2009-01-13 19:18:08 +0100 aw r266250 : #i96669# changed initialisation order in Embedded3DPrimitive2D::Embedded3DPrimitive2D due to TinderBox 2009-01-13 19:15:37 +0100 aw r266249 : #i96669# changed initialisation order in Embedded3DPrimitive2D::Embedded3DPrimitive2D due to TinderBox 2009-01-12 11:53:37 +0100 aw r266141 : #i97874# corrected include for TinderBox build 2009-01-08 17:48:23 +0100 aw r266029 : #i97874# extended SdrTextObj::ImpConvertAddText to copy needed attributes from original object 2009-01-08 14:59:08 +0100 aw r266015 : #i96350# added fallback to solid fill in shadow TabPage when no fill is defined to get a reasonable shadow preview 2009-01-08 12:40:49 +0100 aw r265995 : #i94832# remuved not needed E3DModifySceneSnapRectUpdater usages 2009-01-08 01:53:46 +0100 thb r265982 : #i94860# Blacklisting another ATI card/driver that causes blank screens 2009-01-08 01:46:38 +0100 thb r265981 : #i97853# Changed all gradient texture methods to use basegfx gradienttools. consolidated quite some code 2009-01-08 01:45:09 +0100 thb r265980 : #i97853# Added lerp methods, slight changes to have everything necessary contained in the ODFGradientInfo struct 2009-01-08 00:01:54 +0100 thb r265979 : #i97853# First part of the move - duplicated the stuff to basegfx 2009-01-06 16:23:09 +0100 aw r265930 : #i97197# Changed SwDrawVirtObj to work well with changed aOutRect and bBoundRectValid functionality 2009-01-06 12:41:24 +0100 aw r265909 : #i97784# corrected regression with connectors 2009-01-05 17:30:31 +0100 aw r265881 : #i97772# added missing usage of reduce factor for BitmapPrimitive creation 2009-01-05 12:24:01 +0100 aw r265863 : #i97321# added direct handling of HatchTexturePrimitive3D to not use it's decomposition for HitTest 2008-12-23 13:57:27 +0100 aw r265782 : #i96669# changed SW's FlyFrame paint fallback with primitives to use createLocalDecomposition since get2Decomposition does not have to stay virtual on the long run 2008-12-23 13:47:59 +0100 aw r265781 : #i96669# optimized impCreateTextPortionPrimitive to only create TextDecoratedPortionPrimitive2D when needed 2008-12-23 13:44:45 +0100 aw r265780 : #i96669# added B2DRange buffering to some primitive implementations where it is most necessary 2008-12-19 15:45:45 +0100 aw r265729 : #i96669# prepared TextPrimitives to work without DXarray, too. Had to rework impSplitSingleWords which gets active when a text portion has some word-wise decorations. Tested before committing 2008-12-19 15:44:16 +0100 aw r265728 : #i96669# corrected error in createPolygonFromUnitEllipseSegment which popped up when investigating 2008-12-18 17:45:58 +0100 aw r265708 : #i97149# added ActionChanged() call when visualisation object is modified 2008-12-18 15:34:42 +0100 aw r265695 : #i96598# corrected SdrPageObj's usage of aOutRect 2008-12-17 16:59:37 +0100 aw r265647 : #i96537# exchanged the marker for point number in string with correct one 2008-12-16 17:50:33 +0100 aw r265566 : #i93170# added a bool to EndDrawLayer() and corresponding mechanisms to allow to end without drawing FormLayer 2008-12-16 17:50:17 +0100 aw r265565 : #i93170# added a bool to EndDrawLayer() and corresponding mechanisms to allow to end without drawing FormLayer 2008-12-16 17:50:00 +0100 aw r265564 : #i93170# added a bool to EndDrawLayer() and corresponding mechanisms to allow to end without drawing FormLayer 2008-12-16 17:49:48 +0100 aw r265563 : #i93170# added a bool to EndDrawLayer() and corresponding mechanisms to allow to end without drawing FormLayer 2008-12-16 17:49:35 +0100 aw r265562 : #i93170# added a bool to EndDrawLayer() and corresponding mechanisms to allow to end without drawing FormLayer
177 lines
7.4 KiB
C++
177 lines
7.4 KiB
C++
/*************************************************************************
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*
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* OpenOffice.org - a multi-platform office productivity suite
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*
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* $RCSfile: embedded3dprimitive2d.cxx,v $
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*
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* $Revision: 1.8 $
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*
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* last change: $Author: aw $ $Date: 2008-06-24 15:31:08 $
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*
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* The Contents of this file are made available subject to
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* the terms of GNU Lesser General Public License Version 2.1.
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*
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*
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* GNU Lesser General Public License Version 2.1
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* =============================================
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* Copyright 2005 by Sun Microsystems, Inc.
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* 901 San Antonio Road, Palo Alto, CA 94303, USA
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License version 2.1, as published by the Free Software Foundation.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston,
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* MA 02111-1307 USA
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*
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************************************************************************/
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// MARKER(update_precomp.py): autogen include statement, do not remove
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#include "precompiled_drawinglayer.hxx"
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#include <drawinglayer/primitive2d/embedded3dprimitive2d.hxx>
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#include <basegfx/polygon/b2dpolygon.hxx>
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#include <basegfx/polygon/b2dpolygontools.hxx>
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#include <basegfx/color/bcolor.hxx>
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#include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
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#include <basegfx/tools/canvastools.hxx>
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#include <drawinglayer/geometry/viewinformation2d.hxx>
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#include <drawinglayer/primitive2d/drawinglayer_primitivetypes2d.hxx>
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#include <drawinglayer/geometry/viewinformation3d.hxx>
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#include <drawinglayer/processor3d/shadow3dextractor.hxx>
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//////////////////////////////////////////////////////////////////////////////
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using namespace com::sun::star;
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//////////////////////////////////////////////////////////////////////////////
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namespace drawinglayer
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{
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namespace primitive2d
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{
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bool Embedded3DPrimitive2D::impGetShadow3D(const geometry::ViewInformation2D& /*rViewInformation*/) const
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{
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osl::MutexGuard aGuard( m_aMutex );
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// create on demand
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if(!mbShadow3DChecked && getChildren3D().hasElements())
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{
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// create shadow extraction processor
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processor3d::Shadow3DExtractingProcessor aShadowProcessor(
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getViewInformation3D(),
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getObjectTransformation(),
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getLightNormal(),
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getShadowSlant(),
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getScene3DRange());
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// process local primitives
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aShadowProcessor.process(getChildren3D());
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// fetch result and set checked flag
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const_cast< Embedded3DPrimitive2D* >(this)->maShadowPrimitives = aShadowProcessor.getPrimitive2DSequence();
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const_cast< Embedded3DPrimitive2D* >(this)->mbShadow3DChecked = true;
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}
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// return if there are shadow primitives
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return maShadowPrimitives.hasElements();
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}
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Primitive2DSequence Embedded3DPrimitive2D::createLocalDecomposition(const geometry::ViewInformation2D& rViewInformation) const
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{
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// use info to create a yellow 2d rectangle, similar to empty 3d scenes and/or groups
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const basegfx::B2DRange aLocal2DRange(getB2DRange(rViewInformation));
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const basegfx::B2DPolygon aOutline(basegfx::tools::createPolygonFromRect(aLocal2DRange));
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const basegfx::BColor aYellow(1.0, 1.0, 0.0);
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const Primitive2DReference xRef(new PolygonHairlinePrimitive2D(aOutline, aYellow));
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return Primitive2DSequence(&xRef, 1L);
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}
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Embedded3DPrimitive2D::Embedded3DPrimitive2D(
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const primitive3d::Primitive3DSequence& rxChildren3D,
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const basegfx::B2DHomMatrix& rObjectTransformation,
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const geometry::ViewInformation3D& rViewInformation3D,
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const basegfx::B3DVector& rLightNormal,
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double fShadowSlant,
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const basegfx::B3DRange& rScene3DRange)
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: BasePrimitive2D(),
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mxChildren3D(rxChildren3D),
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maObjectTransformation(rObjectTransformation),
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maViewInformation3D(rViewInformation3D),
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maLightNormal(rLightNormal),
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mfShadowSlant(fShadowSlant),
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maScene3DRange(rScene3DRange),
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maShadowPrimitives(),
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maB2DRange(),
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mbShadow3DChecked(false)
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{
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maLightNormal.normalize();
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}
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bool Embedded3DPrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const
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{
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if(BasePrimitive2D::operator==(rPrimitive))
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{
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const Embedded3DPrimitive2D& rCompare = static_cast< const Embedded3DPrimitive2D& >(rPrimitive);
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return (primitive3d::arePrimitive3DSequencesEqual(getChildren3D(), rCompare.getChildren3D())
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&& getObjectTransformation() == rCompare.getObjectTransformation()
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&& getViewInformation3D() == rCompare.getViewInformation3D()
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&& getLightNormal() == rCompare.getLightNormal()
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&& getShadowSlant() == rCompare.getShadowSlant()
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&& getScene3DRange() == rCompare.getScene3DRange());
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}
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return false;
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}
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basegfx::B2DRange Embedded3DPrimitive2D::getB2DRange(const geometry::ViewInformation2D& rViewInformation) const
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{
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if(maB2DRange.isEmpty())
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{
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// use the 3d transformation stack to create a projection of the 3D range
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basegfx::B3DRange a3DRange(primitive3d::getB3DRangeFromPrimitive3DSequence(getChildren3D(), getViewInformation3D()));
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a3DRange.transform(getViewInformation3D().getObjectToView());
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// create 2d range from projected 3d and transform with scene's object transformation
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basegfx::B2DRange aNewRange;
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aNewRange.expand(basegfx::B2DPoint(a3DRange.getMinX(), a3DRange.getMinY()));
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aNewRange.expand(basegfx::B2DPoint(a3DRange.getMaxX(), a3DRange.getMaxY()));
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aNewRange.transform(getObjectTransformation());
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// cehck for 3D shadows and their 2D projections. If those exist, they need to be
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// taken into account
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if(impGetShadow3D(rViewInformation))
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{
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const basegfx::B2DRange aShadow2DRange(getB2DRangeFromPrimitive2DSequence(maShadowPrimitives, rViewInformation));
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if(!aShadow2DRange.isEmpty())
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{
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aNewRange.expand(aShadow2DRange);
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}
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}
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// assign to buffered value
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const_cast< Embedded3DPrimitive2D* >(this)->maB2DRange = aNewRange;
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}
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return maB2DRange;
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}
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// provide unique ID
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ImplPrimitrive2DIDBlock(Embedded3DPrimitive2D, PRIMITIVE2D_ID_EMBEDDED3DPRIMITIVE2D)
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} // end of namespace primitive2d
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} // end of namespace drawinglayer
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//////////////////////////////////////////////////////////////////////////////
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// eof
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