/************************************************************************* * * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * Copyright 2000, 2010 Oracle and/or its affiliates. * * OpenOffice.org - a multi-platform office productivity suite * * This file is part of OpenOffice.org. * * OpenOffice.org is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License version 3 * only, as published by the Free Software Foundation. * * OpenOffice.org 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 version 3 for more details * (a copy is included in the LICENSE file that accompanied this code). * * You should have received a copy of the GNU Lesser General Public License * version 3 along with OpenOffice.org. If not, see * * for a copy of the LGPLv3 License. * ************************************************************************/ #ifndef INCLUDED_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX #define INCLUDED_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX #include #include #include #include #include #include #include #include #include ////////////////////////////////////////////////////////////////////////////// namespace drawinglayer { namespace processor3d { /** Shadow3DExtractingProcessor class This processor extracts the 2D shadow geometry (projected geometry) of all feeded primitives. It is used to create the shadow of 3D objects which consists of 2D geometry. It needs quite some data to do so since we do not only offer flat projected 2D shadow, but also projections dependent on the light source */ class Shadow3DExtractingProcessor : public BaseProcessor3D { private: /// typedef for data handling typedef std::vector< primitive2d::BasePrimitive2D* > BasePrimitive2DVector; /// result holding vector (2D) and target vector for stacking (inited to &maPrimitive2DSequence) BasePrimitive2DVector maPrimitive2DSequence; BasePrimitive2DVector* mpPrimitive2DSequence; /// object transformation for scene for 2d definition basegfx::B2DHomMatrix maObjectTransformation; /// prepared data (transformations) for 2D/3D shadow calculations basegfx::B3DHomMatrix maWorldToEye; basegfx::B3DHomMatrix maEyeToView; basegfx::B3DVector maLightNormal; basegfx::B3DVector maShadowPlaneNormal; basegfx::B3DPoint maPlanePoint; double mfLightPlaneScalar; /* the shadow color used for sub-primitives. Can stay at black since the encapsulating 2d shadow primitive will contain the color */ basegfx::BColor maPrimitiveColor; /// bitfield /// flag if shadow plane projection preparation leaded to valid results unsigned mbShadowProjectionIsValid : 1; /// flag if conversion is switched on unsigned mbConvert : 1; /// flag if conversion shall use projection unsigned mbUseProjection : 1; /// local helpers basegfx::B2DPolygon impDoShadowProjection(const basegfx::B3DPolygon& rSource); basegfx::B2DPolyPolygon impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource); /* as tooling, the process() implementation takes over API handling and calls this virtual render method when the primitive implementation is BasePrimitive3D-based. */ virtual void processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate); /// helper to convert from BasePrimitive2DVector to primitive2d::Primitive2DSequence const primitive2d::Primitive2DSequence getPrimitive2DSequenceFromBasePrimitive2DVector( const BasePrimitive2DVector& rVector) const; public: Shadow3DExtractingProcessor( const geometry::ViewInformation3D& rViewInformation, const basegfx::B2DHomMatrix& rObjectTransformation, const basegfx::B3DVector& rLightNormal, double fShadowSlant, const basegfx::B3DRange& rContained3DRange); virtual ~Shadow3DExtractingProcessor(); /// data read access const primitive2d::Primitive2DSequence getPrimitive2DSequence() const; const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; } const basegfx::B3DHomMatrix& getWorldToEye() const { return maWorldToEye; } const basegfx::B3DHomMatrix& getEyeToView() const { return maEyeToView; } }; } // end of namespace processor3d } // end of namespace drawinglayer #endif //_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX // eof