diff options
Diffstat (limited to 'svx/source/engine3d')
-rw-r--r-- | svx/source/engine3d/scene3d.cxx | 14 | ||||
-rw-r--r-- | svx/source/engine3d/view3d.cxx | 170 |
2 files changed, 81 insertions, 103 deletions
diff --git a/svx/source/engine3d/scene3d.cxx b/svx/source/engine3d/scene3d.cxx index d799aec38eb7..036f700e6e96 100644 --- a/svx/source/engine3d/scene3d.cxx +++ b/svx/source/engine3d/scene3d.cxx @@ -336,8 +336,18 @@ UINT16 E3dScene::GetObjIdentifier() const void E3dScene::SetBoundRectDirty() { - // avoid resetting aOutRect which in case of this object is model data, - // not re-creatable view data + E3dScene* pScene = GetScene(); + + if(pScene == this) + { + // avoid resetting aOutRect which in case of a 3D scene used as 2d object + // is model data,not re-creatable view data + } + else + { + // if not the outmost scene it is used as group in 3d, call parent + E3dObject::SetBoundRectDirty(); + } } /************************************************************************* diff --git a/svx/source/engine3d/view3d.cxx b/svx/source/engine3d/view3d.cxx index 97fee2250658..047faef2cb41 100644 --- a/svx/source/engine3d/view3d.cxx +++ b/svx/source/engine3d/view3d.cxx @@ -75,6 +75,7 @@ #include <svx/sdr/overlay/overlayprimitive2dsequenceobject.hxx> #include <drawinglayer/primitive2d/transformprimitive2d.hxx> #include <basegfx/matrix/b2dhommatrixtools.hxx> +#include <basegfx/polygon/b2dpolypolygoncutter.hxx> #define ITEMVALUE(ItemSet,Id,Cast) ((const Cast&)(ItemSet).Get(Id)).GetValue() @@ -1066,77 +1067,39 @@ void E3dView::ConvertMarkedObjTo3D(BOOL bExtrude, basegfx::B2DPoint aPnt1, baseg struct E3dDepthNeighbour { - E3dDepthNeighbour* pNext; - E3dExtrudeObj* pObj; - - E3dDepthNeighbour() { pNext = NULL; pObj = NULL; } + E3dDepthNeighbour* mpNext; + E3dExtrudeObj* mpObj; + basegfx::B2DPolyPolygon maPreparedPolyPolygon; + + E3dDepthNeighbour() + : mpNext(0), + mpObj(0), + maPreparedPolyPolygon() + { + } }; struct E3dDepthLayer { - E3dDepthLayer* pDown; - E3dDepthNeighbour* pNext; - - E3dDepthLayer() { pDown = NULL; pNext = NULL; } - ~E3dDepthLayer() { while(pNext) { E3dDepthNeighbour* pSucc = pNext->pNext; delete pNext; pNext = pSucc; }} -}; - -bool ImpDoesOverlap(const basegfx::B2DPolygon& rPolygonA, const basegfx::B2DPolygon& rPolygonB) -{ - bool bRetval(false); - const basegfx::B2DRange aRangeA(basegfx::tools::getRange(rPolygonA)); - const basegfx::B2DRange aRangeB(basegfx::tools::getRange(rPolygonB)); + E3dDepthLayer* mpDown; + E3dDepthNeighbour* mpNext; - if(aRangeA.overlaps(aRangeB)) + E3dDepthLayer() + : mpDown(0), + mpNext(0) { - // A in B ? - if(basegfx::tools::isInside(rPolygonA, rPolygonB)) - return true; - - // B in A ? - if(basegfx::tools::isInside(rPolygonB, rPolygonA)) - return true; - - // A and B the same ? - if(basegfx::tools::isInside(rPolygonB, rPolygonA, true)) - return true; } - return bRetval; -} - -bool ImpDoesOverlap(const basegfx::B2DPolyPolygon& rPolyPolygonA, const basegfx::B2DPolyPolygon& rPolyPolygonB) -{ - bool bRetval(false); - const basegfx::B2DRange aRangeA(basegfx::tools::getRange(rPolyPolygonA)); - const basegfx::B2DRange aRangeB(basegfx::tools::getRange(rPolyPolygonB)); - - if(aRangeA.overlaps(aRangeB)) + ~E3dDepthLayer() { - const sal_uInt32 nCntA(rPolyPolygonA.count()); - const sal_uInt32 nCntB(rPolyPolygonB.count()); - - for(sal_uInt32 a(0L); !bRetval && a < nCntA; a++) + while(mpNext) { - const basegfx::B2DPolygon aPolygonA(rPolyPolygonA.getB2DPolygon(a)); - - if(aPolygonA.isClosed()) - { - for(sal_uInt32 b(0L); !bRetval && b < nCntB; b++) - { - const basegfx::B2DPolygon aPolygonB(rPolyPolygonB.getB2DPolygon(b)); - - if(aPolygonB.isClosed()) - { - bRetval = ImpDoesOverlap(aPolygonA, aPolygonB); - } - } - } + E3dDepthNeighbour* pSucc = mpNext->mpNext; + delete mpNext; + mpNext = pSucc; } } - - return bRetval; -} +}; void E3dView::DoDepthArrange(E3dScene* pScene, double fDepth) { @@ -1147,39 +1110,41 @@ void E3dView::DoDepthArrange(E3dScene* pScene, double fDepth) E3dDepthLayer* pBaseLayer = NULL; E3dDepthLayer* pLayer = NULL; INT32 nNumLayers = 0; - //SfxItemPool& rPool = pMod->GetItemPool(); while(aIter.IsMore()) { - E3dObject* pSubObj = (E3dObject*)aIter.Next(); + E3dExtrudeObj* pExtrudeObj = dynamic_cast< E3dExtrudeObj* >(aIter.Next()); - if(pSubObj && pSubObj->ISA(E3dExtrudeObj)) + if(pExtrudeObj) { - E3dExtrudeObj* pExtrudeObj = (E3dExtrudeObj*)pSubObj; - const basegfx::B2DPolyPolygon aExtrudePoly(pExtrudeObj->GetExtrudePolygon()); - + const basegfx::B2DPolyPolygon aExtrudePoly( + basegfx::tools::prepareForPolygonOperation(pExtrudeObj->GetExtrudePolygon())); const SfxItemSet& rLocalSet = pExtrudeObj->GetMergedItemSet(); - XFillStyle eLocalFillStyle = ITEMVALUE(rLocalSet, XATTR_FILLSTYLE, XFillStyleItem); - Color aLocalColor = ((const XFillColorItem&)(rLocalSet.Get(XATTR_FILLCOLOR))).GetColorValue(); + const XFillStyle eLocalFillStyle = ITEMVALUE(rLocalSet, XATTR_FILLSTYLE, XFillStyleItem); + const Color aLocalColor = ((const XFillColorItem&)(rLocalSet.Get(XATTR_FILLCOLOR))).GetColorValue(); - // ExtrudeObj einordnen + // sort in ExtrudeObj if(pLayer) { - // Gibt es eine Ueberschneidung mit einem Objekt dieses - // Layers? - BOOL bOverlap(FALSE); - E3dDepthNeighbour* pAct = pLayer->pNext; + // do we have overlap with an object of this layer? + bool bOverlap(false); + E3dDepthNeighbour* pAct = pLayer->mpNext; while(!bOverlap && pAct) { - // ueberlappen sich pAct->pObj und pExtrudeObj ? - const basegfx::B2DPolyPolygon aActPoly(pAct->pObj->GetExtrudePolygon()); - bOverlap = ImpDoesOverlap(aExtrudePoly, aActPoly); + // do pAct->mpObj and pExtrudeObj overlap? Check by + // using logical AND clipping + const basegfx::B2DPolyPolygon aAndPolyPolygon( + basegfx::tools::solvePolygonOperationAnd( + aExtrudePoly, + pAct->maPreparedPolyPolygon)); + + bOverlap = (0 != aAndPolyPolygon.count()); if(bOverlap) { // second ciriteria: is another fillstyle or color used? - const SfxItemSet& rCompareSet = pAct->pObj->GetMergedItemSet(); + const SfxItemSet& rCompareSet = pAct->mpObj->GetMergedItemSet(); XFillStyle eCompareFillStyle = ITEMVALUE(rCompareSet, XATTR_FILLSTYLE, XFillStyleItem); @@ -1201,71 +1166,74 @@ void E3dView::DoDepthArrange(E3dScene* pScene, double fDepth) } } - pAct = pAct->pNext; + pAct = pAct->mpNext; } if(bOverlap) { - // ja, beginne einen neuen Layer - pLayer->pDown = new E3dDepthLayer; - pLayer = pLayer->pDown; + // yes, start a new layer + pLayer->mpDown = new E3dDepthLayer; + pLayer = pLayer->mpDown; nNumLayers++; - pLayer->pNext = new E3dDepthNeighbour; - pLayer->pNext->pObj = pExtrudeObj; + pLayer->mpNext = new E3dDepthNeighbour; + pLayer->mpNext->mpObj = pExtrudeObj; + pLayer->mpNext->maPreparedPolyPolygon = aExtrudePoly; } else { - // nein, Objekt kann in aktuellen Layer + // no, add to current layer E3dDepthNeighbour* pNewNext = new E3dDepthNeighbour; - pNewNext->pObj = pExtrudeObj; - pNewNext->pNext = pLayer->pNext; - pLayer->pNext = pNewNext; + pNewNext->mpObj = pExtrudeObj; + pNewNext->maPreparedPolyPolygon = aExtrudePoly; + pNewNext->mpNext = pLayer->mpNext; + pLayer->mpNext = pNewNext; } } else { - // erster Layer ueberhaupt + // first layer ever pBaseLayer = new E3dDepthLayer; pLayer = pBaseLayer; nNumLayers++; - pLayer->pNext = new E3dDepthNeighbour; - pLayer->pNext->pObj = pExtrudeObj; + pLayer->mpNext = new E3dDepthNeighbour; + pLayer->mpNext->mpObj = pExtrudeObj; + pLayer->mpNext->maPreparedPolyPolygon = aExtrudePoly; } } } - // Anzahl Layer steht fest + // number of layers is done if(nNumLayers > 1) { - // Arrangement ist notwendig + // need to be arranged double fMinDepth = fDepth * 0.8; double fStep = (fDepth - fMinDepth) / (double)nNumLayers; pLayer = pBaseLayer; while(pLayer) { - // an pLayer entlangspazieren - E3dDepthNeighbour* pAct = pLayer->pNext; + // move along layer + E3dDepthNeighbour* pAct = pLayer->mpNext; while(pAct) { - // Anpassen - pAct->pObj->SetMergedItem(SfxUInt32Item(SDRATTR_3DOBJ_DEPTH, sal_uInt32(fMinDepth + 0.5))); + // adapt extrude value + pAct->mpObj->SetMergedItem(SfxUInt32Item(SDRATTR_3DOBJ_DEPTH, sal_uInt32(fMinDepth + 0.5))); - // Naechster Eintrag - pAct = pAct->pNext; + // next + pAct = pAct->mpNext; } - // naechster Layer - pLayer = pLayer->pDown; + // next layer + pLayer = pLayer->mpDown; fMinDepth += fStep; } } - // angelegte Strukturen aufraeumen + // cleanup while(pBaseLayer) { - pLayer = pBaseLayer->pDown; + pLayer = pBaseLayer->mpDown; delete pBaseLayer; pBaseLayer = pLayer; } |