/* -*- 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 #include #include #include #include #include #include #include #include #include #include #include #include #include "helperminimaldepth3d.hxx" #include #include #include #include #include #include namespace { class ImpRemap3DDepth { sal_uInt32 mnOrdNum; double mfMinimalDepth; // bit field bool mbIsScene : 1; public: ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth); explicit ImpRemap3DDepth(sal_uInt32 nOrdNum); // for ::std::sort bool operator<(const ImpRemap3DDepth& rComp) const; sal_uInt32 GetOrdNum() const { return mnOrdNum; } bool IsScene() const { return mbIsScene; } }; } ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth) : mnOrdNum(nOrdNum), mfMinimalDepth(fMinimalDepth), mbIsScene(false) { } ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum) : mnOrdNum(nOrdNum), mfMinimalDepth(0.0), mbIsScene(true) { } bool ImpRemap3DDepth::operator<(const ImpRemap3DDepth& rComp) const { if(IsScene()) { return false; } else { if(rComp.IsScene()) { return true; } else { return mfMinimalDepth < rComp.mfMinimalDepth; } } } class Imp3DDepthRemapper { std::vector< ImpRemap3DDepth > maVector; public: explicit Imp3DDepthRemapper(E3dScene const & rScene); sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const; }; Imp3DDepthRemapper::Imp3DDepthRemapper(E3dScene const & rScene) { // only called when rScene.GetSubList() and nObjCount > 1 SdrObjList* pList = rScene.GetSubList(); const size_t nObjCount(pList->GetObjCount()); for(size_t a = 0; a < nObjCount; ++a) { SdrObject* pCandidate = pList->GetObj(a); if(pCandidate) { if(auto pCompoundObj = dynamic_cast< const E3dCompoundObject*>(pCandidate)) { // single 3d object, calc depth const double fMinimalDepth(getMinimalDepthInViewCoordinates(*pCompoundObj)); ImpRemap3DDepth aEntry(a, fMinimalDepth); maVector.push_back(aEntry); } else { // scene, use standard entry for scene ImpRemap3DDepth aEntry(a); maVector.push_back(aEntry); } } } // now, we need to sort the maVector by its members minimal depth. The // smaller, the nearer to the viewer. ::std::sort(maVector.begin(), maVector.end()); } sal_uInt32 Imp3DDepthRemapper::RemapOrdNum(sal_uInt32 nOrdNum) const { if(nOrdNum < maVector.size()) { nOrdNum = maVector[(maVector.size() - 1) - nOrdNum].GetOrdNum(); } return nOrdNum; } // BaseProperties section std::unique_ptr E3dScene::CreateObjectSpecificProperties() { return std::make_unique(*this); } // DrawContact section std::unique_ptr E3dScene::CreateObjectSpecificViewContact() { return std::make_unique(*this); } E3dScene::E3dScene(SdrModel& rSdrModel) : E3dObject(rSdrModel), aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()), bDrawOnlySelected(false), mbSkipSettingDirty(false) { // Set defaults SetDefaultAttributes(); } E3dScene::E3dScene(SdrModel& rSdrModel, E3dScene const & rSource) : E3dObject(rSdrModel, rSource), aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()), bDrawOnlySelected(false), mbSkipSettingDirty(false) { // Set defaults SetDefaultAttributes(); // copy child SdrObjects if (rSource.GetSubList()) { CopyObjects(*rSource.GetSubList()); // tdf#116979: needed here, we need bSnapRectDirty to be true // which it is after using SdrObject::operator= (see above), // but set to false again using CopyObjects SetBoundAndSnapRectsDirty(); } // copy local data aCamera = rSource.aCamera; aCameraSet = rSource.aCameraSet; static_cast(GetProperties()).SetSceneItemsFromCamera(); InvalidateBoundVolume(); RebuildLists(); ImpCleanup3DDepthMapper(); GetViewContact().ActionChanged(); } void E3dScene::SetDefaultAttributes() { // For WIN95/NT turn off the FP-Exceptions #if defined(_WIN32) _control87( _MCW_EM, _MCW_EM ); #endif // Set defaults aCamera.SetViewWindow(-2, -2, 4, 4); aCameraSet.SetDeviceRectangle(-2, 2, -2, 2); aCamera.SetDeviceWindow(tools::Rectangle(0, 0, 10, 10)); tools::Rectangle aRect(0, 0, 10, 10); aCameraSet.SetViewportRectangle(aRect); // set defaults for Camera from ItemPool aCamera.SetProjection(GetPerspective()); basegfx::B3DPoint aActualPosition(aCamera.GetPosition()); double fNew = GetDistance(); if(fabs(fNew - aActualPosition.getZ()) > 1.0) { aCamera.SetPosition( basegfx::B3DPoint( aActualPosition.getX(), aActualPosition.getY(), fNew) ); } fNew = GetFocalLength() / 100.0; aCamera.SetFocalLength(fNew); } E3dScene::~E3dScene() { ImpCleanup3DDepthMapper(); } SdrPage* E3dScene::getSdrPageFromSdrObjList() const { return getSdrPageFromSdrObject(); } SdrObject* E3dScene::getSdrObjectFromSdrObjList() const { return const_cast< E3dScene* >(this); } SdrObjList* E3dScene::getChildrenOfSdrObject() const { return const_cast< E3dScene* >(this); } basegfx::B2DPolyPolygon E3dScene::TakeXorPoly() const { const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(GetViewContact()); const drawinglayer::geometry::ViewInformation3D& aViewInfo3D(rVCScene.getViewInformation3D()); const basegfx::B3DPolyPolygon aCubePolyPolygon(CreateWireframe()); basegfx::B2DPolyPolygon aRetval(basegfx::utils::createB2DPolyPolygonFromB3DPolyPolygon(aCubePolyPolygon, aViewInfo3D.getObjectToView())); aRetval.transform(rVCScene.getObjectTransformation()); return aRetval; } void E3dScene::ImpCleanup3DDepthMapper() { mp3DDepthRemapper.reset(); } sal_uInt32 E3dScene::RemapOrdNum(sal_uInt32 nNewOrdNum) const { if(!mp3DDepthRemapper) { const size_t nObjCount(GetSubList() ? GetSubList()->GetObjCount() : 0); if(nObjCount > 1) { mp3DDepthRemapper.reset(new Imp3DDepthRemapper(*this)); } } if(mp3DDepthRemapper) { return mp3DDepthRemapper->RemapOrdNum(nNewOrdNum); } return nNewOrdNum; } SdrObjKind E3dScene::GetObjIdentifier() const { return SdrObjKind::E3D_Scene; } void E3dScene::SetBoundRectDirty() { E3dScene* pScene(getRootE3dSceneFromE3dObject()); 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(); } } void E3dScene::NbcSetSnapRect(const tools::Rectangle& rRect) { SetBoundAndSnapRectsDirty(); E3dObject::NbcSetSnapRect(rRect); aCamera.SetDeviceWindow(rRect); aCameraSet.SetViewportRectangle(rRect); ImpCleanup3DDepthMapper(); } void E3dScene::NbcMove(const Size& rSize) { tools::Rectangle aNewSnapRect = GetSnapRect(); aNewSnapRect.Move(rSize); NbcSetSnapRect(aNewSnapRect); } void E3dScene::NbcResize(const Point& rRef, const Fraction& rXFact, const Fraction& rYFact) { tools::Rectangle aNewSnapRect = GetSnapRect(); ResizeRect(aNewSnapRect, rRef, rXFact, rYFact); NbcSetSnapRect(aNewSnapRect); } // Set new camera, and thus mark the scene and if possible the bound volume // as changed void E3dScene::SetCamera(const Camera3D& rNewCamera) { aCamera = rNewCamera; static_cast(GetProperties()).SetSceneItemsFromCamera(); SetBoundAndSnapRectsDirty(); // Turn off ratio GetCameraSet().SetRatio(0.0); // Set Imaging geometry basegfx::B3DPoint aVRP(aCamera.GetViewPoint()); basegfx::B3DVector aVPN(aVRP - aCamera.GetVRP()); basegfx::B3DVector aVUV(aCamera.GetVUV()); // use SetViewportValues() to set VRP, VPN and VUV as vectors, too. // Else these values would not be exported/imported correctly. GetCameraSet().SetViewportValues(aVRP, aVPN, aVUV); // Set perspective GetCameraSet().SetPerspective(aCamera.GetProjection() == ProjectionType::Perspective); GetCameraSet().SetViewportRectangle(aCamera.GetDeviceWindow()); ImpCleanup3DDepthMapper(); } // Inform parent of changes of a child void E3dScene::StructureChanged() { E3dObject::StructureChanged(); E3dScene* pScene(getRootE3dSceneFromE3dObject()); if(nullptr != pScene && !pScene->mbSkipSettingDirty) { SetBoundAndSnapRectsDirty(); } ImpCleanup3DDepthMapper(); } // Determine the overall scene object E3dScene* E3dScene::getRootE3dSceneFromE3dObject() const { E3dScene* pParent(getParentE3dSceneFromE3dObject()); if(nullptr != pParent) { return pParent->getRootE3dSceneFromE3dObject(); } return const_cast< E3dScene* >(this); } void E3dScene::removeAllNonSelectedObjects() { E3DModifySceneSnapRectUpdater aUpdater(this); for(size_t a = 0; a < GetObjCount(); ++a) { SdrObject* pObj = GetObj(a); if(pObj) { bool bRemoveObject(false); if(auto pScene = dynamic_cast(pObj)) { // iterate over this sub-scene pScene->removeAllNonSelectedObjects(); // check object count. Empty scenes can be deleted const size_t nObjCount(pScene->GetSubList() ? pScene->GetSubList()->GetObjCount() : 0); if(!nObjCount) { // all objects removed, scene can be removed, too bRemoveObject = true; } } else if(auto pCompound = dynamic_cast(pObj)) { if(!pCompound->GetSelected()) { bRemoveObject = true; } } if(bRemoveObject) { NbcRemoveObject(pObj->GetOrdNum()); a--; SdrObject::Free(pObj); } } } } E3dScene* E3dScene::CloneSdrObject(SdrModel& rTargetModel) const { return new E3dScene(rTargetModel, *this); } void E3dScene::SuspendReportingDirtyRects() { E3dScene* pScene(getRootE3dSceneFromE3dObject()); if(nullptr != pScene) { pScene->mbSkipSettingDirty = true; } } void E3dScene::ResumeReportingDirtyRects() { E3dScene* pScene(getRootE3dSceneFromE3dObject()); if(nullptr != pScene) { pScene->mbSkipSettingDirty = false; } } void E3dScene::SetAllSceneRectsDirty() { E3dScene* pScene(getRootE3dSceneFromE3dObject()); if(nullptr != pScene) { pScene->SetBoundAndSnapRectsDirty(); } } // Rebuild Light- and label- object lists rebuild (after loading, allocation) void E3dScene::RebuildLists() { // first delete const SdrLayerID nCurrLayerID(GetLayer()); SdrObjListIter a3DIterator(GetSubList(), SdrIterMode::Flat); // then examine all the objects in the scene while(a3DIterator.IsMore()) { E3dObject* p3DObj(static_cast< E3dObject* >(a3DIterator.Next())); p3DObj->NbcSetLayer(nCurrLayerID); } ImpCleanup3DDepthMapper(); } std::unique_ptr E3dScene::NewGeoData() const { return std::make_unique(); } void E3dScene::SaveGeoData(SdrObjGeoData& rGeo) const { E3dObject::SaveGeoData (rGeo); static_cast(rGeo).aCamera = aCamera; } void E3dScene::RestoreGeoData(const SdrObjGeoData& rGeo) { // #i94832# removed E3DModifySceneSnapRectUpdater here. // It should not be needed, is already part of E3dObject::RestoreGeoData E3dObject::RestoreGeoData (rGeo); SetCamera (static_cast(rGeo).aCamera); } // Something was changed in the style sheet, so change scene void E3dScene::Notify(SfxBroadcaster &rBC, const SfxHint &rHint) { SetBoundAndSnapRectsDirty(); E3dObject::Notify(rBC, rHint); } void E3dScene::RotateScene (const Point& rRef, double sn, double cs) { Point UpperLeft, LowerRight, Center, NewCenter; UpperLeft = m_aOutRect.TopLeft(); LowerRight = m_aOutRect.BottomRight(); tools::Long dxOutRectHalf = std::abs(UpperLeft.X() - LowerRight.X()); dxOutRectHalf /= 2; tools::Long dyOutRectHalf = std::abs(UpperLeft.Y() - LowerRight.Y()); dyOutRectHalf /= 2; // Only the center is moved. The corners are moved by NbcMove. For the // rotation a cartesian coordinate system is used in which the pivot // point is the origin, and the y-axis increases upward, the X-axis to // the right. This must be especially noted for the Y-values. // (When considering a flat piece of paper the Y-axis pointing downwards Center.setX( (UpperLeft.X() + dxOutRectHalf) - rRef.X() ); Center.setY( -((UpperLeft.Y() + dyOutRectHalf) - rRef.Y()) ); // A few special cases has to be dealt with first (n * 90 degrees n integer) if (sn==1.0 && cs==0.0) { // 90deg NewCenter.setX( -Center.Y() ); NewCenter.setY( -Center.X() ); } else if (sn==0.0 && cs==-1.0) { // 180deg NewCenter.setX( -Center.X() ); NewCenter.setY( -Center.Y() ); } else if (sn==-1.0 && cs==0.0) { // 270deg NewCenter.setX( Center.Y() ); NewCenter.setY( -Center.X() ); } else // Here it is rotated to any angle in the mathematically // positive direction! { // xnew = x * cos(alpha) - y * sin(alpha) // ynew = x * sin(alpha) + y * cos(alpha) // Bottom Right is not rotated: the pages of aOutRect must // remain parallel to the coordinate axes. NewCenter.setX( static_cast(Center.X() * cs - Center.Y() * sn) ); NewCenter.setY( static_cast(Center.X() * sn + Center.Y() * cs) ); } Size Differenz; Point DiffPoint = NewCenter - Center; Differenz.setWidth( DiffPoint.X() ); Differenz.setHeight( -DiffPoint.Y() ); // Note that the Y-axis is counted ad positive downward. NbcMove (Differenz); // Actually executes the coordinate transformation. } OUString E3dScene::TakeObjNameSingul() const { OUString sName(SvxResId(STR_ObjNameSingulScene3d)); OUString aName(GetName()); if (!aName.isEmpty()) sName += " '" + aName + "'"; return sName; } OUString E3dScene::TakeObjNamePlural() const { return SvxResId(STR_ObjNamePluralScene3d); } // The NbcRotate routine overrides the one of the SdrObject. The idea is // to be able to rotate the scene relative to the position of the scene // and then the objects in the scene void E3dScene::NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix) { if(maTransformation != rMatrix) { // call parent E3dObject::NbcSetTransform(rMatrix); } } void E3dScene::SetTransform(const basegfx::B3DHomMatrix& rMatrix) { if(rMatrix != maTransformation) { // call parent E3dObject::SetTransform(rMatrix); } } void E3dScene::NbcRotate(const Point& rRef, Degree100 nAngle, double sn, double cs) { // So currently the gluepoints are defined relative to the scene aOutRect. // Before turning the gluepoints are defined relative to the page. They // take no part in the rotation of the scene. To ensure this, there is the // SetGlueReallyAbsolute(sal_True); // So that was the scene, now the objects used in the scene // 3D objects, if there is only one it can still have multiple surfaces but // the surfaces do not have to be connected. This allows you to access child // objects. So going through the entire list and rotate around the Z axis // through the enter of aOutRect's (Steiner's theorem), so RotateZ RotateScene (rRef, sn, cs); // Rotates the scene double fAngleInRad = toRadians(nAngle); basegfx::B3DHomMatrix aRotation; aRotation.rotate(0.0, 0.0, fAngleInRad); NbcSetTransform(aRotation * GetTransform()); SetBoundAndSnapRectsDirty(); // This forces a recalculation of all BoundRects NbcRotateGluePoints(rRef,nAngle,sn,cs); // Rotate the gluepoints (who still // have coordinates relative to the // original page) SetGlueReallyAbsolute(false); // from now they are again relative to BoundRect (that is defined as aOutRect) SetBoundAndSnapRectsDirty(); } void E3dScene::RecalcSnapRect() { E3dScene* pScene(getRootE3dSceneFromE3dObject()); if(pScene == this) { // The Scene is used as a 2D-Object, take the SnapRect from the // 2D Display settings maSnapRect = pScene->aCamera.GetDeviceWindow(); } else { // The Scene itself is a member of another scene, get the SnapRect // as a composite object // call parent E3dObject::RecalcSnapRect(); for(size_t a = 0; a < GetObjCount(); ++a) { E3dObject* pCandidate(dynamic_cast< E3dObject* >(GetObj(a))); if(pCandidate) { maSnapRect.Union(pCandidate->GetSnapRect()); } } } } bool E3dScene::IsBreakObjPossible() { // Break scene, if all members are able to break SdrObjListIter a3DIterator(GetSubList(), SdrIterMode::DeepWithGroups); while ( a3DIterator.IsMore() ) { E3dObject* pObj = static_cast(a3DIterator.Next()); if(!pObj->IsBreakObjPossible()) return false; } return true; } basegfx::B2DPolyPolygon E3dScene::TakeCreatePoly(const SdrDragStat& /*rDrag*/) const { return TakeXorPoly(); } bool E3dScene::BegCreate(SdrDragStat& rStat) { rStat.SetOrtho4Possible(); tools::Rectangle aRect1(rStat.GetStart(), rStat.GetNow()); aRect1.Justify(); rStat.SetActionRect(aRect1); NbcSetSnapRect(aRect1); return true; } bool E3dScene::MovCreate(SdrDragStat& rStat) { tools::Rectangle aRect1; rStat.TakeCreateRect(aRect1); aRect1.Justify(); rStat.SetActionRect(aRect1); NbcSetSnapRect(aRect1); SetBoundRectDirty(); m_bSnapRectDirty=true; return true; } bool E3dScene::EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd) { tools::Rectangle aRect1; rStat.TakeCreateRect(aRect1); aRect1.Justify(); NbcSetSnapRect(aRect1); SetBoundAndSnapRectsDirty(); return (eCmd==SdrCreateCmd::ForceEnd || rStat.GetPointCount()>=2); } bool E3dScene::BckCreate(SdrDragStat& /*rStat*/) { return false; } void E3dScene::BrkCreate(SdrDragStat& /*rStat*/) { } void E3dScene::SetSelected(bool bNew) { // call parent E3dObject::SetSelected(bNew); for(size_t a(0); a < GetObjCount(); a++) { E3dObject* pCandidate(dynamic_cast< E3dObject* >(GetObj(a))); if(pCandidate) { pCandidate->SetSelected(bNew); } } } void E3dScene::NbcInsertObject(SdrObject* pObj, size_t nPos) { // Is it even a 3D object? if(nullptr != dynamic_cast< const E3dObject* >(pObj)) { // Normal 3D object, insert means call parent SdrObjList::NbcInsertObject(pObj, nPos); // local needed stuff InvalidateBoundVolume(); StructureChanged(); } else { // No 3D object, inserted a page in place in a scene ... getSdrObjectFromSdrObjList()->getSdrPageFromSdrObject()->InsertObject(pObj, nPos); } } void E3dScene::InsertObject(SdrObject* pObj, size_t nPos) { // Is it even a 3D object? if(nullptr != dynamic_cast< const E3dObject* >(pObj)) { // call parent SdrObjList::InsertObject(pObj, nPos); // local needed stuff InvalidateBoundVolume(); StructureChanged(); } else { // No 3D object, inserted a page in place in a scene ... getSdrObjectFromSdrObjList()->getSdrPageFromSdrObject()->InsertObject(pObj, nPos); } } SdrObject* E3dScene::NbcRemoveObject(size_t nObjNum) { // call parent SdrObject* pRetval = SdrObjList::NbcRemoveObject(nObjNum); InvalidateBoundVolume(); StructureChanged(); return pRetval; } SdrObject* E3dScene::RemoveObject(size_t nObjNum) { // call parent SdrObject* pRetval(SdrObjList::RemoveObject(nObjNum)); InvalidateBoundVolume(); StructureChanged(); return pRetval; } void E3dScene::SetBoundAndSnapRectsDirty(bool bNotMyself, bool bRecursive) { // call parent E3dObject::SetBoundAndSnapRectsDirty(bNotMyself, bRecursive); for(size_t a = 0; a < GetObjCount(); ++a) { E3dObject* pCandidate = dynamic_cast< E3dObject* >(GetObj(a)); if(pCandidate) { pCandidate->SetBoundAndSnapRectsDirty(bNotMyself, false); } } } void E3dScene::NbcSetLayer(SdrLayerID nLayer) { // call parent E3dObject::NbcSetLayer(nLayer); for(size_t a = 0; a < GetObjCount(); ++a) { E3dObject* pCandidate = dynamic_cast< E3dObject* >(GetObj(a)); if(pCandidate) { pCandidate->NbcSetLayer(nLayer); } } } void E3dScene::handlePageChange(SdrPage* pOldPage, SdrPage* pNewPage) { if(pOldPage == pNewPage) return; // call parent E3dObject::handlePageChange(pOldPage, pNewPage); for(size_t a(0); a < GetObjCount(); a++) { E3dObject* pCandidate = dynamic_cast< E3dObject* >(GetObj(a)); if(pCandidate) { pCandidate->handlePageChange(pOldPage, pNewPage); } else { OSL_ENSURE(false, "E3dScene::handlePageChange invalid object list (!)"); } } } SdrObjList* E3dScene::GetSubList() const { return const_cast< E3dScene* >(this); } basegfx::B3DRange E3dScene::RecalcBoundVolume() const { basegfx::B3DRange aRetval; const size_t nObjCnt(GetObjCount()); for(size_t a = 0; a < nObjCnt; ++a) { const E3dObject* p3DObject = dynamic_cast< const E3dObject* >(GetObj(a)); if(p3DObject) { basegfx::B3DRange aLocalRange(p3DObject->GetBoundVolume()); aLocalRange.transform(p3DObject->GetTransform()); aRetval.expand(aLocalRange); } } return aRetval; } void E3dScene::SetTransformChanged() { // call parent E3dObject::SetTransformChanged(); for(size_t a = 0; a < GetObjCount(); ++a) { E3dObject* pCandidate = dynamic_cast< E3dObject* >(GetObj(a)); if(pCandidate) { pCandidate->SetTransformChanged(); } } } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */