/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /************************************************************************* * * 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. * ************************************************************************/ // MARKER(update_precomp.py): autogen include statement, do not remove #include "precompiled_drawinglayer.hxx" #include #include #include #include #include #include #include #include #include #include ////////////////////////////////////////////////////////////////////////////// using namespace com::sun::star; ////////////////////////////////////////////////////////////////////////////// namespace drawinglayer { namespace primitive3d { Primitive3DSequence SdrSpherePrimitive3D::create3DDecomposition(const geometry::ViewInformation3D& /*rViewInformation*/) const { Primitive3DSequence aRetval; const basegfx::B3DRange aUnitRange(0.0, 0.0, 0.0, 1.0, 1.0, 1.0); const bool bCreateNormals(::com::sun::star::drawing::NormalsKind_SPECIFIC == getSdr3DObjectAttribute().getNormalsKind() || ::com::sun::star::drawing::NormalsKind_SPHERE == getSdr3DObjectAttribute().getNormalsKind()); // create unit geometry basegfx::B3DPolyPolygon aFill(basegfx::tools::createSphereFillPolyPolygonFromB3DRange(aUnitRange, getHorizontalSegments(), getVerticalSegments(), bCreateNormals)); // normal inversion if(!getSdrLFSAttribute().getFill().isDefault() && bCreateNormals && getSdr3DObjectAttribute().getNormalsInvert() && aFill.areNormalsUsed()) { // invert normals aFill = basegfx::tools::invertNormals(aFill); } // texture coordinates if(!getSdrLFSAttribute().getFill().isDefault()) { // handle texture coordinates X const bool bParallelX(::com::sun::star::drawing::TextureProjectionMode_PARALLEL == getSdr3DObjectAttribute().getTextureProjectionX()); const bool bObjectSpecificX(::com::sun::star::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionX()); const bool bSphereX(::com::sun::star::drawing::TextureProjectionMode_SPHERE == getSdr3DObjectAttribute().getTextureProjectionX()); // handle texture coordinates Y const bool bParallelY(::com::sun::star::drawing::TextureProjectionMode_PARALLEL == getSdr3DObjectAttribute().getTextureProjectionY()); const bool bObjectSpecificY(::com::sun::star::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionY()); const bool bSphereY(::com::sun::star::drawing::TextureProjectionMode_SPHERE == getSdr3DObjectAttribute().getTextureProjectionY()); if(bParallelX || bParallelY) { // apply parallel texture coordinates in X and/or Y const basegfx::B3DRange aRange(basegfx::tools::getRange(aFill)); aFill = basegfx::tools::applyDefaultTextureCoordinatesParallel(aFill, aRange, bParallelX, bParallelY); } if(bSphereX || bObjectSpecificX || bSphereY || bObjectSpecificY) { double fRelativeAngle(0.0); if(bObjectSpecificX) { // Since the texture coordinates are (for historical reasons) // different from forced to sphere texture coordinates, // create a old version from it by rotating to old state before applying // the texture coordinates to emulate old behaviour fRelativeAngle = F_2PI * ((double)((getHorizontalSegments() >> 1L) - 1L) / (double)getHorizontalSegments()); basegfx::B3DHomMatrix aRot; aRot.rotate(0.0, fRelativeAngle, 0.0); aFill.transform(aRot); } // apply spherical texture coordinates in X and/or Y const basegfx::B3DRange aRange(basegfx::tools::getRange(aFill)); const basegfx::B3DPoint aCenter(aRange.getCenter()); aFill = basegfx::tools::applyDefaultTextureCoordinatesSphere(aFill, aCenter, bSphereX || bObjectSpecificX, bSphereY || bObjectSpecificY); if(bObjectSpecificX) { // rotate back again basegfx::B3DHomMatrix aRot; aRot.rotate(0.0, -fRelativeAngle, 0.0); aFill.transform(aRot); } } // transform texture coordinates to texture size basegfx::B2DHomMatrix aTexMatrix; aTexMatrix.scale(getTextureSize().getX(), getTextureSize().getY()); aFill.transformTextureCoordiantes(aTexMatrix); } // build vector of PolyPolygons ::std::vector< basegfx::B3DPolyPolygon > a3DPolyPolygonVector; for(sal_uInt32 a(0L); a < aFill.count(); a++) { a3DPolyPolygonVector.push_back(basegfx::B3DPolyPolygon(aFill.getB3DPolygon(a))); } if(!getSdrLFSAttribute().getFill().isDefault()) { // add fill aRetval = create3DPolyPolygonFillPrimitives( a3DPolyPolygonVector, getTransform(), getTextureSize(), getSdr3DObjectAttribute(), getSdrLFSAttribute().getFill(), getSdrLFSAttribute().getFillFloatTransGradient()); } else { // create simplified 3d hit test geometry aRetval = createHiddenGeometryPrimitives3D( a3DPolyPolygonVector, getTransform(), getTextureSize(), getSdr3DObjectAttribute()); } // add line if(!getSdrLFSAttribute().getLine().isDefault()) { basegfx::B3DPolyPolygon aSphere(basegfx::tools::createSpherePolyPolygonFromB3DRange(aUnitRange, getHorizontalSegments(), getVerticalSegments())); const Primitive3DSequence aLines(create3DPolyPolygonLinePrimitives( aSphere, getTransform(), getSdrLFSAttribute().getLine())); appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aLines); } // add shadow if(!getSdrLFSAttribute().getShadow().isDefault() && aRetval.hasElements()) { const Primitive3DSequence aShadow(createShadowPrimitive3D( aRetval, getSdrLFSAttribute().getShadow(), getSdr3DObjectAttribute().getShadow3D())); appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aShadow); } return aRetval; } SdrSpherePrimitive3D::SdrSpherePrimitive3D( const basegfx::B3DHomMatrix& rTransform, const basegfx::B2DVector& rTextureSize, const attribute::SdrLineFillShadowAttribute3D& rSdrLFSAttribute, const attribute::Sdr3DObjectAttribute& rSdr3DObjectAttribute, sal_uInt32 nHorizontalSegments, sal_uInt32 nVerticalSegments) : SdrPrimitive3D(rTransform, rTextureSize, rSdrLFSAttribute, rSdr3DObjectAttribute), mnHorizontalSegments(nHorizontalSegments), mnVerticalSegments(nVerticalSegments) { } bool SdrSpherePrimitive3D::operator==(const BasePrimitive3D& rPrimitive) const { if(SdrPrimitive3D::operator==(rPrimitive)) { const SdrSpherePrimitive3D& rCompare = static_cast< const SdrSpherePrimitive3D& >(rPrimitive); return (getHorizontalSegments() == rCompare.getHorizontalSegments() && getVerticalSegments() == rCompare.getVerticalSegments()); } return false; } basegfx::B3DRange SdrSpherePrimitive3D::getB3DRange(const geometry::ViewInformation3D& /*rViewInformation*/) const { // use defaut from sdrPrimitive3D which uses transformation expanded by line width/2 // The parent implementation which uses the ranges of the decomposition would be more // corrcet, but for historical reasons it is necessary to do the old method: To get // the range of the non-transformed geometry and transform it then. This leads to different // ranges where the new method is more correct, but the need to keep the old behaviour // has priority here. return getStandard3DRange(); } // provide unique ID ImplPrimitrive3DIDBlock(SdrSpherePrimitive3D, PRIMITIVE3D_ID_SDRSPHEREPRIMITIVE3D) } // end of namespace primitive3d } // end of namespace drawinglayer ////////////////////////////////////////////////////////////////////////////// // eof /* vim:set shiftwidth=4 softtabstop=4 expandtab: */