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/*************************************************************************
*
* OpenOffice.org - a multi-platform office productivity suite
*
* $RCSfile: sceneprimitive2d.hxx,v $
*
* $Revision: 1.9 $
*
* last change: $Author: aw $ $Date: 2008-06-24 15:30:17 $
*
* The Contents of this file are made available subject to
* the terms of GNU Lesser General Public License Version 2.1.
*
*
* GNU Lesser General Public License Version 2.1
* =============================================
* Copyright 2005 by Sun Microsystems, Inc.
* 901 San Antonio Road, Palo Alto, CA 94303, USA
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License version 2.1, as published by the Free Software Foundation.
*
* This library 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 for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston,
* MA 02111-1307 USA
*
************************************************************************/
#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SCENEPRIMITIVE2D_HXX
#define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SCENEPRIMITIVE2D_HXX
#include <drawinglayer/primitive2d/baseprimitive2d.hxx>
#include <drawinglayer/primitive3d/baseprimitive3d.hxx>
#include <drawinglayer/attribute/sdrattribute3d.hxx>
#include <drawinglayer/geometry/viewinformation3d.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
#include <vcl/bitmapex.hxx>
//////////////////////////////////////////////////////////////////////////////
namespace drawinglayer
{
namespace primitive2d
{
class ScenePrimitive2D : public BasePrimitive2D
{
private:
primitive3d::Primitive3DSequence mxChildren3D; // the 3d sub-primitives
attribute::SdrSceneAttribute maSdrSceneAttribute; // 3d scene attribute set
attribute::SdrLightingAttribute maSdrLightingAttribute; // lighting attribute set
basegfx::B2DHomMatrix maObjectTransformation; // object transformation for scene for 2d definition
geometry::ViewInformation3D maViewInformation3D; // scene transformation set and object transformation
// the primitiveSequence for on-demand created shadow primitives (see mbShadow3DChecked)
Primitive2DSequence maShadowPrimitives;
// bitfield
// flag if given 3D geometry is already cheched for shadow definitions and 2d shadows
// are created in maShadowPrimitives
unsigned mbShadow3DChecked : 1;
// the last used NewDiscreteSize and NewUnitVisiblePart definitions for decomposition
double mfOldDiscreteSizeX;
double mfOldDiscreteSizeY;
basegfx::B2DRange maOldUnitVisiblePart;
// the last created BitmapEx, e.g. for fast HitTest. This does not really need
// memory since BitmapEx is internally RefCounted
BitmapEx maOldRenderedBitmap;
// private helpers
bool impGetShadow3D(const geometry::ViewInformation2D& rViewInformation) const;
void calculateDiscreteSizes(
const geometry::ViewInformation2D& rViewInformation,
basegfx::B2DRange& rDiscreteRange,
basegfx::B2DRange& rVisibleDiscreteRange,
basegfx::B2DRange& rUnitVisibleRange) const;
protected:
// local decomposition.
virtual Primitive2DSequence createLocalDecomposition(const geometry::ViewInformation2D& rViewInformation) const;
public:
// public helpers
// Geometry extractor. Shadow will be added as in createLocalDecomposition, but
// the 3D content is not converted to a bitmap visualisation but to projected 2D gemetry. This
// helper is useful e.g. for Contour extraction or HitTests.
Primitive2DSequence getGeometry2D() const;
Primitive2DSequence getShadow2D(const geometry::ViewInformation2D& rViewInformation) const;
// Fast HitTest which uses the last buffered BitmapEx from the last
// rendered area if available. The return value describes if the check
// could be done with the current information, so do NOT use o_rResult
// when it returns false. o_rResult will be changed on return true and
// then contains a definitive answer if content of this scene is hit or
// not. On return false, it is normally necessary to use the geometric
// HitTest (see CutFindProcessor usages). The given HitPoint
// has to be in logic coordinates in scene's ObjectCoordinateSystem.
bool tryToCheckLastVisualisationDirectHit(const basegfx::B2DPoint& rLogicHitPoint, bool& o_rResult) const;
// constructor/destructor
ScenePrimitive2D(
const primitive3d::Primitive3DSequence& rxChildren3D,
const attribute::SdrSceneAttribute& rSdrSceneAttribute,
const attribute::SdrLightingAttribute& rSdrLightingAttribute,
const basegfx::B2DHomMatrix& rObjectTransformation,
const geometry::ViewInformation3D& rViewInformation3D);
// get data
const primitive3d::Primitive3DSequence& getChildren3D() const { return mxChildren3D; }
const attribute::SdrSceneAttribute& getSdrSceneAttribute() const { return maSdrSceneAttribute; }
const attribute::SdrLightingAttribute& getSdrLightingAttribute() const { return maSdrLightingAttribute; }
const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; }
const geometry::ViewInformation3D& getViewInformation3D() const { return maViewInformation3D; }
// compare operator
virtual bool operator==(const BasePrimitive2D& rPrimitive) const;
// get range
virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const;
// provide unique ID
DeclPrimitrive2DIDBlock()
// get local decomposition. Overloaded since this decomposition is view-dependent
virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const;
};
} // end of namespace primitive2d
} // end of namespace drawinglayer
//////////////////////////////////////////////////////////////////////////////
#endif //INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SCENEPRIMITIVE2D_HXX
//////////////////////////////////////////////////////////////////////////////
// eof
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