ const SfxPoolItem* pPoolItem = NULL;
//-/ B3dLightGroup& rLightGroup = GetLightGroup();
//-/ Camera3D aSceneCam (GetCamera());
//-/ BOOL bSceneCamChanged = FALSE;
//-/
//-/ // ProjectionType
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_PERSPECTIVE, FALSE, &pPoolItem))
//-/ {
//-/ ProjectionType eNew = (ProjectionType)((const SfxUInt16Item*)pPoolItem)->GetValue();
//-/ if(eNew != aSceneCam.GetProjection())
//-/ {
//-/ aSceneCam.SetProjection( eNew );
//-/ bSceneCamChanged = TRUE;
//-/ }
//-/ }
//-/
//-/ // CamPos
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_DISTANCE, FALSE, &pPoolItem))
//-/ {
//-/ Vector3D aActualPosition = aSceneCam.GetPosition();
//-/ double fNew = (double)((const SfxUInt32Item*)pPoolItem)->GetValue();
//-/ if(fabs(fNew - aActualPosition.Z()) > 1.0)
//-/ {
//-/ aSceneCam.SetPosition( Vector3D( aActualPosition.X(), aActualPosition.Y(), fNew) );
//-/ bSceneCamChanged = TRUE;
//-/ }
//-/ }
//-/
//-/ // FocalLength
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_FOCAL_LENGTH, FALSE, &pPoolItem))
//-/ {
//-/ double fNew = (double)((const SfxUInt32Item*)pPoolItem)->GetValue() / 100.0;
//-/ if(fNew != aSceneCam.GetFocalLength())
//-/ {
//-/ aSceneCam.SetFocalLength( fNew);
//-/ bSceneCamChanged = TRUE;
//-/ }
//-/ }
//-/
//-/ // TwoSidedLighting
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_TWO_SIDED_LIGHTING, FALSE, &pPoolItem))
//-/ {
//-/ BOOL bNew = ((const SfxBoolItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetModelTwoSide( bNew );
//-/ }
//-/
//-/ // LightColors
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_1, FALSE, &pPoolItem))
//-/ {
//-/ Color aNew = ((const SvxColorItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetIntensity( aNew, Base3DMaterialDiffuse, Base3DLight0);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_2, FALSE, &pPoolItem))
//-/ {
//-/ Color aNew = ((const SvxColorItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetIntensity( aNew, Base3DMaterialDiffuse, Base3DLight1);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_3, FALSE, &pPoolItem))
//-/ {
//-/ Color aNew = ((const SvxColorItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetIntensity( aNew, Base3DMaterialDiffuse, Base3DLight2);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_4, FALSE, &pPoolItem))
//-/ {
//-/ Color aNew = ((const SvxColorItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetIntensity( aNew, Base3DMaterialDiffuse, Base3DLight3);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_5, FALSE, &pPoolItem))
//-/ {
//-/ Color aNew = ((const SvxColorItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetIntensity( aNew, Base3DMaterialDiffuse, Base3DLight4);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_6, FALSE, &pPoolItem))
//-/ {
//-/ Color aNew = ((const SvxColorItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetIntensity( aNew, Base3DMaterialDiffuse, Base3DLight5);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_7, FALSE, &pPoolItem))
//-/ {
//-/ Color aNew = ((const SvxColorItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetIntensity( aNew, Base3DMaterialDiffuse, Base3DLight6);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_8, FALSE, &pPoolItem))
//-/ {
//-/ Color aNew = ((const SvxColorItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetIntensity( aNew, Base3DMaterialDiffuse, Base3DLight7);
//-/ }
//-/
//-/ // AmbientColor
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_AMBIENTCOLOR, FALSE, &pPoolItem))
//-/ {
//-/ Color aNew = ((const SvxColorItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetGlobalAmbientLight( aNew );
//-/ }
//-/
//-/ // LightOn
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTON_1, FALSE, &pPoolItem))
//-/ {
//-/ BOOL bNew = ((const SfxBoolItem*)pPoolItem)->GetValue();
//-/ rLightGroup.Enable( bNew, Base3DLight0);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTON_2, FALSE, &pPoolItem))
//-/ {
//-/ BOOL bNew = ((const SfxBoolItem*)pPoolItem)->GetValue();
//-/ rLightGroup.Enable( bNew, Base3DLight1);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTON_3, FALSE, &pPoolItem))
//-/ {
//-/ BOOL bNew = ((const SfxBoolItem*)pPoolItem)->GetValue();
//-/ rLightGroup.Enable( bNew, Base3DLight2);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTON_4, FALSE, &pPoolItem))
//-/ {
//-/ BOOL bNew = ((const SfxBoolItem*)pPoolItem)->GetValue();
//-/ rLightGroup.Enable( bNew, Base3DLight3);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTON_5, FALSE, &pPoolItem))
//-/ {
//-/ BOOL bNew = ((const SfxBoolItem*)pPoolItem)->GetValue();
//-/ rLightGroup.Enable( bNew, Base3DLight4);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTON_6, FALSE, &pPoolItem))
//-/ {
//-/ BOOL bNew = ((const SfxBoolItem*)pPoolItem)->GetValue();
//-/ rLightGroup.Enable( bNew, Base3DLight5);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTON_7, FALSE, &pPoolItem))
//-/ {
//-/ BOOL bNew = ((const SfxBoolItem*)pPoolItem)->GetValue();
//-/ rLightGroup.Enable( bNew, Base3DLight6);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTON_8, FALSE, &pPoolItem))
//-/ {
//-/ BOOL bNew = ((const SfxBoolItem*)pPoolItem)->GetValue();
//-/ rLightGroup.Enable( bNew, Base3DLight7);
//-/ }
//-/
//-/ // LightDirection
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_1, FALSE, &pPoolItem))
//-/ {
//-/ Vector3D aNew = ((const SvxVector3DItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetDirection( aNew, Base3DLight0);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_2, FALSE, &pPoolItem))
//-/ {
//-/ Vector3D aNew = ((const SvxVector3DItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetDirection( aNew, Base3DLight1);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_3, FALSE, &pPoolItem))
//-/ {
//-/ Vector3D aNew = ((const SvxVector3DItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetDirection( aNew, Base3DLight2);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_4, FALSE, &pPoolItem))
//-/ {
//-/ Vector3D aNew = ((const SvxVector3DItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetDirection( aNew, Base3DLight3);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_5, FALSE, &pPoolItem))
//-/ {
//-/ Vector3D aNew = ((const SvxVector3DItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetDirection( aNew, Base3DLight4);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_6, FALSE, &pPoolItem))
//-/ {
//-/ Vector3D aNew = ((const SvxVector3DItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetDirection( aNew, Base3DLight5);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_7, FALSE, &pPoolItem))
//-/ {
//-/ Vector3D aNew = ((const SvxVector3DItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetDirection( aNew, Base3DLight6);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_8, FALSE, &pPoolItem))
//-/ {
//-/ Vector3D aNew = ((const SvxVector3DItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetDirection( aNew, Base3DLight7);
//-/ }
//-/
//-/ // ShadowSlant
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_SHADOW_SLANT, FALSE, &pPoolItem))
//-/ {
//-/ UINT16 nNew = ((const SfxUInt16Item*)pPoolItem)->GetValue();
//-/ double fWink = (double)nNew * F_PI180;
//-/ Vector3D aVec(0.0, sin(fWink), cos(fWink));
//-/ aVec.Normalize();
//-/ SetShadowPlaneDirection(aVec);
//-/ }
//-/
//-/ // ShadeMode
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_SHADE_MODE, FALSE, &pPoolItem))
//-/ {
//-/ UINT16 nNew = ((const SfxUInt16Item*)pPoolItem)->GetValue();
//-/ if(nNew == 3)
//-/ {
//-/ SetForceDraftShadeModel(TRUE);
//-/ SetShadeModel(Base3DSmooth);
//-/ }
//-/ else
//-/ {
//-/ SetForceDraftShadeModel(FALSE);
//-/ if(nNew == 0)
//-/ {
//-/ SetShadeModel(Base3DFlat);
//-/ }
//-/ else if(nNew == 1)
//-/ {
//-/ SetShadeModel(Base3DPhong);
//-/ }
//-/ else
//-/ {
//-/ // Gouraud
//-/ SetShadeModel(Base3DSmooth);
//-/ }
//-/ }
//-/ }
//-/
//-/ // Nachbehandlung
//-/ if(bSceneCamChanged)
//-/ {
//-/ SetCamera( aSceneCam );
//-/ }
//-/}
//-/void E3dScene::NbcSetAttributes(const SfxItemSet& rAttr, FASTBOOL bReplaceAll)
//-/{
//-/ // call parent
//-/ E3dObject::NbcSetAttributes(rAttr, bReplaceAll);
//-/ StructureChanged(this);
//-/
//-/ // special Attr for E3dScene
//-/ const SfxPoolItem* pPoolItem = NULL;
//-/ B3dLightGroup& rLightGroup = GetLightGroup();
//-/ Camera3D aSceneCam (GetCamera());
//-/ BOOL bSceneCamChanged = FALSE;
//-/
//-/ // ProjectionType
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_PERSPECTIVE, FALSE, &pPoolItem))
//-/ {
//-/ ProjectionType eNew = (ProjectionType)((const SfxUInt16Item*)pPoolItem)->GetValue();
//-/ if(eNew != aSceneCam.GetProjection())
//-/ {
//-/ aSceneCam.SetProjection( eNew );
//-/ bSceneCamChanged = TRUE;
//-/ }
//-/ }
//-/
//-/ // CamPos
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_DISTANCE, FALSE, &pPoolItem))
//-/ {
//-/ Vector3D aActualPosition = aSceneCam.GetPosition();
//-/ double fNew = (double)((const SfxUInt32Item*)pPoolItem)->GetValue();
//-/ if(fabs(fNew - aActualPosition.Z()) > 1.0)
//-/ {
//-/ aSceneCam.SetPosition( Vector3D( aActualPosition.X(), aActualPosition.Y(), fNew) );
//-/ bSceneCamChanged = TRUE;
//-/ }
//-/ }
//-/
//-/ // FocalLength
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_FOCAL_LENGTH, FALSE, &pPoolItem))
//-/ {
//-/ double fNew = (double)((const SfxUInt32Item*)pPoolItem)->GetValue() / 100.0;
//-/ if(fNew != aSceneCam.GetFocalLength())
//-/ {
//-/ aSceneCam.SetFocalLength( fNew);
//-/ bSceneCamChanged = TRUE;
//-/ }
//-/ }
//-/
//-/ // TwoSidedLighting
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_TWO_SIDED_LIGHTING, FALSE, &pPoolItem))
//-/ {
//-/ BOOL bNew = ((const SfxBoolItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetModelTwoSide( bNew );
//-/ }
//-/
//-/ // LightColors
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_1, FALSE, &pPoolItem))
//-/ {
//-/ Color aNew = ((const SvxColorItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetIntensity( aNew, Base3DMaterialDiffuse, Base3DLight0);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_2, FALSE, &pPoolItem))
//-/ {
//-/ Color aNew = ((const SvxColorItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetIntensity( aNew, Base3DMaterialDiffuse, Base3DLight1);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_3, FALSE, &pPoolItem))
//-/ {
//-/ Color aNew = ((const SvxColorItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetIntensity( aNew, Base3DMaterialDiffuse, Base3DLight2);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_4, FALSE, &pPoolItem))
//-/ {
//-/ Color aNew = ((const SvxColorItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetIntensity( aNew, Base3DMaterialDiffuse, Base3DLight3);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_5, FALSE, &pPoolItem))
//-/ {
//-/ Color aNew = ((const SvxColorItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetIntensity( aNew, Base3DMaterialDiffuse, Base3DLight4);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_6, FALSE, &pPoolItem))
//-/ {
//-/ Color aNew = ((const SvxColorItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetIntensity( aNew, Base3DMaterialDiffuse, Base3DLight5);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_7, FALSE, &pPoolItem))
//-/ {
//-/ Color aNew = ((const SvxColorItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetIntensity( aNew, Base3DMaterialDiffuse, Base3DLight6);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_8, FALSE, &pPoolItem))
//-/ {
//-/ Color aNew = ((const SvxColorItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetIntensity( aNew, Base3DMaterialDiffuse, Base3DLight7);
//-/ }
//-/
//-/ // AmbientColor
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_AMBIENTCOLOR, FALSE, &pPoolItem))
//-/ {
//-/ Color aNew = ((const SvxColorItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetGlobalAmbientLight( aNew );
//-/ }
//-/
//-/ // LightOn
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTON_1, FALSE, &pPoolItem))
//-/ {
//-/ BOOL bNew = ((const SfxBoolItem*)pPoolItem)->GetValue();
//-/ rLightGroup.Enable( bNew, Base3DLight0);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTON_2, FALSE, &pPoolItem))
//-/ {
//-/ BOOL bNew = ((const SfxBoolItem*)pPoolItem)->GetValue();
//-/ rLightGroup.Enable( bNew, Base3DLight1);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTON_3, FALSE, &pPoolItem))
//-/ {
//-/ BOOL bNew = ((const SfxBoolItem*)pPoolItem)->GetValue();
//-/ rLightGroup.Enable( bNew, Base3DLight2);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTON_4, FALSE, &pPoolItem))
//-/ {
//-/ BOOL bNew = ((const SfxBoolItem*)pPoolItem)->GetValue();
//-/ rLightGroup.Enable( bNew, Base3DLight3);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTON_5, FALSE, &pPoolItem))
//-/ {
//-/ BOOL bNew = ((const SfxBoolItem*)pPoolItem)->GetValue();
//-/ rLightGroup.Enable( bNew, Base3DLight4);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTON_6, FALSE, &pPoolItem))
//-/ {
//-/ BOOL bNew = ((const SfxBoolItem*)pPoolItem)->GetValue();
//-/ rLightGroup.Enable( bNew, Base3DLight5);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTON_7, FALSE, &pPoolItem))
//-/ {
//-/ BOOL bNew = ((const SfxBoolItem*)pPoolItem)->GetValue();
//-/ rLightGroup.Enable( bNew, Base3DLight6);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTON_8, FALSE, &pPoolItem))
//-/ {
//-/ BOOL bNew = ((const SfxBoolItem*)pPoolItem)->GetValue();
//-/ rLightGroup.Enable( bNew, Base3DLight7);
//-/ }
//-/
//-/ // LightDirection
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_1, FALSE, &pPoolItem))
//-/ {
//-/ Vector3D aNew = ((const SvxVector3DItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetDirection( aNew, Base3DLight0);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_2, FALSE, &pPoolItem))
//-/ {
//-/ Vector3D aNew = ((const SvxVector3DItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetDirection( aNew, Base3DLight1);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_3, FALSE, &pPoolItem))
//-/ {
//-/ Vector3D aNew = ((const SvxVector3DItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetDirection( aNew, Base3DLight2);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_4, FALSE, &pPoolItem))
//-/ {
//-/ Vector3D aNew = ((const SvxVector3DItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetDirection( aNew, Base3DLight3);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_5, FALSE, &pPoolItem))
//-/ {
//-/ Vector3D aNew = ((const SvxVector3DItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetDirection( aNew, Base3DLight4);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_6, FALSE, &pPoolItem))
//-/ {
//-/ Vector3D aNew = ((const SvxVector3DItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetDirection( aNew, Base3DLight5);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_7, FALSE, &pPoolItem))
//-/ {
//-/ Vector3D aNew = ((const SvxVector3DItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetDirection( aNew, Base3DLight6);
//-/ }
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_8, FALSE, &pPoolItem))
//-/ {
//-/ Vector3D aNew = ((const SvxVector3DItem*)pPoolItem)->GetValue();
//-/ rLightGroup.SetDirection( aNew, Base3DLight7);
//-/ }
//-/
//-/ // ShadowSlant
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_SHADOW_SLANT, FALSE, &pPoolItem))
//-/ {
//-/ UINT16 nNew = ((const SfxUInt16Item*)pPoolItem)->GetValue();
//-/ double fWink = (double)nNew * F_PI180;
//-/ Vector3D aVec(0.0, sin(fWink), cos(fWink));
//-/ aVec.Normalize();
//-/ SetShadowPlaneDirection(aVec);
//-/ }
//-/
//-/ // ShadeMode
//-/ if( SFX_ITEM_SET == rAttr.GetItemState(SID_ATTR_3D_SHADE_MODE, FALSE, &pPoolItem))
//-/ {
//-/ UINT16 nNew = ((const SfxUInt16Item*)pPoolItem)->GetValue();
//-/ if(nNew == 3)
//-/ {
//-/ SetForceDraftShadeModel(TRUE);
//-/ SetShadeModel(Base3DSmooth);
//-/ }
//-/ else
//-/ {
//-/ SetForceDraftShadeModel(FALSE);
//-/ if(nNew == 0)
//-/ {
//-/ SetShadeModel(Base3DFlat);
//-/ }
//-/ else if(nNew == 1)
//-/ {
//-/ SetShadeModel(Base3DPhong);
//-/ }
//-/ else
//-/ {
//-/ // Gouraud
//-/ SetShadeModel(Base3DSmooth);
//-/ }
//-/ }
//-/ }
//-/
//-/ // Nachbehandlung
//-/ if(bSceneCamChanged)
//-/ {
//-/ SetCamera( aSceneCam );
//-/ }
//-/}
/*************************************************************************
|*
|* 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)));
}
//-/void E3dScene::Collect3DAttributes(SfxItemSet& rAttr) const
//-/{
//-/ // call parent
//-/ E3dObject::Collect3DAttributes(rAttr);
//-/
//-/ // special Attr for E3dCompoundObject
//-///-/ B3dLightGroup& rLightGroup = ((E3dScene*)this)->GetLightGroup();
//-/ Camera3D aSceneCam (GetCamera());
//-/ double fSceneCamPosZ = aSceneCam.GetPosition().Z();
//-/ double fSceneFocal = aSceneCam.GetFocalLength() * 100.0;
//-/ BOOL bSceneTwoSidedLighting = aLightGroup.GetModelTwoSide();
//-/ Color aSceneLightColor1 = aLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight0);
//-/ Color aSceneLightColor2 = aLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight1);
//-/ Color aSceneLightColor3 = aLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight2);
//-/ Color aSceneLightColor4 = aLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight3);
//-/ Color aSceneLightColor5 = aLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight4);
//-/ Color aSceneLightColor6 = aLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight5);
//-/ Color aSceneLightColor7 = aLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight6);
//-/ Color aSceneLightColor8 = aLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight7);
//-/ Color aSceneAmbientColor = aLightGroup.GetGlobalAmbientLight();
//-/ BOOL bSceneLightOn1 = aLightGroup.IsEnabled(Base3DLight0);
//-/ BOOL bSceneLightOn2 = aLightGroup.IsEnabled(Base3DLight1);
//-/ BOOL bSceneLightOn3 = aLightGroup.IsEnabled(Base3DLight2);
//-/ BOOL bSceneLightOn4 = aLightGroup.IsEnabled(Base3DLight3);
//-/ BOOL bSceneLightOn5 = aLightGroup.IsEnabled(Base3DLight4);
//-/ BOOL bSceneLightOn6 = aLightGroup.IsEnabled(Base3DLight5);
//-/ BOOL bSceneLightOn7 = aLightGroup.IsEnabled(Base3DLight6);
//-/ BOOL bSceneLightOn8 = aLightGroup.IsEnabled(Base3DLight7);
//-/ Vector3D aSceneLightDirection1 = aLightGroup.GetDirection( Base3DLight0 );
//-/ Vector3D aSceneLightDirection2 = aLightGroup.GetDirection( Base3DLight1 );
//-/ Vector3D aSceneLightDirection3 = aLightGroup.GetDirection( Base3DLight2 );
//-/ Vector3D aSceneLightDirection4 = aLightGroup.GetDirection( Base3DLight3 );
//-/ Vector3D aSceneLightDirection5 = aLightGroup.GetDirection( Base3DLight4 );
//-/ Vector3D aSceneLightDirection6 = aLightGroup.GetDirection( Base3DLight5 );
//-/ Vector3D aSceneLightDirection7 = aLightGroup.GetDirection( Base3DLight6 );
//-/ Vector3D aSceneLightDirection8 = aLightGroup.GetDirection( Base3DLight7 );
//-/ ProjectionType eScenePT = aSceneCam.GetProjection();
//-///-/ UINT16 nSceneShadeMode;
//-///-/ const Vector3D& rShadowVec = ((E3dScene*)this)->GetShadowPlaneDirection();
//-///-/ UINT16 nSceneShadowSlant = (UINT16)((atan2(rShadowVec.Y(), rShadowVec.Z()) / F_PI180) + 0.5);
//-/
//-///-/ if(bForceDraftShadeModel)
//-///-/ {
//-///-/ nSceneShadeMode = 3; // Draft-Modus
//-///-/ }
//-///-/ else
//-///-/ {
//-///-/ if(eShadeModel == Base3DSmooth)
//-///-/ {
//-///-/ nSceneShadeMode = 2; // Gouraud
//-///-/ }
//-///-/ else if(eShadeModel == Base3DFlat)
//-///-/ {
//-///-/ nSceneShadeMode = 0; // Flat
//-///-/ }
//-///-/ else // Base3DPhong
//-///-/ {
//-///-/ nSceneShadeMode = 1; // Phong
//-///-/ }
//-///-/ }
//-/
//-/ // ProjectionType
//-/ rAttr.Put(Svx3DPerspectiveItem((UINT16)eScenePT));
//-/
//-/ // CamPos
//-/ rAttr.Put(Svx3DDistanceItem((UINT32)(fSceneCamPosZ + 0.5)));
//-/
//-/ // FocalLength
//-/ rAttr.Put(Svx3DFocalLengthItem((UINT32)(fSceneFocal + 0.5)));
//-/
//-/ // TwoSidedLighting
//-/ rAttr.Put(Svx3DTwoSidedLightingItem(bSceneTwoSidedLighting));
//-/
//-/ // LightColors
//-/ rAttr.Put(Svx3DLightcolor1Item(aSceneLightColor1));
//-/ rAttr.Put(Svx3DLightcolor2Item(aSceneLightColor2));
//-/ rAttr.Put(Svx3DLightcolor3Item(aSceneLightColor3));
//-/ rAttr.Put(Svx3DLightcolor4Item(aSceneLightColor4));
//-/ rAttr.Put(Svx3DLightcolor5Item(aSceneLightColor5));
//-/ rAttr.Put(Svx3DLightcolor6Item(aSceneLightColor6));
//-/ rAttr.Put(Svx3DLightcolor7Item(aSceneLightColor7));
//-/ rAttr.Put(Svx3DLightcolor8Item(aSceneLightColor8));
//-/
//-/ // AmbientColor
//-/ rAttr.Put(Svx3DAmbientcolorItem(aSceneAmbientColor));
//-/
//-/ // LightOn
//-/ rAttr.Put(Svx3DLightOnOff1Item(bSceneLightOn1));
//-/ rAttr.Put(Svx3DLightOnOff2Item(bSceneLightOn2));
//-/ rAttr.Put(Svx3DLightOnOff3Item(bSceneLightOn3));
//-/ rAttr.Put(Svx3DLightOnOff4Item(bSceneLightOn4));
//-/ rAttr.Put(Svx3DLightOnOff5Item(bSceneLightOn5));
//-/ rAttr.Put(Svx3DLightOnOff6Item(bSceneLightOn6));
//-/ rAttr.Put(Svx3DLightOnOff7Item(bSceneLightOn7));
//-/ rAttr.Put(Svx3DLightOnOff8Item(bSceneLightOn8));
//-/
//-/ // LightDirection
//-/ rAttr.Put(Svx3DLightDirection1Item(aSceneLightDirection1));
//-/ rAttr.Put(Svx3DLightDirection2Item(aSceneLightDirection2));
//-/ rAttr.Put(Svx3DLightDirection3Item(aSceneLightDirection3));
//-/ rAttr.Put(Svx3DLightDirection4Item(aSceneLightDirection4));
//-/ rAttr.Put(Svx3DLightDirection5Item(aSceneLightDirection5));
//-/ rAttr.Put(Svx3DLightDirection6Item(aSceneLightDirection6));
//-/ rAttr.Put(Svx3DLightDirection7Item(aSceneLightDirection7));
//-/ rAttr.Put(Svx3DLightDirection8Item(aSceneLightDirection8));
//-/
//-///-/ // ShadowSlant
//-///-/ rAttr.Put(Svx3DShadowSlantItem(nSceneShadowSlant));
//-/
//-///-/ // ShadeMode
//-///-/ rAttr.Put(Svx3DShadeModeItem(nSceneShadeMode));
//-/}
// ItemSet access
//const sal_uInt16 E3dScene::mnSceneRangeData[4] = { SDRATTR_3DSCENE_FIRST, SDRATTR_3DSCENE_LAST, 0, 0 };
////const sal_uInt16 E3dScene::mnSceneRangeData[4] = { SDRATTR_3DSCENE_PERSPECTIVE, SDRATTR_3DSCENE_SHADE_MODE, 0, 0 };
//const sal_uInt16 E3dScene::mnAllRangeData[4] = { SDRATTR_START, SDRATTR_END, 0, 0 };
void E3dScene::ImpResetToSceneItems()
{
// #81191# SfxItemSet::SetRanges(...) does not do what is expected :-(
if(mpObjectItemSet)
{
SfxItemSet aNew(*mpObjectItemSet->GetPool(), SDRATTR_3DSCENE_FIRST, SDRATTR_3DSCENE_LAST);
aNew.Put(*mpObjectItemSet);
mpObjectItemSet->ClearItem(0L);
mpObjectItemSet->Put(aNew);
}
// ImpForceItemSet();
// mpObjectItemSet->SetRanges(mnSceneRangeData);
// mpObjectItemSet->SetRanges(mnAllRangeData);
}
const SfxItemSet& E3dScene::GetItemSet() const
{
// collect all ItemSets in mpGroupItemSet
((E3dScene*)this)->ImpResetToSceneItems();
sal_uInt32 nCount(pSub->GetObjCount());
for(sal_uInt32 a(0); a < nCount; a++)
{
//-/ mpObjectItemSet->MergeValues(pSub->GetObj(a)->GetItemSet(), TRUE);
const SfxItemSet& rSet = pSub->GetObj(a)->GetItemSet();
SfxWhichIter aIter(rSet);
sal_uInt16 nWhich(aIter.FirstWhich());
while(nWhich)
{
const SfxPoolItem* pItem = NULL;
rSet.GetItemState(nWhich, TRUE, &pItem);
if(pItem)
{
if(pItem == (SfxPoolItem *)-1)
mpObjectItemSet->InvalidateItem(nWhich);
else
mpObjectItemSet->MergeValue(*pItem, TRUE);
}
nWhich = aIter.NextWhich();
}
}
return *mpObjectItemSet;
}
//-/const SfxItemSet& E3dScene::GetItemSet() const
//-/{
//-/ if(mpItemSet)
//-/ mpItemSet->ClearItem();
//-/ else
//-/ ((SdrObjGroup*)this)->mpItemSet =
//-/ ((SdrObjGroup*)this)->CreateNewItemSet((SfxItemPool&)(*GetItemPool()));
//-/ DBG_ASSERT(mpItemSet, "Could not create an SfxItemSet(!)");
//-/
//-/ // collect all ItemSets in mpItemSet
//-/ 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!");
//-/ mpItemSet->Put(pObj->GetItemSet());
//-/ }
//-/ }
//-/
//-/ return *mpItemSet;
//-/ // get base items from SdrAttrObj, NOT from E3dObject(!)
//-/ SfxItemSet& rSet = (SfxItemSet&)SdrAttrObj::GetItemSet();
//-/
//-/ // add local 3D items of this object
//-/ Collect3DAttributes(rSet);
//-/
//-/ // add all contained objects
//-/ 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!");
//-/ pObj->Collect3DAttributes(rSet);
//-/ }
//-/ }
//-/
//-/ // return completed ItemSet
//-/ return rSet;
//-/}
void E3dScene::ImpLocalItemValueChange(const SfxPoolItem& rNew)
{
switch(rNew.Which())
{
case SDRATTR_3DSCENE_PERSPECTIVE :
{
Camera3D aSceneCam(GetCamera());
aSceneCam.SetProjection(GetPerspective());
SetCamera( aSceneCam );
break;
}
case SDRATTR_3DSCENE_DISTANCE :
{
Camera3D aSceneCam(GetCamera());
Vector3D aActualPosition = aSceneCam.GetPosition();
double fNew = GetDistance();
if(fabs(fNew - aActualPosition.Z()) > 1.0)
{
aSceneCam.SetPosition( Vector3D( aActualPosition.X(), aActualPosition.Y(), fNew) );
SetCamera( aSceneCam );
}
break;
}
case SDRATTR_3DSCENE_FOCAL_LENGTH :
{
Camera3D aSceneCam(GetCamera());
double fNew = GetFocalLength() / 100.0;
aSceneCam.SetFocalLength(fNew);
SetCamera( aSceneCam );
break;
}
case SDRATTR_3DSCENE_TWO_SIDED_LIGHTING :
{
//-/ BOOL bNew = ((const Svx3DTwoSidedLightingItem&)rNew).GetValue();
aLightGroup.SetModelTwoSide(GetTwoSidedLighting());
break;
}
case SDRATTR_3DSCENE_LIGHTCOLOR_1 :
{
//-/ Color aNew = ((const Svx3DLightcolor1Item&)rNew).GetValue();
aLightGroup.SetIntensity( GetLightColor1(), Base3DMaterialDiffuse, Base3DLight0);
break;
}
case SDRATTR_3DSCENE_LIGHTCOLOR_2 :
{
//-/ Color aNew = ((const Svx3DLightcolor2Item&)rNew).GetValue();
aLightGroup.SetIntensity( GetLightColor2(), Base3DMaterialDiffuse, Base3DLight1);
break;
}
case SDRATTR_3DSCENE_LIGHTCOLOR_3 :
{
//-/ Color aNew = ((const Svx3DLightcolor3Item&)rNew).GetValue();
aLightGroup.SetIntensity( GetLightColor3(), Base3DMaterialDiffuse, Base3DLight2);
break;
}
case SDRATTR_3DSCENE_LIGHTCOLOR_4 :
{
//-/ Color aNew = ((const Svx3DLightcolor4Item&)rNew).GetValue();
aLightGroup.SetIntensity( GetLightColor4(), Base3DMaterialDiffuse, Base3DLight3);
break;
}
case SDRATTR_3DSCENE_LIGHTCOLOR_5 :
{
//-/ Color aNew = ((const Svx3DLightcolor5Item&)rNew).GetValue();
aLightGroup.SetIntensity( GetLightColor5(), Base3DMaterialDiffuse, Base3DLight4);
break;
}
case SDRATTR_3DSCENE_LIGHTCOLOR_6 :
{
//-/ Color aNew = ((const Svx3DLightcolor6Item&)rNew).GetValue();
aLightGroup.SetIntensity( GetLightColor6(), Base3DMaterialDiffuse, Base3DLight5);
break;
}
case SDRATTR_3DSCENE_LIGHTCOLOR_7 :
{
//-/ Color aNew = ((const Svx3DLightcolor7Item&)rNew).GetValue();
aLightGroup.SetIntensity( GetLightColor7(), Base3DMaterialDiffuse, Base3DLight6);
break;
}
case SDRATTR_3DSCENE_LIGHTCOLOR_8 :
{
//-/ Color aNew = ((const Svx3DLightcolor8Item&)rNew).GetValue();
aLightGroup.SetIntensity( GetLightColor8(), Base3DMaterialDiffuse, Base3DLight7);
break;
}
case SDRATTR_3DSCENE_AMBIENTCOLOR :
{
//-/ Color aNew = ((const Svx3DAmbientcolorItem&)rNew).GetValue();
aLightGroup.SetGlobalAmbientLight(GetGlobalAmbientColor());
break;
}
case SDRATTR_3DSCENE_LIGHTON_1 :
{
//-/ BOOL bNew = ((const Svx3DLightOnOff1Item&)rNew).GetValue();
aLightGroup.Enable( GetLightOnOff1(), Base3DLight0);
break;
}
case SDRATTR_3DSCENE_LIGHTON_2 :
{
//-/ BOOL bNew = ((const Svx3DLightOnOff2Item&)rNew).GetValue();
aLightGroup.Enable( GetLightOnOff2(), Base3DLight1);
break;
}
case SDRATTR_3DSCENE_LIGHTON_3 :
{
//-/ BOOL bNew = ((const Svx3DLightOnOff3Item&)rNew).GetValue();
aLightGroup.Enable( GetLightOnOff3(), Base3DLight2);
break;
}
case SDRATTR_3DSCENE_LIGHTON_4 :
{
//-/ BOOL bNew = ((const Svx3DLightOnOff4Item&)rNew).GetValue();
aLightGroup.Enable( GetLightOnOff4(), Base3DLight3);
break;
}
case SDRATTR_3DSCENE_LIGHTON_5 :
{
//-/ BOOL bNew = ((const Svx3DLightOnOff5Item&)rNew).GetValue();
aLightGroup.Enable( GetLightOnOff5(), Base3DLight4);
break;
}
case SDRATTR_3DSCENE_LIGHTON_6 :
{
//-/ BOOL bNew = ((const Svx3DLightOnOff6Item&)rNew).GetValue();
aLightGroup.Enable( GetLightOnOff6(), Base3DLight5);
break;
}
case SDRATTR_3DSCENE_LIGHTON_7 :
{
//-/ BOOL bNew = ((const Svx3DLightOnOff7Item&)rNew).GetValue();
aLightGroup.Enable( GetLightOnOff7(), Base3DLight6);
break;
}
case SDRATTR_3DSCENE_LIGHTON_8 :
{
//-/ BOOL bNew = ((const Svx3DLightOnOff8Item&)rNew).GetValue();
aLightGroup.Enable( GetLightOnOff8(), Base3DLight7);
break;
}
case SDRATTR_3DSCENE_LIGHTDIRECTION_1 :
{
//-/ Vector3D aNew = ((const Svx3DLightDirection1Item&)rNew).GetValue();
aLightGroup.SetDirection( GetLightDirection1(), Base3DLight0);
break;
}
case SDRATTR_3DSCENE_LIGHTDIRECTION_2 :
{
//-/ Vector3D aNew = ((const Svx3DLightDirection2Item&)rNew).GetValue();
aLightGroup.SetDirection( GetLightDirection2(), Base3DLight1);
break;
}
case SDRATTR_3DSCENE_LIGHTDIRECTION_3 :
{
//-/ Vector3D aNew = ((const Svx3DLightDirection3Item&)rNew).GetValue();
aLightGroup.SetDirection( GetLightDirection3(), Base3DLight2);
break;
}
case SDRATTR_3DSCENE_LIGHTDIRECTION_4 :
{
//-/ Vector3D aNew = ((const Svx3DLightDirection4Item&)rNew).GetValue();
aLightGroup.SetDirection( GetLightDirection4(), Base3DLight3);
break;
}
case SDRATTR_3DSCENE_LIGHTDIRECTION_5 :
{
//-/ Vector3D aNew = ((const Svx3DLightDirection5Item&)rNew).GetValue();
aLightGroup.SetDirection( GetLightDirection5(), Base3DLight4);
break;
}
case SDRATTR_3DSCENE_LIGHTDIRECTION_6 :
{
//-/ Vector3D aNew = ((const Svx3DLightDirection6Item&)rNew).GetValue();
aLightGroup.SetDirection( GetLightDirection6(), Base3DLight5);
break;
}
case SDRATTR_3DSCENE_LIGHTDIRECTION_7 :
{
//-/ Vector3D aNew = ((const Svx3DLightDirection7Item&)rNew).GetValue();
aLightGroup.SetDirection( GetLightDirection7(), Base3DLight6);
break;
}
case SDRATTR_3DSCENE_LIGHTDIRECTION_8 :
{
//-/ Vector3D aNew = ((const Svx3DLightDirection8Item&)rNew).GetValue();
aLightGroup.SetDirection( GetLightDirection8(), Base3DLight7);
break;
}
//-/ case SDRATTR_3DSCENE_SHADOW_SLANT :
//-/ {
//-///-/ UINT16 nNew = ((const Svx3DShadowSlantItem&)rNew).GetValue();
//-/ UINT16 nNew = GetShadowSlant();
//-/ double fWink = (double)nNew * F_PI180;
//-/ Vector3D aVec(0.0, sin(fWink), cos(fWink));
//-/ aVec.Normalize();
//-///-/ ImpSetShadowPlaneDirection(aVec);
//-/ aShadowPlaneDirection = aVec;
//-///-/ aShadowPlaneDirection.Normalize();
//-/ break;
//-/ }
//-/ case SDRATTR_3DSCENE_SHADE_MODE :
//-/ {
//-///-/ UINT16 nNew = ((const Svx3DShadeModeItem&)rNew).GetValue();
//-/ sal_uInt16 nNew = GetShadeMode();
//-/ if(nNew == 3)
//-/ {
//-/ bForceDraftShadeModel = TRUE;
//-///-/ ImpSetShadeModel(Base3DSmooth);
//-/ eShadeModel = Base3DSmooth;
//-/ SetRectsDirty();
//-/ }
//-/ else
//-/ {
//-/ bForceDraftShadeModel = FALSE;
//-/ SetRectsDirty();
//-/
//-/ if(nNew == 0)
//-/ {
//-///-/ ImpSetShadeModel(Base3DFlat);
//-/ eShadeModel = Base3DFlat;
//-/ }
//-/ else if(nNew == 1)
//-/ {
//-///-/ ImpSetShadeModel(Base3DPhong);
//-/ eShadeModel = Base3DPhong;
//-/ }
//-/ else
//-/ {
//-/ // Gouraud
//-///-/ ImpSetShadeModel(Base3DSmooth);
//-/ eShadeModel = Base3DSmooth;
//-/ }
//-/ }
//-/ break;
//-/ }
}
}
void E3dScene::SetItem( const SfxPoolItem& rItem )
{
// handle value change
if(rItem.Which() >= SDRATTR_3DSCENE_FIRST && rItem.Which() <= SDRATTR_3DSCENE_LAST)
{
SdrAttrObj::SetItem(rItem);
ImpLocalItemValueChange(rItem);
}
// set at all contained objects
sal_uInt32 nCount(pSub->GetObjCount());
for(sal_uInt32 a(0); a < nCount; a++)
pSub->GetObj(a)->SetItem(rItem);
StructureChanged(this);
//-/ // set local 3D attributes
//-/ const SfxItemSet& rSet = SdrAttrObj::GetItemSet();
//-/ Distribute3DAttributes(rSet);
//-/
//-/ // set at all contained objects
//-/ 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!");
//-/ pObj->Distribute3DAttributes(rSet);
//-/ }
//-/ }
}
void E3dScene::ClearItem( USHORT nWhich )
{
if(mpObjectItemSet)
{
// handle value change
if(nWhich >= SDRATTR_3DSCENE_FIRST && nWhich <= SDRATTR_3DSCENE_LAST)
{
SdrAttrObj::ClearItem(nWhich);
ImpLocalItemValueChange(mpObjectItemSet->Get(nWhich));
}
// clear at all contained objects
sal_uInt32 nCount(pSub->GetObjCount());
for(sal_uInt32 a(0); a < nCount; a++)
pSub->GetObj(a)->ClearItem(nWhich);
StructureChanged(this);
//-/ // clear local 3D attributes
//-/ const SfxItemSet& rSet = SdrAttrObj::GetItemSet();
//-/ Distribute3DAttributes(rSet);
//-/
//-/ // clear at all contained objects
//-/ 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!");
//-/ pObj->Distribute3DAttributes(rSet);
//-/ }
//-/ }
}
}
void E3dScene::SetItemSet( const SfxItemSet& rSet )
{
// set base items at SdrAttrObj, NOT at E3dObject(!)
SdrAttrObj::SetItemSet(rSet);
// handle value change
for(sal_uInt16 nWhich(SDRATTR_3DSCENE_FIRST); nWhich <= SDRATTR_3DSCENE_LAST; nWhich++)
if(SFX_ITEM_SET == rSet.GetItemState(nWhich, FALSE))
ImpLocalItemValueChange(rSet.Get(nWhich));
// set at all contained objects
sal_uInt32 nCount(pSub->GetObjCount());
for(sal_uInt32 a(0); a < nCount; a++)
pSub->GetObj(a)->SetItemSet(rSet);
StructureChanged(this);
//-/ // set local 3D attributes
//-/ Distribute3DAttributes(rSet);
//-/
//-/ // set at all contained objects
//-/ 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!");
//-/ pObj->Distribute3DAttributes(rSet);
//-/ }
//-/ }
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// pre- and postprocessing for objects for saving
void E3dScene::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()
{
// set at all contained objects
sal_uInt32 nCount(pSub->GetObjCount());
for(sal_uInt32 a(0); a < nCount; a++)
pSub->GetObj(a)->PostSave();
}
//-/void E3dScene::TakeAttributes(SfxItemSet& rAttr, FASTBOOL bMerge, FASTBOOL bOnlyHardAttr) const
//-/{
//-/ // call parent
//-/ E3dObject::TakeAttributes(rAttr, bMerge, bOnlyHardAttr);
//-/
//-/ // special Attr for E3dCompoundObject
//-/ const SfxPoolItem* pPoolItem = NULL;
//-/ SfxItemState eState;
//-/
//-/ B3dLightGroup& rLightGroup = ((E3dScene*)this)->GetLightGroup();
//-/ Camera3D aSceneCam (GetCamera());
//-/ double fSceneCamPosZ = aSceneCam.GetPosition().Z();
//-/ double fSceneFocal = aSceneCam.GetFocalLength() * 100.0;
//-/ BOOL bSceneTwoSidedLighting = rLightGroup.GetModelTwoSide();
//-/ Color aSceneLightColor1 = rLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight0);
//-/ Color aSceneLightColor2 = rLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight1);
//-/ Color aSceneLightColor3 = rLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight2);
//-/ Color aSceneLightColor4 = rLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight3);
//-/ Color aSceneLightColor5 = rLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight4);
//-/ Color aSceneLightColor6 = rLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight5);
//-/ Color aSceneLightColor7 = rLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight6);
//-/ Color aSceneLightColor8 = rLightGroup.GetIntensity(Base3DMaterialDiffuse, Base3DLight7);
//-/ Color aSceneAmbientColor = rLightGroup.GetGlobalAmbientLight();
//-/ BOOL bSceneLightOn1 = rLightGroup.IsEnabled(Base3DLight0);
//-/ BOOL bSceneLightOn2 = rLightGroup.IsEnabled(Base3DLight1);
//-/ BOOL bSceneLightOn3 = rLightGroup.IsEnabled(Base3DLight2);
//-/ BOOL bSceneLightOn4 = rLightGroup.IsEnabled(Base3DLight3);
//-/ BOOL bSceneLightOn5 = rLightGroup.IsEnabled(Base3DLight4);
//-/ BOOL bSceneLightOn6 = rLightGroup.IsEnabled(Base3DLight5);
//-/ BOOL bSceneLightOn7 = rLightGroup.IsEnabled(Base3DLight6);
//-/ BOOL bSceneLightOn8 = rLightGroup.IsEnabled(Base3DLight7);
//-/ Vector3D aSceneLightDirection1 = rLightGroup.GetDirection( Base3DLight0 );
//-/ Vector3D aSceneLightDirection2 = rLightGroup.GetDirection( Base3DLight1 );
//-/ Vector3D aSceneLightDirection3 = rLightGroup.GetDirection( Base3DLight2 );
//-/ Vector3D aSceneLightDirection4 = rLightGroup.GetDirection( Base3DLight3 );
//-/ Vector3D aSceneLightDirection5 = rLightGroup.GetDirection( Base3DLight4 );
//-/ Vector3D aSceneLightDirection6 = rLightGroup.GetDirection( Base3DLight5 );
//-/ Vector3D aSceneLightDirection7 = rLightGroup.GetDirection( Base3DLight6 );
//-/ Vector3D aSceneLightDirection8 = rLightGroup.GetDirection( Base3DLight7 );
//-/ ProjectionType eScenePT = aSceneCam.GetProjection();
//-/ UINT16 nSceneShadeMode;
//-/
//-/ const Vector3D& rShadowVec = ((E3dScene*)this)->GetShadowPlaneDirection();
//-/ UINT16 nSceneShadowSlant = (UINT16)((atan2(rShadowVec.Y(), rShadowVec.Z()) / F_PI180) + 0.5);
//-/
//-/ if(((E3dScene*)this)->GetForceDraftShadeModel())
//-/ {
//-/ nSceneShadeMode = 3; // Draft-Modus
//-/ }
//-/ else
//-/ {
//-/ if(((E3dScene*)this)->GetShadeModel() == Base3DSmooth)
//-/ {
//-/ nSceneShadeMode = 2; // Gouraud
//-/ }
//-/ else if(((E3dScene*)this)->GetShadeModel() == Base3DFlat)
//-/ {
//-/ nSceneShadeMode = 0; // Flat
//-/ }
//-/ else // Base3DPhong
//-/ {
//-/ nSceneShadeMode = 1; // Phong
//-/ }
//-/ }
//-/
//-/ // ProjectionType
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_PERSPECTIVE, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if((UINT16)eScenePT != ((const SfxUInt16Item*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_PERSPECTIVE);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SfxUInt16Item(SID_ATTR_3D_PERSPECTIVE, (UINT16)eScenePT));
//-/ }
//-/ }
//-/
//-/ // CamPos
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_DISTANCE, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if((UINT32)(fSceneCamPosZ + 0.5) != ((const SfxUInt32Item*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_DISTANCE);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SfxUInt32Item(SID_ATTR_3D_DISTANCE, (UINT32)(fSceneCamPosZ + 0.5)));
//-/ }
//-/ }
//-/
//-/ // FocalLength
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_FOCAL_LENGTH, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if((UINT32)(fSceneFocal + 0.5) != ((const SfxUInt32Item*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_FOCAL_LENGTH);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SfxUInt32Item(SID_ATTR_3D_FOCAL_LENGTH, (UINT32)(fSceneFocal + 0.5)));
//-/ }
//-/ }
//-/
//-/ // TwoSidedLighting
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_TWO_SIDED_LIGHTING, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(bSceneTwoSidedLighting != ((const SfxBoolItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_TWO_SIDED_LIGHTING);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SfxBoolItem(SID_ATTR_3D_TWO_SIDED_LIGHTING, bSceneTwoSidedLighting));
//-/ }
//-/ }
//-/
//-/ // LightColors
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_1, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(aSceneLightColor1 != ((const SvxColorItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTCOLOR_1);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SvxColorItem(aSceneLightColor1, SID_ATTR_3D_LIGHTCOLOR_1));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_2, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(aSceneLightColor2 != ((const SvxColorItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTCOLOR_2);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SvxColorItem(aSceneLightColor2, SID_ATTR_3D_LIGHTCOLOR_2));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_3, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(aSceneLightColor3 != ((const SvxColorItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTCOLOR_3);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SvxColorItem(aSceneLightColor3, SID_ATTR_3D_LIGHTCOLOR_3));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_4, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(aSceneLightColor4 != ((const SvxColorItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTCOLOR_4);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SvxColorItem(aSceneLightColor4, SID_ATTR_3D_LIGHTCOLOR_4));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_5, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(aSceneLightColor5 != ((const SvxColorItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTCOLOR_5);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SvxColorItem(aSceneLightColor5, SID_ATTR_3D_LIGHTCOLOR_5));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_6, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(aSceneLightColor6 != ((const SvxColorItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTCOLOR_6);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SvxColorItem(aSceneLightColor6, SID_ATTR_3D_LIGHTCOLOR_6));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_7, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(aSceneLightColor7 != ((const SvxColorItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTCOLOR_7);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SvxColorItem(aSceneLightColor7, SID_ATTR_3D_LIGHTCOLOR_7));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTCOLOR_8, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(aSceneLightColor8 != ((const SvxColorItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTCOLOR_8);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SvxColorItem(aSceneLightColor8, SID_ATTR_3D_LIGHTCOLOR_8));
//-/ }
//-/ }
//-/
//-/ // AmbientColor
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_AMBIENTCOLOR, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(aSceneAmbientColor != ((const SvxColorItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_AMBIENTCOLOR);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SvxColorItem(aSceneAmbientColor, SID_ATTR_3D_AMBIENTCOLOR));
//-/ }
//-/ }
//-/
//-/ // LightOn
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTON_1, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(bSceneLightOn1 != ((const SfxBoolItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTON_1);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SfxBoolItem(SID_ATTR_3D_LIGHTON_1, bSceneLightOn1));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTON_2, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(bSceneLightOn2 != ((const SfxBoolItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTON_2);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SfxBoolItem(SID_ATTR_3D_LIGHTON_2, bSceneLightOn2));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTON_3, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(bSceneLightOn3 != ((const SfxBoolItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTON_3);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SfxBoolItem(SID_ATTR_3D_LIGHTON_3, bSceneLightOn3));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTON_4, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(bSceneLightOn4 != ((const SfxBoolItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTON_4);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SfxBoolItem(SID_ATTR_3D_LIGHTON_4, bSceneLightOn4));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTON_5, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(bSceneLightOn5 != ((const SfxBoolItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTON_5);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SfxBoolItem(SID_ATTR_3D_LIGHTON_5, bSceneLightOn5));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTON_6, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(bSceneLightOn6 != ((const SfxBoolItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTON_6);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SfxBoolItem(SID_ATTR_3D_LIGHTON_6, bSceneLightOn6));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTON_7, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(bSceneLightOn7 != ((const SfxBoolItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTON_7);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SfxBoolItem(SID_ATTR_3D_LIGHTON_7, bSceneLightOn7));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTON_8, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(bSceneLightOn8 != ((const SfxBoolItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTON_8);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SfxBoolItem(SID_ATTR_3D_LIGHTON_8, bSceneLightOn8));
//-/ }
//-/ }
//-/
//-/ // LightDirection
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_1, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(aSceneLightDirection1 != ((const SvxVector3DItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTDIRECTION_1);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SvxVector3DItem(SID_ATTR_3D_LIGHTDIRECTION_1, aSceneLightDirection1));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_2, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(aSceneLightDirection2 != ((const SvxVector3DItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTDIRECTION_2);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SvxVector3DItem(SID_ATTR_3D_LIGHTDIRECTION_2, aSceneLightDirection2));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_3, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(aSceneLightDirection3 != ((const SvxVector3DItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTDIRECTION_3);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SvxVector3DItem(SID_ATTR_3D_LIGHTDIRECTION_3, aSceneLightDirection3));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_4, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(aSceneLightDirection4 != ((const SvxVector3DItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTDIRECTION_4);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SvxVector3DItem(SID_ATTR_3D_LIGHTDIRECTION_4, aSceneLightDirection4));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_5, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(aSceneLightDirection5 != ((const SvxVector3DItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTDIRECTION_5);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SvxVector3DItem(SID_ATTR_3D_LIGHTDIRECTION_5, aSceneLightDirection5));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_6, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(aSceneLightDirection6 != ((const SvxVector3DItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTDIRECTION_6);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SvxVector3DItem(SID_ATTR_3D_LIGHTDIRECTION_6, aSceneLightDirection6));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_7, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(aSceneLightDirection7 != ((const SvxVector3DItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTDIRECTION_7);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SvxVector3DItem(SID_ATTR_3D_LIGHTDIRECTION_7, aSceneLightDirection7));
//-/ }
//-/ }
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_LIGHTDIRECTION_8, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(aSceneLightDirection8 != ((const SvxVector3DItem*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_LIGHTDIRECTION_8);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SvxVector3DItem(SID_ATTR_3D_LIGHTDIRECTION_8, aSceneLightDirection8));
//-/ }
//-/ }
//-/
//-/ // ShadowSlant
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_SHADOW_SLANT, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(nSceneShadowSlant != ((const SfxUInt16Item*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_SHADOW_SLANT);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SfxUInt16Item(SID_ATTR_3D_SHADOW_SLANT, nSceneShadowSlant));
//-/ }
//-/ }
//-/
//-/ // ShadeMode
//-/ eState = rAttr.GetItemState(SID_ATTR_3D_SHADE_MODE, FALSE, &pPoolItem);
//-/ if(eState == SFX_ITEM_SET)
//-/ {
//-/ // Ist gesetzt
//-/ if(nSceneShadeMode != ((const SfxUInt16Item*)pPoolItem)->GetValue())
//-/ {
//-/ // SfxPoolItem muss invalidiert werden
//-/ rAttr.InvalidateItem(SID_ATTR_3D_SHADE_MODE);
//-/ }
//-/ }
//-/ else
//-/ {
//-/ if(!(eState == SFX_ITEM_DONTCARE))
//-/ {
//-/ // Item gab es noch nicht, setze es
//-/ rAttr.Put(SfxUInt16Item(SID_ATTR_3D_SHADE_MODE, nSceneShadeMode));
//-/ }
//-/ }
//-/}
/*************************************************************************
|*
|* 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)
{
if(pSrcPool && pDestPool && (pSrcPool != pDestPool))
{
// call parent
E3dObject::MigrateItemPool(pSrcPool, pDestPool);
// 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);
}
}
}
}
//-/void E3dScene::ImpSetShadowPlaneDirection(const Vector3D& rNew)
//-/{
//-/ aShadowPlaneDirection = rNew;
//-/ aShadowPlaneDirection.Normalize();
//-/}
//-/void E3dScene::ImpSetShadeModel(Base3DShadeModel eNew)
//-/{
//-/ if(eShadeModel != eNew)
//-/ {
//-/ eShadeModel = eNew;
//-/ SetRectsDirty();
//-/ }
//-/}
//-/void E3dScene::ImpSetForceDraftShadeModel(BOOL bNew)
//-/{
//-/ if(bNew != bForceDraftShadeModel)
//-/ {
//-/ bForceDraftShadeModel = bNew;
//-/ SetRectsDirty();
//-/ }
//-/}
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