Files
libreoffice/tools/source/generic/b3dtrans.cxx
2011-07-26 23:39:04 +02:00

592 lines
16 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*************************************************************************
*
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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* Copyright 2000, 2010 Oracle and/or its affiliates.
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License version 3 for more details
* (a copy is included in the LICENSE file that accompanied this code).
*
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* version 3 along with OpenOffice.org. If not, see
* <http://www.openoffice.org/license.html>
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// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_tools.hxx"
#include <tools/b3dtrans.hxx>
#include <tools/debug.hxx>
/*************************************************************************
|*
|* Transformationen fuer alle 3D Ausgaben
|*
\************************************************************************/
B3dTransformationSet::B3dTransformationSet()
{
Reset();
}
B3dTransformationSet::~B3dTransformationSet()
{
}
void B3dTransformationSet::Orientation(basegfx::B3DHomMatrix& rTarget, basegfx::B3DPoint aVRP, basegfx::B3DVector aVPN, basegfx::B3DVector aVUP)
{
rTarget.translate( -aVRP.getX(), -aVRP.getY(), -aVRP.getZ());
aVUP.normalize();
aVPN.normalize();
basegfx::B3DVector aRx(aVUP);
basegfx::B3DVector aRy(aVPN);
aRx = aRx.getPerpendicular(aRy);
aRx.normalize();
aRy = aRy.getPerpendicular(aRx);
aRy.normalize();
basegfx::B3DHomMatrix aTemp;
aTemp.set(0, 0, aRx.getX());
aTemp.set(0, 1, aRx.getY());
aTemp.set(0, 2, aRx.getZ());
aTemp.set(1, 0, aRy.getX());
aTemp.set(1, 1, aRy.getY());
aTemp.set(1, 2, aRy.getZ());
aTemp.set(2, 0, aVPN.getX());
aTemp.set(2, 1, aVPN.getY());
aTemp.set(2, 2, aVPN.getZ());
rTarget *= aTemp;
}
void B3dTransformationSet::Frustum(basegfx::B3DHomMatrix& rTarget, double fLeft, double fRight, double fBottom, double fTop, double fNear, double fFar)
{
if(!(fNear > 0.0))
{
fNear = 0.001;
}
if(!(fFar > 0.0))
{
fFar = 1.0;
}
if(fNear == fFar)
{
fFar = fNear + 1.0;
}
if(fLeft == fRight)
{
fLeft -= 1.0;
fRight += 1.0;
}
if(fTop == fBottom)
{
fBottom -= 1.0;
fTop += 1.0;
}
basegfx::B3DHomMatrix aTemp;
aTemp.set(0, 0, 2.0 * fNear / (fRight - fLeft));
aTemp.set(1, 1, 2.0 * fNear / (fTop - fBottom));
aTemp.set(0, 2, (fRight + fLeft) / (fRight - fLeft));
aTemp.set(1, 2, (fTop + fBottom) / (fTop - fBottom));
aTemp.set(2, 2, -1.0 * ((fFar + fNear) / (fFar - fNear)));
aTemp.set(3, 2, -1.0);
aTemp.set(2, 3, -1.0 * ((2.0 * fFar * fNear) / (fFar - fNear)));
aTemp.set(3, 3, 0.0);
rTarget *= aTemp;
}
void B3dTransformationSet::Ortho(basegfx::B3DHomMatrix& rTarget, double fLeft, double fRight, double fBottom, double fTop, double fNear, double fFar)
{
if(fNear == fFar)
{
OSL_FAIL("Near and far clipping plane in Ortho definition are identical");
fFar = fNear + 1.0;
}
if(fLeft == fRight)
{
OSL_FAIL("Left and right in Ortho definition are identical");
fLeft -= 1.0;
fRight += 1.0;
}
if(fTop == fBottom)
{
OSL_FAIL("Top and bottom in Ortho definition are identical");
fBottom -= 1.0;
fTop += 1.0;
}
basegfx::B3DHomMatrix aTemp;
aTemp.set(0, 0, 2.0 / (fRight - fLeft));
aTemp.set(1, 1, 2.0 / (fTop - fBottom));
aTemp.set(2, 2, -1.0 * (2.0 / (fFar - fNear)));
aTemp.set(0, 3, -1.0 * ((fRight + fLeft) / (fRight - fLeft)));
aTemp.set(1, 3, -1.0 * ((fTop + fBottom) / (fTop - fBottom)));
aTemp.set(2, 3, -1.0 * ((fFar + fNear) / (fFar - fNear)));
rTarget *= aTemp;
}
/*************************************************************************
|*
|* Reset der Werte
|*
\************************************************************************/
void B3dTransformationSet::Reset()
{
// Matritzen auf Einheitsmatritzen
maObjectTrans.identity();
PostSetObjectTrans();
Orientation(maOrientation);
PostSetOrientation();
maTexture.identity();
mfLeftBound = mfBottomBound = -1.0;
mfRightBound = mfTopBound = 1.0;
mfNearBound = 0.001;
mfFarBound = 1.001;
meRatio = Base3DRatioGrow;
mfRatio = 0.0;
maViewportRectangle = Rectangle(-1, -1, 2, 2);
maVisibleRectangle = maViewportRectangle;
mbPerspective = sal_True;
mbProjectionValid = sal_False;
mbObjectToDeviceValid = sal_False;
mbWorldToViewValid = sal_False;
CalcViewport();
}
/*************************************************************************
|*
|* Objekttransformation
|*
\************************************************************************/
void B3dTransformationSet::PostSetObjectTrans()
{
// Zuweisen und Inverse bestimmen
maInvObjectTrans = maObjectTrans;
maInvObjectTrans.invert();
}
/*************************************************************************
|*
|* Orientierungstransformation
|*
\************************************************************************/
void B3dTransformationSet::SetOrientation( basegfx::B3DPoint aVRP, basegfx::B3DVector aVPN, basegfx::B3DVector aVUP)
{
maOrientation.identity();
Orientation(maOrientation, aVRP, aVPN, aVUP);
mbInvTransObjectToEyeValid = sal_False;
mbObjectToDeviceValid = sal_False;
mbWorldToViewValid = sal_False;
PostSetOrientation();
}
void B3dTransformationSet::PostSetOrientation()
{
// Zuweisen und Inverse bestimmen
maInvOrientation = maOrientation;
maInvOrientation.invert();
}
/*************************************************************************
|*
|* Projektionstransformation
|*
\************************************************************************/
void B3dTransformationSet::SetProjection(const basegfx::B3DHomMatrix& mProject)
{
maProjection = mProject;
PostSetProjection();
}
const basegfx::B3DHomMatrix& B3dTransformationSet::GetProjection()
{
if(!mbProjectionValid)
CalcViewport();
return maProjection;
}
void B3dTransformationSet::PostSetProjection()
{
// Zuweisen und Inverse bestimmen
maInvProjection = GetProjection();
maInvProjection.invert();
// Abhaengige Matritzen invalidieren
mbObjectToDeviceValid = sal_False;
mbWorldToViewValid = sal_False;
}
/*************************************************************************
|*
|* Viewport-Transformation
|*
\************************************************************************/
void B3dTransformationSet::CalcViewport()
{
// Faktoren fuer die Projektion
double fLeft(mfLeftBound);
double fRight(mfRightBound);
double fBottom(mfBottomBound);
double fTop(mfTopBound);
// Soll das Seitenverhaeltnis Beachtung finden?
// Falls ja, Bereich der Projektion an Seitenverhaeltnis anpassen
if(GetRatio() != 0.0)
{
// Berechne aktuelles Seitenverhaeltnis der Bounds
double fBoundWidth = (double)(maViewportRectangle.GetWidth() + 1);
double fBoundHeight = (double)(maViewportRectangle.GetHeight() + 1);
double fActRatio = 1;
double fFactor;
if(fBoundWidth != 0.0)
fActRatio = fBoundHeight / fBoundWidth;
// FIXME else in this case has a lot of problems, should this return.
switch(meRatio)
{
case Base3DRatioShrink :
{
// Kleineren Teil vergroessern
if(fActRatio > mfRatio)
{
// X vergroessern
fFactor = 1.0 / fActRatio;
fRight *= fFactor;
fLeft *= fFactor;
}
else
{
// Y vergroessern
fFactor = fActRatio;
fTop *= fFactor;
fBottom *= fFactor;
}
break;
}
case Base3DRatioGrow :
{
// GroesserenTeil verkleinern
if(fActRatio > mfRatio)
{
// Y verkleinern
fFactor = fActRatio;
fTop *= fFactor;
fBottom *= fFactor;
}
else
{
// X verkleinern
fFactor = 1.0 / fActRatio;
fRight *= fFactor;
fLeft *= fFactor;
}
break;
}
case Base3DRatioMiddle :
{
// Mitteln
fFactor = ((1.0 / fActRatio) + 1.0) / 2.0;
fRight *= fFactor;
fLeft *= fFactor;
fFactor = (fActRatio + 1.0) / 2.0;
fTop *= fFactor;
fBottom *= fFactor;
break;
}
}
}
// Ueberschneiden sich Darstellungsflaeche und Objektflaeche?
maSetBound = maViewportRectangle;
// Mit den neuen Werten Projektion und ViewPort setzen
basegfx::B3DHomMatrix aNewProjection;
// #i36281#
// OpenGL needs a little more rough additional size to not let
// the front face vanish. Changed from SMALL_DVALUE to 0.000001,
// which is 1/10000th, comared with 1/tenth of a million from SMALL_DVALUE.
const double fDistPart((mfFarBound - mfNearBound) * 0.0001);
// Near, Far etwas grosszuegiger setzen, um falsches,
// zu kritisches clippen zu verhindern
if(mbPerspective)
{
Frustum(aNewProjection, fLeft, fRight, fBottom, fTop, mfNearBound - fDistPart, mfFarBound + fDistPart);
}
else
{
Ortho(aNewProjection, fLeft, fRight, fBottom, fTop, mfNearBound - fDistPart, mfFarBound + fDistPart);
}
// jetzt schon auf gueltig setzen um Endlosschleife zu vermeiden
mbProjectionValid = sal_True;
// Neue Projektion setzen
SetProjection(aNewProjection);
// fill parameters for ViewportTransformation
// Translation
maTranslate.setX((double)maSetBound.Left() + ((maSetBound.GetWidth() - 1L) / 2.0));
maTranslate.setY((double)maSetBound.Top() + ((maSetBound.GetHeight() - 1L) / 2.0));
maTranslate.setZ(ZBUFFER_DEPTH_RANGE / 2.0);
// Skalierung
maScale.setX((maSetBound.GetWidth() - 1L) / 2.0);
maScale.setY((maSetBound.GetHeight() - 1L) / -2.0);
maScale.setZ(ZBUFFER_DEPTH_RANGE / 2.0);
// Auf Veraenderung des ViewPorts reagieren
PostSetViewport();
}
void B3dTransformationSet::SetRatio(double fNew)
{
if(mfRatio != fNew)
{
mfRatio = fNew;
mbProjectionValid = sal_False;
mbObjectToDeviceValid = sal_False;
mbWorldToViewValid = sal_False;
}
}
void B3dTransformationSet::SetDeviceRectangle(double fL, double fR, double fB, double fT,
sal_Bool bBroadCastChange)
{
if(fL != mfLeftBound || fR != mfRightBound || fB != mfBottomBound || fT != mfTopBound)
{
mfLeftBound = fL;
mfRightBound = fR;
mfBottomBound = fB;
mfTopBound = fT;
mbProjectionValid = sal_False;
mbObjectToDeviceValid = sal_False;
mbWorldToViewValid = sal_False;
// Aenderung bekanntmachen
if(bBroadCastChange)
DeviceRectangleChange();
}
}
void B3dTransformationSet::DeviceRectangleChange()
{
}
void B3dTransformationSet::SetPerspective(sal_Bool bNew)
{
if(mbPerspective != bNew)
{
mbPerspective = bNew;
mbProjectionValid = sal_False;
mbObjectToDeviceValid = sal_False;
mbWorldToViewValid = sal_False;
}
}
void B3dTransformationSet::SetViewportRectangle(Rectangle& rRect, Rectangle& rVisible)
{
if(rRect != maViewportRectangle || rVisible != maVisibleRectangle)
{
maViewportRectangle = rRect;
maVisibleRectangle = rVisible;
mbProjectionValid = sal_False;
mbObjectToDeviceValid = sal_False;
mbWorldToViewValid = sal_False;
}
}
void B3dTransformationSet::PostSetViewport()
{
}
/*************************************************************************
|*
|* Direkter Zugriff auf verschiedene Transformationen
|*
\************************************************************************/
const basegfx::B3DPoint B3dTransformationSet::WorldToEyeCoor(const basegfx::B3DPoint& rVec)
{
basegfx::B3DPoint aVec(rVec);
aVec *= GetOrientation();
return aVec;
}
const basegfx::B3DPoint B3dTransformationSet::EyeToWorldCoor(const basegfx::B3DPoint& rVec)
{
basegfx::B3DPoint aVec(rVec);
aVec *= GetInvOrientation();
return aVec;
}
/*************************************************************************
|*
|* Konstruktor B3dViewport
|*
\************************************************************************/
B3dViewport::B3dViewport()
: B3dTransformationSet(),
aVRP(0, 0, 0),
aVPN(0, 0, 1),
aVUV(0, 1, 0)
{
CalcOrientation();
}
B3dViewport::~B3dViewport()
{
}
void B3dViewport::SetVUV(const basegfx::B3DVector& rNewVUV)
{
aVUV = rNewVUV;
CalcOrientation();
}
void B3dViewport::SetViewportValues(
const basegfx::B3DPoint& rNewVRP,
const basegfx::B3DVector& rNewVPN,
const basegfx::B3DVector& rNewVUV)
{
aVRP = rNewVRP;
aVPN = rNewVPN;
aVUV = rNewVUV;
CalcOrientation();
}
void B3dViewport::CalcOrientation()
{
SetOrientation(aVRP, aVPN, aVUV);
}
/*************************************************************************
|*
|* Konstruktor B3dViewport
|*
\************************************************************************/
B3dCamera::B3dCamera(
const basegfx::B3DPoint& rPos, const basegfx::B3DVector& rLkAt,
double fFocLen, double fBnkAng, sal_Bool bUseFocLen)
: B3dViewport(),
aPosition(rPos),
aCorrectedPosition(rPos),
aLookAt(rLkAt),
fFocalLength(fFocLen),
fBankAngle(fBnkAng),
bUseFocalLength(bUseFocLen)
{
CalcNewViewportValues();
}
B3dCamera::~B3dCamera()
{
}
void B3dCamera::DeviceRectangleChange()
{
// call parent
B3dViewport::DeviceRectangleChange();
// Auf Aenderung reagieren
CalcNewViewportValues();
}
void B3dCamera::CalcNewViewportValues()
{
basegfx::B3DVector aViewVector(aPosition - aLookAt);
basegfx::B3DVector aNewVPN(aViewVector);
basegfx::B3DVector aNewVUV(0.0, 1.0, 0.0);
if(aNewVPN.getLength() < aNewVPN.getY())
aNewVUV.setX(0.5);
aNewVUV.normalize();
aNewVPN.normalize();
basegfx::B3DVector aNewToTheRight = aNewVPN;
aNewToTheRight = aNewToTheRight.getPerpendicular(aNewVUV);
aNewToTheRight.normalize();
aNewVUV = aNewToTheRight.getPerpendicular(aNewVPN);
aNewVUV.normalize();
SetViewportValues(aPosition, aNewVPN, aNewVUV);
if(CalcFocalLength())
SetViewportValues(aCorrectedPosition, aNewVPN, aNewVUV);
if(fBankAngle != 0.0)
{
basegfx::B3DHomMatrix aRotMat;
aRotMat.rotate(0.0, 0.0, fBankAngle);
basegfx::B3DVector aUp(0.0, 1.0, 0.0);
aUp *= aRotMat;
aUp = EyeToWorldCoor(aUp);
aUp.normalize();
SetVUV(aUp);
}
}
sal_Bool B3dCamera::CalcFocalLength()
{
double fWidth = GetDeviceRectangleWidth();
sal_Bool bRetval = sal_False;
if(bUseFocalLength)
{
// Position aufgrund der FocalLength korrigieren
aCorrectedPosition = basegfx::B3DPoint(0.0, 0.0, fFocalLength * fWidth / 35.0);
aCorrectedPosition = EyeToWorldCoor(aCorrectedPosition);
bRetval = sal_True;
}
else
{
// FocalLength anhand der Position anpassen
basegfx::B3DPoint aOldPosition;
aOldPosition = WorldToEyeCoor(aOldPosition);
if(fWidth != 0.0)
fFocalLength = aOldPosition.getZ() / fWidth * 35.0;
if(fFocalLength < 5.0)
fFocalLength = 5.0;
}
return bRetval;
}
// eof
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */