/* -*- 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 #include #include using namespace com::sun::star; namespace { // pActiveVC is only true if ghosted is still activated and maybe needs to be switched off in this path void createSubPrimitive3DVector( const sdr::contact::ViewContact& rCandidate, drawinglayer::primitive3d::Primitive3DSequence& o_rAllTarget, drawinglayer::primitive3d::Primitive3DSequence* o_pVisibleTarget, const SetOfByte* pVisibleLayerSet, const bool bTestSelectedVisibility) { const sdr::contact::ViewContactOfE3dScene* pViewContactOfE3dScene = dynamic_cast< const sdr::contact::ViewContactOfE3dScene* >(&rCandidate); if(pViewContactOfE3dScene) { const sal_uInt32 nChildrenCount(rCandidate.GetObjectCount()); if(nChildrenCount) { // provide new collection sequences drawinglayer::primitive3d::Primitive3DSequence aNewAllTarget; drawinglayer::primitive3d::Primitive3DSequence aNewVisibleTarget; // add children recursively for(sal_uInt32 a(0L); a < nChildrenCount; a++) { createSubPrimitive3DVector( rCandidate.GetViewContact(a), aNewAllTarget, o_pVisibleTarget ? &aNewVisibleTarget : 0, pVisibleLayerSet, bTestSelectedVisibility); } // create transform primitive for the created content combining content and transformtion const drawinglayer::primitive3d::Primitive3DReference xReference(new drawinglayer::primitive3d::TransformPrimitive3D( pViewContactOfE3dScene->GetE3dScene().GetTransform(), aNewAllTarget)); // add created content to all target drawinglayer::primitive3d::appendPrimitive3DReferenceToPrimitive3DSequence(o_rAllTarget, xReference); // add created content to visibiel target if exists if(o_pVisibleTarget) { drawinglayer::primitive3d::appendPrimitive3DReferenceToPrimitive3DSequence(*o_pVisibleTarget, xReference); } } } else { // access view independent representation of rCandidate const sdr::contact::ViewContactOfE3d* pViewContactOfE3d = dynamic_cast< const sdr::contact::ViewContactOfE3d* >(&rCandidate); if(pViewContactOfE3d) { drawinglayer::primitive3d::Primitive3DSequence xPrimitive3DSeq(pViewContactOfE3d->getViewIndependentPrimitive3DSequence()); if(xPrimitive3DSeq.hasElements()) { // add to all target vector drawinglayer::primitive3d::appendPrimitive3DSequenceToPrimitive3DSequence(o_rAllTarget, xPrimitive3DSeq); if(o_pVisibleTarget) { // test visibility. Primitive is visible when both tests are true (AND) bool bVisible(true); if(pVisibleLayerSet) { // test layer visibility const E3dObject& rE3dObject = pViewContactOfE3d->GetE3dObject(); const SdrLayerID aLayerID(rE3dObject.GetLayer()); bVisible = pVisibleLayerSet->IsSet(aLayerID); } if(bVisible && bTestSelectedVisibility) { // test selected visibility (see 3D View's DrawMarkedObj implementation) const E3dObject& rE3dObject = pViewContactOfE3d->GetE3dObject(); bVisible = rE3dObject.GetSelected(); } if(bVisible && o_pVisibleTarget) { // add to visible target vector drawinglayer::primitive3d::appendPrimitive3DSequenceToPrimitive3DSequence(*o_pVisibleTarget, xPrimitive3DSeq); } } } } } } } namespace sdr { namespace contact { // Create a Object-Specific ViewObjectContact, set ViewContact and // ObjectContact. Always needs to return something. ViewObjectContact& ViewContactOfE3dScene::CreateObjectSpecificViewObjectContact(ObjectContact& rObjectContact) { ViewObjectContact* pRetval = new ViewObjectContactOfE3dScene(rObjectContact, *this); DBG_ASSERT(pRetval, "ViewContactOfE3dScene::CreateObjectSpecificViewObjectContact() failed (!)"); return *pRetval; } ViewContactOfE3dScene::ViewContactOfE3dScene(E3dScene& rScene) : ViewContactOfSdrObj(rScene), maViewInformation3D(), maObjectTransformation(), maSdrSceneAttribute(), maSdrLightingAttribute() { } void ViewContactOfE3dScene::createViewInformation3D(const basegfx::B3DRange& rContentRange) { basegfx::B3DHomMatrix aTransformation; basegfx::B3DHomMatrix aOrientation; basegfx::B3DHomMatrix aProjection; basegfx::B3DHomMatrix aDeviceToView; // create transformation (scene as group's transformation) // For historical reasons, the outmost scene's transformation is handles as part of the // view transformation. This means that the BoundRect of the contained 3D Objects is // without that transformation and makes it necessary to NOT add the first scene to the // Primitive3DSequence of contained objects. { aTransformation = GetE3dScene().GetTransform(); } // create orientation (world to camera coordinate system) { // calculate orientation from VRP, VPN and VUV const B3dCamera& rSceneCamera = GetE3dScene().GetCameraSet(); const basegfx::B3DPoint aVRP(rSceneCamera.GetVRP()); const basegfx::B3DVector aVPN(rSceneCamera.GetVPN()); const basegfx::B3DVector aVUV(rSceneCamera.GetVUV()); aOrientation.orientation(aVRP, aVPN, aVUV); } // create projection (camera coordinate system to relative 2d where X,Y and Z are [0.0 .. 1.0]) { const basegfx::B3DHomMatrix aWorldToCamera(aOrientation * aTransformation); basegfx::B3DRange aCameraRange(rContentRange); aCameraRange.transform(aWorldToCamera); // remember Z-Values, but change orientation const double fMinZ(-aCameraRange.getMaxZ()); const double fMaxZ(-aCameraRange.getMinZ()); // construct temporary matrix from world to device. Use unit values here to measure expansion basegfx::B3DHomMatrix aWorldToDevice(aWorldToCamera); const drawinglayer::attribute::SdrSceneAttribute& rSdrSceneAttribute = getSdrSceneAttribute(); if(::com::sun::star::drawing::ProjectionMode_PERSPECTIVE == rSdrSceneAttribute.getProjectionMode()) { aWorldToDevice.frustum(-1.0, 1.0, -1.0, 1.0, fMinZ, fMaxZ); } else { aWorldToDevice.ortho(-1.0, 1.0, -1.0, 1.0, fMinZ, fMaxZ); } // create B3DRange in device. This will create the real used ranges // in camera space. Do not use the Z-Values, though. basegfx::B3DRange aDeviceRange(rContentRange); aDeviceRange.transform(aWorldToDevice); // set projection if(::com::sun::star::drawing::ProjectionMode_PERSPECTIVE == rSdrSceneAttribute.getProjectionMode()) { aProjection.frustum( aDeviceRange.getMinX(), aDeviceRange.getMaxX(), aDeviceRange.getMinY(), aDeviceRange.getMaxY(), fMinZ, fMaxZ); } else { aProjection.ortho( aDeviceRange.getMinX(), aDeviceRange.getMaxX(), aDeviceRange.getMinY(), aDeviceRange.getMaxY(), fMinZ, fMaxZ); } } // create device to view transform { // create standard deviceToView projection for geometry // input is [-1.0 .. 1.0] in X,Y and Z. bring to [0.0 .. 1.0]. Also // necessary to flip Y due to screen orientation // Z is not needed, but will also be brought to [0.0 .. 1.0] aDeviceToView.scale(0.5, -0.5, 0.5); aDeviceToView.translate(0.5, 0.5, 0.5); } const uno::Sequence< beans::PropertyValue > aEmptyProperties; maViewInformation3D = drawinglayer::geometry::ViewInformation3D( aTransformation, aOrientation, aProjection, aDeviceToView, 0.0, aEmptyProperties); } void ViewContactOfE3dScene::createObjectTransformation() { // create 2d Object Transformation from relative point in 2d scene to world Rectangle aRectangle = GetE3dScene().GetSnapRect(); // Hack for calc, transform position of object according // to current zoom so as objects relative position to grid // appears stable aRectangle += GetE3dScene().GetGridOffset(); maObjectTransformation.set(0, 0, aRectangle.getWidth()); maObjectTransformation.set(1, 1, aRectangle.getHeight()); maObjectTransformation.set(0, 2, aRectangle.Left()); maObjectTransformation.set(1, 2, aRectangle.Top()); } void ViewContactOfE3dScene::createSdrSceneAttribute() { const SfxItemSet& rItemSet = GetE3dScene().GetMergedItemSet(); maSdrSceneAttribute = drawinglayer::primitive2d::createNewSdrSceneAttribute(rItemSet); } void ViewContactOfE3dScene::createSdrLightingAttribute() { const SfxItemSet& rItemSet = GetE3dScene().GetMergedItemSet(); maSdrLightingAttribute = drawinglayer::primitive2d::createNewSdrLightingAttribute(rItemSet); } drawinglayer::primitive2d::Primitive2DSequence ViewContactOfE3dScene::createScenePrimitive2DSequence( const SetOfByte* pLayerVisibility) const { drawinglayer::primitive2d::Primitive2DSequence xRetval; const sal_uInt32 nChildrenCount(GetObjectCount()); if(nChildrenCount) { // create 3d scene primitive with visible content tested against rLayerVisibility drawinglayer::primitive3d::Primitive3DSequence aAllSequence; drawinglayer::primitive3d::Primitive3DSequence aVisibleSequence; const bool bTestLayerVisibility(0 != pLayerVisibility); const bool bTestSelectedVisibility(GetE3dScene().GetDrawOnlySelected()); const bool bTestVisibility(bTestLayerVisibility || bTestSelectedVisibility); // add children recursively. Do NOT start with (*this), this would create // a 3D transformPrimitive for the start scene. While this is theoretically not // a bad thing, for historical reasons the transformation of the outmost scene // is seen as part of the ViewTransformation (see text in createViewInformation3D) for(sal_uInt32 a(0L); a < nChildrenCount; a++) { createSubPrimitive3DVector( GetViewContact(a), aAllSequence, bTestLayerVisibility ? &aVisibleSequence : 0, bTestLayerVisibility ? pLayerVisibility : 0, bTestSelectedVisibility); } const sal_uInt32 nAllSize(aAllSequence.hasElements() ? aAllSequence.getLength() : 0); const sal_uInt32 nVisibleSize(aVisibleSequence.hasElements() ? aVisibleSequence.getLength() : 0); if((bTestVisibility && nVisibleSize) || nAllSize) { // for getting the 3D range using getB3DRangeFromPrimitive3DSequence a ViewInformation3D // needs to be given for evtl. decompositions. At the same time createViewInformation3D // currently is based on creating the target-ViewInformation3D using a given range. To // get the true range, use a neutral ViewInformation3D here. This leaves all matrices // on identity and the time on 0.0. const uno::Sequence< beans::PropertyValue > aEmptyProperties; const drawinglayer::geometry::ViewInformation3D aNeutralViewInformation3D(aEmptyProperties); const basegfx::B3DRange aContentRange( drawinglayer::primitive3d::getB3DRangeFromPrimitive3DSequence(aAllSequence, aNeutralViewInformation3D)); // create 2d primitive 3dscene with generated sub-list from collector const drawinglayer::primitive2d::Primitive2DReference xReference( new drawinglayer::primitive2d::ScenePrimitive2D( bTestVisibility ? aVisibleSequence : aAllSequence, getSdrSceneAttribute(), getSdrLightingAttribute(), getObjectTransformation(), getViewInformation3D(aContentRange))); xRetval = drawinglayer::primitive2d::Primitive2DSequence(&xReference, 1); } } // always append an invisible outline for the cases where no visible content exists drawinglayer::primitive2d::appendPrimitive2DReferenceToPrimitive2DSequence(xRetval, drawinglayer::primitive2d::createHiddenGeometryPrimitives2D( false, getObjectTransformation())); return xRetval; } drawinglayer::primitive2d::Primitive2DSequence ViewContactOfE3dScene::createViewIndependentPrimitive2DSequence() const { drawinglayer::primitive2d::Primitive2DSequence xRetval; if(GetObjectCount()) { // create a default ScenePrimitive2D (without visibility test of members) xRetval = createScenePrimitive2DSequence(0); } return xRetval; } void ViewContactOfE3dScene::ActionChanged() { // call parent ViewContactOfSdrObj::ActionChanged(); // mark locally cached values as invalid maViewInformation3D = drawinglayer::geometry::ViewInformation3D(); maObjectTransformation.identity(); maSdrSceneAttribute = drawinglayer::attribute::SdrSceneAttribute(); maSdrLightingAttribute = drawinglayer::attribute::SdrLightingAttribute(); } const drawinglayer::geometry::ViewInformation3D& ViewContactOfE3dScene::getViewInformation3D() const { if(maViewInformation3D.isDefault()) { // this version will create the content range on demand locally and thus is less // performant than the other one. Since the information is buffered the planned // behaviour is that the version with the given range is used initially. basegfx::B3DRange aContentRange(getAllContentRange3D()); if(aContentRange.isEmpty()) { // empty scene, no 3d action should be necessary. Prepare some // fallback size OSL_FAIL("No need to get ViewInformation3D from an empty scene (!)"); aContentRange.expand(basegfx::B3DPoint(-100.0, -100.0, -100.0)); aContentRange.expand(basegfx::B3DPoint( 100.0, 100.0, 100.0)); } const_cast < ViewContactOfE3dScene* >(this)->createViewInformation3D(aContentRange); } return maViewInformation3D; } const drawinglayer::geometry::ViewInformation3D& ViewContactOfE3dScene::getViewInformation3D(const basegfx::B3DRange& rContentRange) const { if(maViewInformation3D.isDefault()) { const_cast < ViewContactOfE3dScene* >(this)->createViewInformation3D(rContentRange); } return maViewInformation3D; } const basegfx::B2DHomMatrix& ViewContactOfE3dScene::getObjectTransformation() const { if(maObjectTransformation.isIdentity()) { const_cast < ViewContactOfE3dScene* >(this)->createObjectTransformation(); } return maObjectTransformation; } const drawinglayer::attribute::SdrSceneAttribute& ViewContactOfE3dScene::getSdrSceneAttribute() const { if(maSdrSceneAttribute.isDefault()) { const_cast < ViewContactOfE3dScene* >(this)->createSdrSceneAttribute(); } return maSdrSceneAttribute; } const drawinglayer::attribute::SdrLightingAttribute& ViewContactOfE3dScene::getSdrLightingAttribute() const { if(maSdrLightingAttribute.isDefault()) { const_cast < ViewContactOfE3dScene* >(this)->createSdrLightingAttribute(); } return maSdrLightingAttribute; } drawinglayer::primitive3d::Primitive3DSequence ViewContactOfE3dScene::getAllPrimitive3DSequence() const { drawinglayer::primitive3d::Primitive3DSequence aAllPrimitive3DSequence; const sal_uInt32 nChildrenCount(GetObjectCount()); // add children recursively. Do NOT start with (*this), this would create // a 3D transformPrimitive for the start scene. While this is theoretically not // a bad thing, for historical reasons the transformation of the outmost scene // is seen as part of the ViewTransformation (see text in createViewInformation3D) for(sal_uInt32 a(0L); a < nChildrenCount; a++) { createSubPrimitive3DVector(GetViewContact(a), aAllPrimitive3DSequence, 0, 0, false); } return aAllPrimitive3DSequence; } basegfx::B3DRange ViewContactOfE3dScene::getAllContentRange3D() const { const drawinglayer::primitive3d::Primitive3DSequence xAllSequence(getAllPrimitive3DSequence()); basegfx::B3DRange aAllContentRange3D; if(xAllSequence.hasElements()) { // for getting the 3D range using getB3DRangeFromPrimitive3DSequence a ViewInformation3D // needs to be given for evtl. decompositions. Use a neutral ViewInformation3D here. This // leaves all matrices on identity and the time on 0.0. const uno::Sequence< beans::PropertyValue > aEmptyProperties; const drawinglayer::geometry::ViewInformation3D aNeutralViewInformation3D(aEmptyProperties); aAllContentRange3D = drawinglayer::primitive3d::getB3DRangeFromPrimitive3DSequence(xAllSequence, aNeutralViewInformation3D); } return aAllContentRange3D; } }} /* vim:set shiftwidth=4 softtabstop=4 expandtab: */