/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* * This file is part of the LibreOffice project. * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. * * This file incorporates work covered by the following license notice: * * Licensed to the Apache Software Foundation (ASF) under one or more * contributor license agreements. See the NOTICE file distributed * with this work for additional information regarding copyright * ownership. The ASF licenses this file to you under the Apache * License, Version 2.0 (the "License"); you may not use this file * except in compliance with the License. You may obtain a copy of * the License at http://www.apache.org/licenses/LICENSE-2.0 . */ #include "EnhancedCustomShape3d.hxx" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include using namespace com::sun::star; using namespace com::sun::star::uno; namespace { void GetOrigin( const SdrCustomShapeGeometryItem& rItem, double& rOriginX, double& rOriginY ) { css::drawing::EnhancedCustomShapeParameterPair aOriginParaPair; const Any* pAny = rItem.GetPropertyValueByName( "Extrusion", "Origin" ); if ( ! ( pAny && ( *pAny >>= aOriginParaPair ) && ( aOriginParaPair.First.Value >>= rOriginX ) && ( aOriginParaPair.Second.Value >>= rOriginY ) ) ) { rOriginX = 0.50; rOriginY =-0.50; } } void GetRotateAngle( const SdrCustomShapeGeometryItem& rItem, double& rAngleX, double& rAngleY ) { css::drawing::EnhancedCustomShapeParameterPair aRotateAngleParaPair; const Any* pAny = rItem.GetPropertyValueByName( "Extrusion", "RotateAngle" ); if ( ! ( pAny && ( *pAny >>= aRotateAngleParaPair ) && ( aRotateAngleParaPair.First.Value >>= rAngleX ) && ( aRotateAngleParaPair.Second.Value >>= rAngleY ) ) ) { rAngleX = 0.0; rAngleY = 0.0; } rAngleX = basegfx::deg2rad(rAngleX); rAngleY = basegfx::deg2rad(rAngleY); } void GetSkew( const SdrCustomShapeGeometryItem& rItem, double& rSkewAmount, double& rSkewAngle ) { css::drawing::EnhancedCustomShapeParameterPair aSkewParaPair; const Any* pAny = rItem.GetPropertyValueByName( "Extrusion", "Skew" ); if ( ! ( pAny && ( *pAny >>= aSkewParaPair ) && ( aSkewParaPair.First.Value >>= rSkewAmount ) && ( aSkewParaPair.Second.Value >>= rSkewAngle ) ) ) { rSkewAmount = 50; // ODF default is 45, but older ODF documents expect -135 as default. For intermediate // solution see tdf#141301 and tdf#141127. // MS Office default -135 is set in msdffimp.cxx to make import independent from setting here. rSkewAngle = -135; } rSkewAngle = basegfx::deg2rad(rSkewAngle); } void GetExtrusionDepth( const SdrCustomShapeGeometryItem& rItem, const double* pMap, double& rBackwardDepth, double& rForwardDepth ) { css::drawing::EnhancedCustomShapeParameterPair aDepthParaPair; double fDepth = 0, fFraction = 0; const Any* pAny = rItem.GetPropertyValueByName( "Extrusion", "Depth" ); if ( pAny && ( *pAny >>= aDepthParaPair ) && ( aDepthParaPair.First.Value >>= fDepth ) && ( aDepthParaPair.Second.Value >>= fFraction ) ) { rForwardDepth = fDepth * fFraction; rBackwardDepth = fDepth - rForwardDepth; } else { rBackwardDepth = 1270; rForwardDepth = 0; } if ( pMap ) { double fMap = *pMap; rBackwardDepth *= fMap; rForwardDepth *= fMap; } } double GetDouble( const SdrCustomShapeGeometryItem& rItem, const OUString& rPropertyName, double fDefault ) { double fRetValue = fDefault; const Any* pAny = rItem.GetPropertyValueByName( "Extrusion", rPropertyName ); if ( pAny ) *pAny >>= fRetValue; return fRetValue; } drawing::ShadeMode GetShadeMode( const SdrCustomShapeGeometryItem& rItem, const drawing::ShadeMode eDefault ) { drawing::ShadeMode eRet( eDefault ); const Any* pAny = rItem.GetPropertyValueByName( "Extrusion", "ShadeMode" ); if ( pAny ) *pAny >>= eRet; return eRet; } bool GetBool( const SdrCustomShapeGeometryItem& rItem, const OUString& rPropertyName, const bool bDefault ) { bool bRetValue = bDefault; const Any* pAny = rItem.GetPropertyValueByName( "Extrusion", rPropertyName ); if ( pAny ) *pAny >>= bRetValue; return bRetValue; } drawing::Position3D GetPosition3D( const SdrCustomShapeGeometryItem& rItem, const OUString& rPropertyName, const drawing::Position3D& rDefault, const double* pMap ) { drawing::Position3D aRetValue( rDefault ); const Any* pAny = rItem.GetPropertyValueByName( "Extrusion", rPropertyName ); if ( pAny ) *pAny >>= aRetValue; if ( pMap ) { aRetValue.PositionX *= *pMap; aRetValue.PositionY *= *pMap; aRetValue.PositionZ *= *pMap; } return aRetValue; } drawing::Direction3D GetDirection3D( const SdrCustomShapeGeometryItem& rItem, const OUString& rPropertyName, const drawing::Direction3D& rDefault ) { drawing::Direction3D aRetValue( rDefault ); const Any* pAny = rItem.GetPropertyValueByName( "Extrusion", rPropertyName ); if ( pAny ) *pAny >>= aRetValue; return aRetValue; } sal_Int16 GetMetalType(const SdrCustomShapeGeometryItem& rItem, const sal_Int16 eDefault) { sal_Int16 aRetValue(eDefault); const Any* pAny = rItem.GetPropertyValueByName("Extrusion", "MetalType"); if (pAny) *pAny >>= aRetValue; return aRetValue; } // Calculates the light directions for the additional lights, which are used to emulate soft // lights of MS Office. Method needs to be documented in the Wiki // https://wiki.documentfoundation.org/Development/ODF_Implementer_Notes in part // List_of_LibreOffice_ODF_implementation-defined_items // The method expects vector rLight to be normalized and results normalized vectors. void lcl_SoftLightsDirection(const basegfx::B3DVector& rLight, basegfx::B3DVector& rSoftUp, basegfx::B3DVector& rSoftDown, basegfx::B3DVector& rSoftRight, basegfx::B3DVector& rSoftLeft) { constexpr double fAngle = basegfx::deg2rad(60); // angle between regular light and soft light // We first create directions around (0|0|1) and then rotate them to the light position. rSoftUp = basegfx::B3DVector(0.0, sin(fAngle), cos(fAngle)); rSoftDown = basegfx::B3DVector(0.0, -sin(fAngle), cos(fAngle)); rSoftRight = basegfx::B3DVector(sin(fAngle), 0.0, cos(fAngle)); rSoftLeft = basegfx::B3DVector(-sin(fAngle), 0.0, cos(fAngle)); basegfx::B3DHomMatrix aRotateMat; aRotateMat.rotate(0.0, 0.0, M_PI_4); if (rLight.getX() == 0.0 && rLight.getZ() == 0.0) { // Special case with light from top or bottom if (rLight.getY() >= 0.0) aRotateMat.rotate(-M_PI_2, 0.0, 0.0); else aRotateMat.rotate(M_PI_2, 0.0, 0.0); } else { // Azimuth from z-axis to x-axis. (0|0|1) to (1|0|0) is 90deg. double fAzimuth = atan2(rLight.getX(), rLight.getZ()); // Elevation from xz-plane to y-axis. (0|0|1) to (0|1|0) is 90deg. double fElevation = atan2(rLight.getY(), std::hypot(rLight.getX(), rLight.getZ())); aRotateMat.rotate(-fElevation, fAzimuth, 0.0); } rSoftUp = aRotateMat * rSoftUp; rSoftDown = aRotateMat * rSoftDown; rSoftRight = aRotateMat * rSoftRight; rSoftLeft = aRotateMat * rSoftLeft; } } rtl::Reference EnhancedCustomShape3d::Create3DObject( const SdrObject* pShape2d, const SdrObjCustomShape& rSdrObjCustomShape) { rtl::Reference pRet; const SdrCustomShapeGeometryItem& rGeometryItem(rSdrObjCustomShape.GetMergedItem(SDRATTR_CUSTOMSHAPE_GEOMETRY)); double fMap(1.0), *pMap = nullptr; if ( rSdrObjCustomShape.getSdrModelFromSdrObject().GetScaleUnit() != MapUnit::Map100thMM ) { DBG_ASSERT( rSdrObjCustomShape.getSdrModelFromSdrObject().GetScaleUnit() == MapUnit::MapTwip, "EnhancedCustomShape3d::Current MapMode is Unsupported" ); // But we could use MapToO3tlUnit from ... ? fMap *= o3tl::convert(1.0, o3tl::Length::mm100, o3tl::Length::twip); pMap = &fMap; } if ( GetBool( rGeometryItem, "Extrusion", false ) ) { bool bIsMirroredX(rSdrObjCustomShape.IsMirroredX()); bool bIsMirroredY(rSdrObjCustomShape.IsMirroredY()); tools::Rectangle aSnapRect(rSdrObjCustomShape.GetLogicRect()); Degree100 nObjectRotation(rSdrObjCustomShape.GetRotateAngle()); if ( nObjectRotation ) { double a = toRadians(36000_deg100 - nObjectRotation); tools::Long dx = aSnapRect.Right() - aSnapRect.Left(); tools::Long dy = aSnapRect.Bottom()- aSnapRect.Top(); Point aP( aSnapRect.TopLeft() ); RotatePoint( aP, rSdrObjCustomShape.GetSnapRect().Center(), sin( a ), cos( a ) ); aSnapRect.SetLeft( aP.X() ); aSnapRect.SetTop( aP.Y() ); aSnapRect.SetRight( aSnapRect.Left() + dx ); aSnapRect.SetBottom( aSnapRect.Top() + dy ); } Point aCenter( aSnapRect.Center() ); SfxItemSet aSet( rSdrObjCustomShape.GetMergedItemSet() ); // tdf#146360 If the ItemSet of the source SdrObject has a parent // (which means it has a StyleSheet), we need to do some old-style // 'BurnInStyleSheetAttributes' action. // That means to set all Items which are set in the StyleSheet // directly in the ItemSet. // This is okay here since the 3D SdrObjects created are // placeholders that get rendered, but never reach the // surface/the user. If attributes for the source SdrObject // change, these will be recreated. // The problem is that while "aSet" still has a ptr to the style's // ItemSet, this gets lost at the ItemSet of the SdrObject when // an ItemSet gets set at the 3D SdrObject, like in diverse // SetMergedItemSet calls below. This leads to fetching the wrong // (default) FillBitmap in the calls p3DObj->GetMergedItem below // (which is 32x32 white, that's what you see without the fix). // This could also be fixed (tried it) by either // - using rSdrObjCustomShape.GetMergedItem // - setting the StyleSheet at 3D SdrObjects ASAP (done at caller) // but both solutions contain the risk to not find all places, so // it's just more safe to merge the StyleSheet attributes to the // ItemSet used for the whole creation. if(nullptr != aSet.GetParent()) { SfxWhichIter aIter(aSet); sal_uInt16 nWhich(aIter.FirstWhich()); const SfxPoolItem *pItem(nullptr); while(nWhich) { // this may look at 1st look like doing nothing, but it converts // items set in parent/style to SfxItemState::SET items in the // ItemSet (see AttributeProperties::ForceStyleToHardAttributes()) if(SfxItemState::SET == aSet.GetItemState(nWhich, true, &pItem)) { aSet.Put(*pItem); } nWhich = aIter.NextWhich(); } aSet.SetParent(nullptr); } //SJ: vertical writing is not required, by removing this item no outliner is created aSet.ClearItem( SDRATTR_TEXTDIRECTION ); // #i105323# For 3D AutoShapes, the shadow attribute has to be applied to each // created visualisation helper model shape individually. The shadow itself // will then be rendered from the 3D renderer correctly for the whole 3D scene // (and thus behind all objects of which the visualisation may be built). So, // do NOT remove it from the ItemSet here. // aSet.ClearItem(SDRATTR_SHADOW); std::vector< E3dCompoundObject* > aPlaceholderObjectList; double fExtrusionBackward, fExtrusionForward; GetExtrusionDepth( rGeometryItem, pMap, fExtrusionBackward, fExtrusionForward ); double fDepth = fExtrusionBackward + fExtrusionForward; if ( fDepth < 1.0 ) fDepth = 1.0; drawing::ProjectionMode eProjectionMode( drawing::ProjectionMode_PARALLEL ); const Any* pAny = rGeometryItem.GetPropertyValueByName( "Extrusion", "ProjectionMode" ); if ( pAny ) *pAny >>= eProjectionMode; // pShape2d Convert in scenes which include 3D Objects E3dDefaultAttributes a3DDefaultAttr; a3DDefaultAttr.SetDefaultLatheCharacterMode( true ); a3DDefaultAttr.SetDefaultExtrudeCharacterMode( true ); rtl::Reference pScene = new E3dScene(rSdrObjCustomShape.getSdrModelFromSdrObject()); bool bSceneHasObjects ( false ); bool bUseTwoFillStyles( false ); drawing::ShadeMode eShadeMode( GetShadeMode( rGeometryItem, drawing::ShadeMode_FLAT ) ); bool bUseExtrusionColor = GetBool( rGeometryItem, "Color", false ); drawing::FillStyle eFillStyle( aSet.Get(XATTR_FILLSTYLE).GetValue() ); pScene->GetProperties().SetObjectItem( Svx3DShadeModeItem(static_cast(eShadeMode))); aSet.Put( makeSvx3DPercentDiagonalItem( 0 ) ); aSet.Put( Svx3DTextureModeItem( 1 ) ); // SPECIFIC needed for ShadeMode_SMOOTH and ShadeMode_PHONG, otherwise FLAT is faster. if (eShadeMode == drawing::ShadeMode_SMOOTH || eShadeMode == drawing::ShadeMode_PHONG) aSet.Put( Svx3DNormalsKindItem(static_cast(drawing::NormalsKind_SPECIFIC))); else aSet.Put( Svx3DNormalsKindItem(static_cast(drawing::NormalsKind_FLAT))); if ( eShadeMode == drawing::ShadeMode_DRAFT ) { aSet.Put( XLineStyleItem( drawing::LineStyle_SOLID ) ); aSet.Put( XFillStyleItem ( drawing::FillStyle_NONE ) ); aSet.Put( makeSvx3DDoubleSidedItem( true ) ); } else { aSet.Put( XLineStyleItem( drawing::LineStyle_NONE ) ); if ( eFillStyle == drawing::FillStyle_NONE ) aSet.Put( XFillStyleItem( drawing::FillStyle_SOLID ) ); else if ( ( eFillStyle == drawing::FillStyle_BITMAP ) || ( eFillStyle == drawing::FillStyle_GRADIENT ) || bUseExtrusionColor ) bUseTwoFillStyles = true; // If shapes are mirrored once (mirroring two times correct geometry again) // double-sided at the object and two-sided-lighting at the scene need to be set. // #i122777# Also use double sided for two fill styles since there several 3d objects get // created with a depth of 0; one of them is the backside which needs double-sided to // get visible if(bUseTwoFillStyles || (bIsMirroredX && !bIsMirroredY) || (!bIsMirroredX && bIsMirroredY)) { aSet.Put( makeSvx3DDoubleSidedItem( true ) ); pScene->GetProperties().SetObjectItem( makeSvx3DTwoSidedLightingItem( true ) ); } } tools::Rectangle aBoundRect2d; basegfx::B2DPolyPolygon aTotalPolyPoly; SdrObjListIter aIter( *pShape2d, SdrIterMode::DeepNoGroups ); const bool bMultipleSubObjects(aIter.Count() > 1); const bool bFuzzing(utl::ConfigManager::IsFuzzing()); while( aIter.IsMore() ) { const SdrObject* pNext = aIter.Next(); bool bIsPlaceholderObject = (pNext->GetMergedItem( XATTR_FILLSTYLE ).GetValue() == drawing::FillStyle_NONE ) && (pNext->GetMergedItem( XATTR_LINESTYLE ).GetValue() == drawing::LineStyle_NONE ); basegfx::B2DPolyPolygon aPolyPoly; SfxItemSet aLocalSet(aSet); drawing::FillStyle aLocalFillStyle(eFillStyle); if ( auto pPathObj = dynamic_cast(pNext) ) { const SfxItemSet& rSet = pNext->GetMergedItemSet(); bool bNeedToConvertToContour(false); // do conversion only for single line objects; for all others a fill and a // line object get created. When we have fill, we want no line. That line has // always been there, but since it was never converted to contour, it kept // invisible (all this 'hidden' logic should be migrated to primitives). if(!bMultipleSubObjects) { const drawing::FillStyle eStyle(rSet.Get(XATTR_FILLSTYLE).GetValue()); if(drawing::FillStyle_NONE == eStyle) { const drawinglayer::attribute::SdrLineAttribute aLine( drawinglayer::primitive2d::createNewSdrLineAttribute(rSet)); bNeedToConvertToContour = (0.0 < aLine.getWidth() || 0.0 != aLine.getFullDotDashLen()); if(!bNeedToConvertToContour && !aLine.isDefault()) { const drawinglayer::attribute::SdrLineStartEndAttribute aLineStartEnd( drawinglayer::primitive2d::createNewSdrLineStartEndAttribute(rSet, aLine.getWidth())); if((aLineStartEnd.getStartWidth() && aLineStartEnd.isStartActive()) || (aLineStartEnd.getEndWidth() && aLineStartEnd.isEndActive())) { bNeedToConvertToContour = true; } } } } if (bNeedToConvertToContour && !bFuzzing) { rtl::Reference pNewObj = pNext->ConvertToContourObj(const_cast< SdrObject* >(pNext)); SdrPathObj* pNewPathObj = dynamic_cast< SdrPathObj* >(pNewObj.get()); if(pNewPathObj) { aPolyPoly = pNewPathObj->GetPathPoly(); if(aPolyPoly.isClosed()) { // correct item properties from line to fill style if(eShadeMode == drawing::ShadeMode_DRAFT) { // for draft, create wireframe with fixed line width aLocalSet.Put(XLineStyleItem(drawing::LineStyle_SOLID)); aLocalSet.Put(XLineWidthItem(40)); aLocalFillStyle = drawing::FillStyle_NONE; } else { // switch from line to fill, copy line attr to fill attr (color, transparence) aLocalSet.Put(XLineWidthItem(0)); aLocalSet.Put(XLineStyleItem(drawing::LineStyle_NONE)); aLocalSet.Put(XFillColorItem(OUString(), aLocalSet.Get(XATTR_LINECOLOR).GetColorValue())); aLocalSet.Put(XFillStyleItem(drawing::FillStyle_SOLID)); aLocalSet.Put(XFillTransparenceItem(aLocalSet.Get(XATTR_LINETRANSPARENCE).GetValue())); aLocalFillStyle = drawing::FillStyle_SOLID; } } else { // correct item properties to hairlines aLocalSet.Put(XLineWidthItem(0)); aLocalSet.Put(XLineStyleItem(drawing::LineStyle_SOLID)); } } } else { aPolyPoly = pPathObj->GetPathPoly(); } } else { rtl::Reference pNewObj = pNext->ConvertToPolyObj( false, false ); SdrPathObj* pPath = dynamic_cast( pNewObj.get() ); if ( pPath ) aPolyPoly = pPath->GetPathPoly(); } if( aPolyPoly.count() ) { if(aPolyPoly.areControlPointsUsed()) { aPolyPoly = basegfx::utils::adaptiveSubdivideByAngle(aPolyPoly); } const basegfx::B2DRange aTempRange(basegfx::utils::getRange(aPolyPoly)); const tools::Rectangle aBoundRect(basegfx::fround(aTempRange.getMinX()), basegfx::fround(aTempRange.getMinY()), basegfx::fround(aTempRange.getMaxX()), basegfx::fround(aTempRange.getMaxY())); aTotalPolyPoly.append(aPolyPoly); aBoundRect2d.Union( aBoundRect ); // #i122777# depth 0 is okay for planes when using double-sided rtl::Reference p3DObj = new E3dExtrudeObj( rSdrObjCustomShape.getSdrModelFromSdrObject(), a3DDefaultAttr, aPolyPoly, bUseTwoFillStyles ? 0 : fDepth ); p3DObj->NbcSetLayer( pShape2d->GetLayer() ); p3DObj->SetMergedItemSet( aLocalSet ); if ( bIsPlaceholderObject ) aPlaceholderObjectList.push_back( p3DObj.get() ); else if ( bUseTwoFillStyles ) { BitmapEx aFillBmp; bool bFillBmpTile = p3DObj->GetMergedItem( XATTR_FILLBMP_TILE ).GetValue(); if ( bFillBmpTile ) { const XFillBitmapItem& rBmpItm = p3DObj->GetMergedItem(XATTR_FILLBITMAP); aFillBmp = rBmpItm.GetGraphicObject().GetGraphic().GetBitmapEx(); // #i122777# old adaptation of FillStyle bitmap size to 5-times the original size; this is not needed // anymore and was used in old times to male the fill look better when converting to 3D. Removed // from regular 3D objects for some time, also needs to be removed from CustomShapes //Size aLogicalSize = aFillBmp.GetPrefSize(); //if ( aFillBmp.GetPrefMapMode() == MapUnit::MapPixel ) // aLogicalSize = Application::GetDefaultDevice()->PixelToLogic( aLogicalSize, MapUnit::Map100thMM ); //else // aLogicalSize = OutputDevice::LogicToLogic( aLogicalSize, aFillBmp.GetPrefMapMode(), MapUnit::Map100thMM ); //aLogicalSize.Width() *= 5; ;// :-( nice scaling, look at engine3d/obj3d.cxx //aLogicalSize.Height() *= 5; //aFillBmp.SetPrefSize( aLogicalSize ); //aFillBmp.SetPrefMapMode( MapUnit::Map100thMM ); //p3DObj->SetMergedItem(XFillBitmapItem(String(), Graphic(aFillBmp))); } else { if ( aSnapRect != aBoundRect && aSnapRect.GetWidth() > 0 && aSnapRect.GetHeight() > 0) { const XFillBitmapItem& rBmpItm = p3DObj->GetMergedItem(XATTR_FILLBITMAP); aFillBmp = rBmpItm.GetGraphicObject().GetGraphic().GetBitmapEx(); Size aBmpSize( aFillBmp.GetSizePixel() ); double fXScale = static_cast(aBoundRect.GetWidth()) / static_cast(aSnapRect.GetWidth()); double fYScale = static_cast(aBoundRect.GetHeight()) / static_cast(aSnapRect.GetHeight()); Point aPt( static_cast( static_cast( aBoundRect.Left() - aSnapRect.Left() )* static_cast(aBmpSize.Width()) / static_cast(aSnapRect.GetWidth()) ), static_cast( static_cast( aBoundRect.Top() - aSnapRect.Top() ) * static_cast(aBmpSize.Height()) / static_cast(aSnapRect.GetHeight()) ) ); Size aSize( static_cast( aBmpSize.Width() * fXScale ), static_cast( aBmpSize.Height() * fYScale ) ); tools::Rectangle aCropRect( aPt, aSize ); aFillBmp.Crop( aCropRect ); p3DObj->SetMergedItem(XFillBitmapItem(OUString(), Graphic(aFillBmp))); } } pScene->InsertObject( p3DObj.get() ); p3DObj = new E3dExtrudeObj( rSdrObjCustomShape.getSdrModelFromSdrObject(), a3DDefaultAttr, aPolyPoly, fDepth); p3DObj->NbcSetLayer( pShape2d->GetLayer() ); p3DObj->SetMergedItemSet( aLocalSet ); if ( bUseExtrusionColor ) p3DObj->SetMergedItem( XFillColorItem( "", rSdrObjCustomShape.GetMergedItem( XATTR_SECONDARYFILLCOLOR ).GetColorValue() ) ); p3DObj->SetMergedItem( XFillStyleItem( drawing::FillStyle_SOLID ) ); p3DObj->SetMergedItem( Svx3DCloseFrontItem( false ) ); p3DObj->SetMergedItem( Svx3DCloseBackItem( false ) ); pScene->InsertObject( p3DObj.get() ); // #i122777# depth 0 is okay for planes when using double-sided p3DObj = new E3dExtrudeObj( rSdrObjCustomShape.getSdrModelFromSdrObject(), a3DDefaultAttr, std::move(aPolyPoly), 0); p3DObj->NbcSetLayer( pShape2d->GetLayer() ); p3DObj->SetMergedItemSet( aLocalSet ); basegfx::B3DHomMatrix aFrontTransform( p3DObj->GetTransform() ); aFrontTransform.translate( 0.0, 0.0, fDepth ); p3DObj->NbcSetTransform( aFrontTransform ); if ( ( aLocalFillStyle == drawing::FillStyle_BITMAP ) && !aFillBmp.IsEmpty() ) { p3DObj->SetMergedItem(XFillBitmapItem(OUString(), Graphic(aFillBmp))); } } else if ( aLocalFillStyle == drawing::FillStyle_NONE ) { const XLineColorItem& rLineColor = p3DObj->GetMergedItem( XATTR_LINECOLOR ); p3DObj->SetMergedItem( XFillColorItem( "", rLineColor.GetColorValue() ) ); p3DObj->SetMergedItem( makeSvx3DDoubleSidedItem( true ) ); p3DObj->SetMergedItem( Svx3DCloseFrontItem( false ) ); p3DObj->SetMergedItem( Svx3DCloseBackItem( false ) ); } pScene->InsertObject( p3DObj.get() ); bSceneHasObjects = true; } } if ( bSceneHasObjects ) // is the SdrObject properly converted { // then we can change the return value pRet = pScene; // Camera settings, Perspective ... Camera3D rCamera = pScene->GetCamera(); pScene->NbcSetSnapRect( aSnapRect ); // InitScene replacement double fW = aBoundRect2d.getOpenWidth(); double fH = aBoundRect2d.getOpenHeight(); rCamera.SetAutoAdjustProjection( false ); rCamera.SetViewWindow( -fW / 2, - fH / 2, fW, fH); basegfx::B3DPoint aLookAt( 0.0, 0.0, 0.0 ); basegfx::B3DPoint aCamPos( 0.0, 0.0, 100.0 ); rCamera.SetPosAndLookAt( aCamPos, aLookAt ); rCamera.SetFocalLength( 1.0 ); ProjectionType eProjectionType( eProjectionMode == drawing::ProjectionMode_PARALLEL ? ProjectionType::Parallel : ProjectionType::Perspective ); rCamera.SetProjection( eProjectionType ); pScene->SetCamera( rCamera ); pScene->SetBoundAndSnapRectsDirty(); basegfx::B3DHomMatrix aNewTransform( pScene->GetTransform() ); basegfx::B2DHomMatrix aPolyPolyTransform; // Apply flip and z-rotation to scene transformation (y up). At same time transform // aTotalPolyPoly (y down) which will be used for 2D boundRect of shape having 2D // transformations applied. // API values use shape center as origin. Move scene so, that shape center is origin. aNewTransform.translate( -aCenter.X(), aCenter.Y(), -fExtrusionBackward); aPolyPolyTransform.translate(-aCenter.X(), -aCenter.Y()); double fZRotate(basegfx::deg2rad(rSdrObjCustomShape.GetObjectRotation())); if ( fZRotate != 0.0 ) { aNewTransform.rotate( 0.0, 0.0, fZRotate ); aPolyPolyTransform.rotate(-fZRotate); } if ( bIsMirroredX ) { aNewTransform.scale( -1.0, 1, 1 ); aPolyPolyTransform.scale(-1.0, 1); } if ( bIsMirroredY ) { aNewTransform.scale( 1, -1.0, 1 ); aPolyPolyTransform.scale(1, -1.0); } aPolyPolyTransform.translate(aCenter.X(), aCenter.Y()); aTotalPolyPoly.transform(aPolyPolyTransform); // x- and y-rotation have an own rotation center. x- and y-value of rotation center are // fractions of shape size, z-value is in Hmm in property. Shape center is (0 0 0). // Values in property are in custom shape extrusion space with y-axis down. double fXRotate, fYRotate; GetRotateAngle( rGeometryItem, fXRotate, fYRotate ); drawing::Direction3D aRotationCenterDefault( 0, 0, 0 ); drawing::Direction3D aRotationCenter( GetDirection3D( rGeometryItem, "RotationCenter", aRotationCenterDefault ) ); aRotationCenter.DirectionX *= aSnapRect.getOpenWidth(); aRotationCenter.DirectionY *= aSnapRect.getOpenHeight(); if (pMap) { aRotationCenter.DirectionZ *= *pMap; } aNewTransform.translate( -aRotationCenter.DirectionX, aRotationCenter.DirectionY, -aRotationCenter.DirectionZ ); if( fYRotate != 0.0 ) aNewTransform.rotate( 0.0, -fYRotate, 0.0 ); if( fXRotate != 0.0 ) aNewTransform.rotate( -fXRotate, 0.0, 0.0 ); aNewTransform.translate(aRotationCenter.DirectionX, -aRotationCenter.DirectionY, aRotationCenter.DirectionZ); // oblique parallel projection is done by shearing the object, not by moving the camera if (eProjectionMode == drawing::ProjectionMode_PARALLEL) { double fSkew, fAlpha; GetSkew( rGeometryItem, fSkew, fAlpha ); if ( fSkew != 0.0 ) { double fInvTanBeta( fSkew / 100.0 ); if(fInvTanBeta) { aNewTransform.shearXY( fInvTanBeta * cos(fAlpha), fInvTanBeta * sin(fAlpha)); } } } pScene->NbcSetTransform( aNewTransform ); // These values are used later again, so declare them outside the if-statement. They will // contain the absolute values of ViewPoint in 3D scene coordinate system, y-axis up. double fViewPointX = 0; // dummy values double fViewPointY = 0; double fViewPointZ = 25000; if (eProjectionMode == drawing::ProjectionMode_PERSPECTIVE) { double fOriginX, fOriginY; // Calculate BoundRect of shape, including flip and z-rotation, from aTotalPolyPoly. tools::Rectangle aBoundAfter2DTransform; // aBoundAfter2DTransform has y-axis down. basegfx::B2DRange aTotalPolyPolyRange(aTotalPolyPoly.getB2DRange()); aBoundAfter2DTransform.SetLeft(aTotalPolyPolyRange.getMinX()); aBoundAfter2DTransform.SetTop(aTotalPolyPolyRange.getMinY()); aBoundAfter2DTransform.SetRight(aTotalPolyPolyRange.getMaxX()); aBoundAfter2DTransform.SetBottom(aTotalPolyPolyRange.getMaxY()); // Property "Origin" in API is relative to bounding box of shape after 2D // transformations. Range is [-0.5;0.5] with center of bounding box as 0. // Resolve "Origin" fractions to length GetOrigin( rGeometryItem, fOriginX, fOriginY ); fOriginX *= aBoundAfter2DTransform.GetWidth(); fOriginY *= aBoundAfter2DTransform.GetHeight(); // Resolve length to absolute value for 3D fOriginX += aBoundAfter2DTransform.Center().X(); fOriginY += aBoundAfter2DTransform.Center().Y(); fOriginY = - fOriginY; // Scene is translated so that shape center is origin of coordinate system. // Translate point "Origin" too. fOriginX -= aCenter.X(); fOriginY -= -aCenter.Y(); // API ViewPoint values are relative to point "Origin" and have y-axis down. // ToDo: These default ViewPoint values are used as default by MS Office. But ODF // default is (3500, -3500, 25000), details in tdf#146192. drawing::Position3D aViewPointDefault( 3472, -3472, 25000 ); drawing::Position3D aViewPoint( GetPosition3D( rGeometryItem, "ViewPoint", aViewPointDefault, pMap ) ); fViewPointX = aViewPoint.PositionX + fOriginX; fViewPointY = - aViewPoint.PositionY + fOriginY; fViewPointZ = aViewPoint.PositionZ; } // now set correct camera position if (eProjectionMode == drawing::ProjectionMode_PARALLEL) { basegfx::B3DPoint _aLookAt( 0.0, 0.0, 0.0 ); basegfx::B3DPoint _aNewCamPos( 0.0, 0.0, 25000.0 ); rCamera.SetPosAndLookAt( _aNewCamPos, _aLookAt ); pScene->SetCamera( rCamera ); } else { basegfx::B3DPoint _aLookAt(fViewPointX, fViewPointY, 0.0); basegfx::B3DPoint aNewCamPos(fViewPointX, fViewPointY, fViewPointZ); rCamera.SetPosAndLookAt( aNewCamPos, _aLookAt ); pScene->SetCamera( rCamera ); } // NbcSetTransform has not updated the scene 2D rectangles. // Idea: Get a bound volume as polygon from bound rectangle of shape without 2D // transformations. Calculate its projection to the XY-plane. Then calculate the bounding // rectangle of the projection and convert this rectangle back to absolute 2D coordinates. // Set that as 2D rectangle of the scene. const tools::Polygon aPolygon(aBoundRect2d); // y-up basegfx::B3DPolygon aPolygonBoundVolume; // y-down, scene coordinates for (sal_uInt16 i = 0; i < 4; i++ ) { aPolygonBoundVolume.append(basegfx::B3DPoint(aPolygon[i].X(), -aPolygon[i].Y(), 0)); } for (sal_uInt16 i = 0; i < 4; i++ ) { aPolygonBoundVolume.append(basegfx::B3DPoint(aPolygon[i].X(), -aPolygon[i].Y(), fDepth)); } aPolygonBoundVolume.transform(aNewTransform); // projection tools::Polygon a2DProjectionResult(8); // in fact 3D points with z=0 for (sal_uInt16 i = 0; i < 8; i++ ) { const basegfx::B3DPoint aPoint3D(aPolygonBoundVolume.getB3DPoint(i)); if (eProjectionMode == drawing::ProjectionMode_PARALLEL) { a2DProjectionResult[i].setX(aPoint3D.getX()); a2DProjectionResult[i].setY(aPoint3D.getY()); } else { // skip point if line from viewpoint to point is parallel to xy-plane if (double fDiv = aPoint3D.getZ() - fViewPointZ; fDiv != 0.0) { double f = (- fViewPointZ) / fDiv; double fX = (aPoint3D.getX() - fViewPointX) * f + fViewPointX; double fY = (aPoint3D.getY() - fViewPointY) * f + fViewPointY;; a2DProjectionResult[i].setX(static_cast(fX)); a2DProjectionResult[i].setY(static_cast(fY)); } } } // Convert to y-axis down for (sal_uInt16 i = 0; i < 8; i++ ) { a2DProjectionResult[i].setY(- a2DProjectionResult[i].Y()); } // Shift back to shape center a2DProjectionResult.Translate(aCenter); pScene->SetLogicRect(a2DProjectionResult.GetBoundRect()); // light and material // "LightFace" has nothing corresponding in 3D rendering engine. /* bool bLightFace = */ GetBool(rGeometryItem, "LightFace", true); // default in ODF // Light directions drawing::Direction3D aFirstLightDirectionDefault(50000.0, 0.0, 10000.0); drawing::Direction3D aFirstLightDirection(GetDirection3D( rGeometryItem, "FirstLightDirection", aFirstLightDirectionDefault)); if (aFirstLightDirection.DirectionX == 0.0 && aFirstLightDirection.DirectionY == 0.0 && aFirstLightDirection.DirectionZ == 0.0) aFirstLightDirection.DirectionZ = 1.0; basegfx::B3DVector aLight1Vector(aFirstLightDirection.DirectionX, -aFirstLightDirection.DirectionY, aFirstLightDirection.DirectionZ); aLight1Vector.normalize(); drawing::Direction3D aSecondLightDirectionDefault(-50000.0, 0.0, 10000.0); drawing::Direction3D aSecondLightDirection(GetDirection3D( rGeometryItem, "SecondLightDirection", aSecondLightDirectionDefault)); if (aSecondLightDirection.DirectionX == 0.0 && aSecondLightDirection.DirectionY == 0.0 && aSecondLightDirection.DirectionZ == 0.0) aSecondLightDirection.DirectionZ = 1.0; basegfx::B3DVector aLight2Vector(aSecondLightDirection.DirectionX, -aSecondLightDirection.DirectionY, aSecondLightDirection.DirectionZ); aLight2Vector.normalize(); // Light Intensity // For "FirstLight" the 3D-Scene light "1" is regularly used. In case of surface "Matte" // the light 4 is used instead. For "SecondLight" the 3D-Scene light "2" is regularly used. // In case first or second light is not harsh, the lights 5 to 8 are used in addition // to get a soft light appearance. // The 3D-Scene light "3" is currently not used. // ODF default 66%. MS Office default 38000/65536=0.579 is set in import filter. double fLight1Intensity = GetDouble(rGeometryItem, "FirstLightLevel", 66) / 100.0; // ODF and MS Office have both default 'true'. bool bFirstLightHarsh = GetBool(rGeometryItem, "FirstLightHarsh", true); // ODF default 66%. MS Office default 38000/65536=0.579 is set in import filter double fLight2Intensity = GetDouble(rGeometryItem, "SecondLightLevel", 66) / 100.0; // ODF has default 'true'. MS Office default 'false' is set in import. bool bSecondLightHarsh = GetBool(rGeometryItem, "SecondLightHarsh", true); // ODF default 33%. MS Office default 20000/65536=0.305 is set in import filter. double fAmbientIntensity = GetDouble(rGeometryItem, "Brightness", 33) / 100.0; double fLight1IntensityForSpecular(fLight1Intensity); // remember original value if (!bFirstLightHarsh || !bSecondLightHarsh) // might need softing lights { bool bNeedSoftLights(false); // catch case of lights with zero intensity. basegfx::B3DVector aLight5Vector; basegfx::B3DVector aLight6Vector; basegfx::B3DVector aLight7Vector; basegfx::B3DVector aLight8Vector; // The needed light intensities depend on the angle between regular light and // additional lights, currently for 60deg. Color aHoriSoftLightColor; Color aVertSoftLightColor; if (!bSecondLightHarsh && fLight2Intensity > 0.0 && (bFirstLightHarsh || fLight1Intensity == 0.0)) // only second light soft { // That is default for shapes generated in the UI, for LO and MS Office as well. bNeedSoftLights = true; double fLight2SoftIntensity = fLight2Intensity * 0.40; aHoriSoftLightColor = Color(basegfx::BColor(fLight2SoftIntensity).clamp()); aVertSoftLightColor = aHoriSoftLightColor; fLight2Intensity *= 0.2; lcl_SoftLightsDirection(aLight2Vector, aLight5Vector, aLight6Vector, aLight7Vector, aLight8Vector); } else if (!bFirstLightHarsh && fLight1Intensity > 0.0 && (bSecondLightHarsh || fLight2Intensity == 0.0)) // only first light soft { bNeedSoftLights = true; double fLight1SoftIntensity = fLight1Intensity * 0.40; aHoriSoftLightColor = Color(basegfx::BColor(fLight1SoftIntensity).clamp()); aVertSoftLightColor = aHoriSoftLightColor; fLight1Intensity *= 0.2; lcl_SoftLightsDirection(aLight1Vector, aLight5Vector, aLight6Vector, aLight7Vector, aLight8Vector); } else if (!bFirstLightHarsh && fLight1Intensity > 0.0 && !bSecondLightHarsh && fLight2Intensity > 0.0) // both lights soft { bNeedSoftLights = true; // We do not hat enough lights. We use two soft lights for FirstLight and two for // SecondLight and double intensity. double fLight1SoftIntensity = fLight1Intensity * 0.8; fLight1Intensity *= 0.4; aHoriSoftLightColor = Color(basegfx::BColor(fLight1SoftIntensity).clamp()); basegfx::B3DVector aDummy1, aDummy2; lcl_SoftLightsDirection(aLight1Vector, aDummy1, aDummy2, aLight7Vector, aLight8Vector); double fLight2SoftIntensity = fLight2Intensity * 0.8; aVertSoftLightColor = Color(basegfx::BColor(fLight2SoftIntensity).clamp()); fLight2Intensity *= 0.4; lcl_SoftLightsDirection(aLight2Vector, aLight5Vector, aLight6Vector, aDummy1, aDummy2); } if (bNeedSoftLights) { pScene->GetProperties().SetObjectItem( makeSvx3DLightDirection5Item(aLight5Vector)); pScene->GetProperties().SetObjectItem( makeSvx3DLightcolor5Item(aVertSoftLightColor)); pScene->GetProperties().SetObjectItem(makeSvx3DLightOnOff5Item(true)); pScene->GetProperties().SetObjectItem( makeSvx3DLightDirection6Item(aLight6Vector)); pScene->GetProperties().SetObjectItem( makeSvx3DLightcolor6Item(aVertSoftLightColor)); pScene->GetProperties().SetObjectItem(makeSvx3DLightOnOff6Item(true)); pScene->GetProperties().SetObjectItem( makeSvx3DLightDirection7Item(aLight7Vector)); pScene->GetProperties().SetObjectItem( makeSvx3DLightcolor7Item(aHoriSoftLightColor)); pScene->GetProperties().SetObjectItem(makeSvx3DLightOnOff7Item(true)); pScene->GetProperties().SetObjectItem( makeSvx3DLightDirection8Item(aLight8Vector)); pScene->GetProperties().SetObjectItem( makeSvx3DLightcolor8Item(aHoriSoftLightColor)); pScene->GetProperties().SetObjectItem(makeSvx3DLightOnOff8Item(true)); } } // ToDo: MSO seems to add half of the surplus to ambient color. ODF restricts value to <1. if (fLight1Intensity > 1.0) { fAmbientIntensity += (fLight1Intensity - 1.0) / 2.0; } // ToDo: How to handle fAmbientIntensity larger 1.0 ? Perhaps lighten object color? // Now set the regularly 3D-scene light attributes. Color aAmbientColor(basegfx::BColor(fAmbientIntensity).clamp()); pScene->GetProperties().SetObjectItem(makeSvx3DAmbientcolorItem(aAmbientColor)); pScene->GetProperties().SetObjectItem(makeSvx3DLightDirection1Item(aLight1Vector)); pScene->GetProperties().SetObjectItem(makeSvx3DLightOnOff1Item(fLight1Intensity > 0.0)); Color aLight1Color(basegfx::BColor(fLight1Intensity).clamp()); pScene->GetProperties().SetObjectItem(makeSvx3DLightcolor1Item(aLight1Color)); pScene->GetProperties().SetObjectItem(makeSvx3DLightDirection2Item(aLight2Vector)); pScene->GetProperties().SetObjectItem(makeSvx3DLightOnOff2Item(fLight2Intensity > 0.0)); Color aLight2Color(basegfx::BColor(fLight2Intensity).clamp()); pScene->GetProperties().SetObjectItem(makeSvx3DLightcolor2Item(aLight2Color)); // Object reactions on light // Diffusion, Specular-Color and -Intensity are object properties, not scene properties. // Surface flag "Metal" is an object property too. // Property "Diffusion" would correspond to style attribute "drd3:diffuse-color". // But that is not implemented. We cannot ignore the attribute because MS Office sets // attribute c3DDiffuseAmt to 43712 (Type Fixed 16.16, approx 66,9%) instead of MSO // default 65536 (100%), if the user sets surface 'Metal' in the UI of MS Office. // We will change the material color of the 3D object as ersatz. // ODF data type is percent with default 0%. MSO default is set in import filter. double fDiffusion = GetDouble(rGeometryItem, "Diffusion", 0.0) / 100.0; // ODF standard specifies for value true: "the specular color for the shading of an // extruded shape is gray (red, green and blue values of 200) instead of white and 15% is // added to the specularity." // Neither 'specularity' nor 'specular color' is clearly defined in the standard. ODF term // 'specularity' seems to correspond to UI field 'Specular Intensity' for 3D scenes. // MS Office uses current material color in case 'Metal' is set. To detect, whether // rendering similar to MS Office has to be used the property 'MetalType' is used. It is // set on import and in the extrusion bar. bool bMetal = GetBool(rGeometryItem, "Metal", false); sal_Int16 eMetalType( GetMetalType(rGeometryItem, drawing::EnhancedCustomShapeMetalType::MetalODF)); bool bMetalMSCompatible = eMetalType == drawing::EnhancedCustomShapeMetalType::MetalMSCompatible; // Property "Specularity" corresponds to 3D object style attribute dr3d:specular-color. double fSpecularity = GetDouble(rGeometryItem, "Specularity", 0) / 100.0; if (bMetal && !bMetalMSCompatible) { fSpecularity *= 200.0 / 255.0; } // MS Office seems to render as if 'Specular Color' = Specularity * Light1Intensity. double fShadingFactor = fLight1IntensityForSpecular * fSpecularity; Color aSpecularCol(basegfx::BColor(fShadingFactor).clamp()); // In case of bMetalMSCompatible the color will be recalculated in the below loop. // Shininess ODF default 50 (unit %). MS Office default 5, import filter makes *10. // Shininess corresponds to "Specular Intensity" with the nonlinear relationship // "Specular Intensity" = 2^c3DShininess = 2^("Shininess" / 10) double fShininess = GetDouble(rGeometryItem, "Shininess", 50) / 10.0; fShininess = std::clamp(pow(2, fShininess), 0.0, 100.0); sal_uInt16 nIntensity = static_cast(basegfx::fround(fShininess)); if (bMetal && !bMetalMSCompatible) { nIntensity += 15; // as specified in ODF nIntensity = std::clamp(nIntensity, 0, 100); } SdrObjListIter aSceneIter(*pScene, SdrIterMode::DeepNoGroups); while (aSceneIter.IsMore()) { const SdrObject* pNext = aSceneIter.Next(); // Change material color as ersatz for missing style attribute "drd3:diffuse-color". // For this ersatz we exclude case fDiffusion == 0.0, because for older documents this // attribute is not written out to draw:extrusion-diffusion and ODF default 0 would // produce black objects. const Color& rMatColor = pNext->GetProperties().GetItem(XATTR_FILLCOLOR).GetColorValue(); Color aOldMatColor(rMatColor); if (basegfx::fTools::more(fDiffusion, 0.0) && !basegfx::fTools::equal(fDiffusion, 1.0)) { // Occurs e.g. with MS surface preset 'Metal'. sal_uInt16 nHue; sal_uInt16 nSaturation; sal_uInt16 nBrightness; rMatColor.RGBtoHSB(nHue, nSaturation, nBrightness); nBrightness = static_cast(static_cast(nBrightness) * fDiffusion); nBrightness = std::clamp(nBrightness, 0, 100); Color aNewMatColor = Color::HSBtoRGB(nHue, nSaturation, nBrightness); pNext->GetProperties().SetObjectItem(XFillColorItem("", aNewMatColor)); } // Using material color instead of gray in case of MS Office compatible rendering. if (bMetal && bMetalMSCompatible) { sal_uInt16 nHue; sal_uInt16 nSaturation; sal_uInt16 nBrightness; aOldMatColor.RGBtoHSB(nHue, nSaturation, nBrightness); nBrightness = static_cast(static_cast(nBrightness) * fShadingFactor); nBrightness = std::clamp(nBrightness, 0, 100); aSpecularCol = Color::HSBtoRGB(nHue, nSaturation, nBrightness); } pNext->GetProperties().SetObjectItem(makeSvx3DMaterialSpecularItem(aSpecularCol)); pNext->GetProperties().SetObjectItem( makeSvx3DMaterialSpecularIntensityItem(nIntensity)); } // fSpecularity = 0 is used to indicate surface preset "Matte". if (basegfx::fTools::equalZero(fSpecularity)) { // First light in LO 3D engine is always specular, all other lights are never specular. // We copy light1 values to light4 and use it instead of light1 in the 3D scene. pScene->GetProperties().SetObjectItem(makeSvx3DLightOnOff1Item(false)); pScene->GetProperties().SetObjectItem(makeSvx3DLightOnOff4Item(true)); pScene->GetProperties().SetObjectItem(makeSvx3DLightcolor4Item(aLight1Color)); pScene->GetProperties().SetObjectItem(makeSvx3DLightDirection4Item(aLight1Vector)); } // removing placeholder objects for (E3dCompoundObject* pTemp : aPlaceholderObjectList) { pScene->RemoveObject( pTemp->GetOrdNum() ); } } } return pRet; } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */