summaryrefslogtreecommitdiff
path: root/drawinglayer/source/processor3d/shadow3dextractor.cxx
blob: 109e4cb40faa730ea9354ee849ad7ce45af0d4e8 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
/*************************************************************************
 *
 *  OpenOffice.org - a multi-platform office productivity suite
 *
 *  $RCSfile: shadow3dextractor.cxx,v $
 *
 *  $Revision: 1.4 $
 *
 *  last change: $Author: aw $ $Date: 2007-03-06 12:35:55 $
 *
 *  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_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX
#include <drawinglayer/processor3d/shadow3dextractor.hxx>
#endif

#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE3D_SHADOWPRIMITIVE3D_HXX
#include <drawinglayer/primitive3d/shadowprimitive3d.hxx>
#endif

#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SHADOWPRIMITIVE2D_HXX
#include <drawinglayer/primitive2d/shadowprimitive2d.hxx>
#endif

#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_UNIFIEDALPHAPRIMITIVE2D_HXX
#include <drawinglayer/primitive2d/unifiedalphaprimitive2d.hxx>
#endif

#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE3D_TRANSFORMPRIMITIVE3D_HXX
#include <drawinglayer/primitive3d/transformprimitive3d.hxx>
#endif

#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE3D_POLYGONPRIMITIVE3D_HXX
#include <drawinglayer/primitive3d/polygonprimitive3d.hxx>
#endif

#ifndef _BGFX_POLYGON_B2DPOLYGONTOOLS_HXX
#include <basegfx/polygon/b2dpolygontools.hxx>
#endif

#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_POLYGONPRIMITIVE2D_HXX
#include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
#endif

#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE3D_POLYPOLYGONPRIMITIVE3D_HXX
#include <drawinglayer/primitive3d/polypolygonprimitive3d.hxx>
#endif

#ifndef _BGFX_POLYPOLYGON_B2DPOLYGONTOOLS_HXX
#include <basegfx/polygon/b2dpolypolygontools.hxx>
#endif

#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_POLYPOLYGONPRIMITIVE2D_HXX
#include <drawinglayer/primitive2d/polypolygonprimitive2d.hxx>
#endif

#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE3D_SDRLABELPRIMITIVE3D_HXX
#include <drawinglayer/primitive3d/sdrlabelprimitive3d.hxx>
#endif

#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE3D_PRIMITIVETYPES3D_HXX
#include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
#endif

//////////////////////////////////////////////////////////////////////////////

using namespace com::sun::star;

//////////////////////////////////////////////////////////////////////////////

namespace drawinglayer
{
    namespace processor3d
    {
        Shadow3DExtractingProcessor::Shadow3DExtractingProcessor(
            double fTime,
            const basegfx::B2DHomMatrix& rObjectTransformation,
            const basegfx::B3DHomMatrix& rWorldToEye,
            const basegfx::B3DHomMatrix& rEyeToView,
            const attribute::SdrLightingAttribute& rSdrLightingAttribute,
            const primitive3d::Primitive3DSequence& rPrimitiveSequence,
            double fShadowSlant)
        :   BaseProcessor3D(fTime),
            maPrimitive2DSequence(),
            mpPrimitive2DSequence(&maPrimitive2DSequence),
            maObjectTransformation(rObjectTransformation),
            maWorldToEye(rWorldToEye),
            maEyeToView(rEyeToView),
            maWorldToView(maEyeToView * maWorldToEye),
            maLightNormal(),
            maShadowPlaneNormal(),
            maPlanePoint(),
            mfLightPlaneScalar(0.0),
            maPrimitiveColor(),
            mbShadowProjectionIsValid(false),
            mbConvert(false),
            mbUseProjection(false)
        {
            // create deviceToView projection for shadow geometry
            // outcome 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]
            basegfx::B3DHomMatrix aDeviceToView;
            aDeviceToView.scale(0.5, -0.5, 0.5);
            aDeviceToView.translate(0.5, 0.5, 0.5);

            // calculate shadow projection stuff
            if(rSdrLightingAttribute.getLightVector().size())
            {
                // get light normal, plane normal and sclalar from it
                maLightNormal = rSdrLightingAttribute.getLightVector()[0L].getDirection();
                maLightNormal.normalize();
                maShadowPlaneNormal = basegfx::B3DVector(0.0, sin(fShadowSlant), cos(fShadowSlant));
                maShadowPlaneNormal.normalize();
                mfLightPlaneScalar = maLightNormal.scalar(maShadowPlaneNormal);

                // use only when scalar is > 0.0, so the light is in front of the object
                if(basegfx::fTools::more(mfLightPlaneScalar, 0.0))
                {
                    basegfx::B3DRange aContained3DRange(primitive3d::getB3DRangeFromPrimitive3DSequence(rPrimitiveSequence, getTime()));
                    aContained3DRange.transform(getWorldToEye());
                    maPlanePoint.setX(maShadowPlaneNormal.getX() < 0.0 ? aContained3DRange.getMinX() : aContained3DRange.getMaxX());
                    maPlanePoint.setY(maShadowPlaneNormal.getY() > 0.0 ? aContained3DRange.getMinY() : aContained3DRange.getMaxY());
                    maPlanePoint.setZ(aContained3DRange.getMinZ() - (aContained3DRange.getDepth() / 8.0));

                    // set flag that shadow projection is prepared and allowed
                    mbShadowProjectionIsValid = true;
                }
            }
        }

        void Shadow3DExtractingProcessor::process(const primitive3d::Primitive3DSequence& rSource)
        {
            if(rSource.hasElements())
            {
                const sal_Int32 nCount(rSource.getLength());

                for(sal_Int32 a(0L); a < nCount; a++)
                {
                    // get reference
                    const primitive3d::Primitive3DReference xReference(rSource[a]);

                    if(xReference.is())
                    {
                        // try to cast to BasePrimitive3D implementation
                        const primitive3d::BasePrimitive3D* pBasePrimitive = dynamic_cast< const primitive3d::BasePrimitive3D* >(xReference.get());

                        if(pBasePrimitive)
                        {
                            // it is a BasePrimitive3D implementation, use getPrimitiveID() call for switch
                            switch(pBasePrimitive->getPrimitiveID())
                            {
                                case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D :
                                {
                                    // shadow3d object. Call recursive with content and start conversion
                                    const primitive3d::ShadowPrimitive3D& rPrimitive = static_cast< const primitive3d::ShadowPrimitive3D& >(*pBasePrimitive);

                                    // set new target
                                    primitive2d::Primitive2DSequence aNewSubList;
                                    primitive2d::Primitive2DSequence* pLastTargetSequence = mpPrimitive2DSequence;
                                    mpPrimitive2DSequence = &aNewSubList;

                                    // activate convert
                                    const bool bLastConvert(mbConvert);
                                    mbConvert = true;

                                    // set projection flag
                                    const bool bLastUseProjection(mbUseProjection);
                                    mbUseProjection = rPrimitive.getShadow3D();

                                    // process content
                                    process(rPrimitive.getChildren());

                                    // restore values
                                    mbUseProjection = bLastUseProjection;
                                    mbConvert = bLastConvert;
                                    mpPrimitive2DSequence = pLastTargetSequence;

                                    // create 2d shadow primitive with result
                                    const primitive2d::Primitive2DReference xRef(new primitive2d::ShadowPrimitive2D(rPrimitive.getShadowTransform(), rPrimitive.getShadowColor(), aNewSubList));

                                    if(basegfx::fTools::more(rPrimitive.getShadowTransparence(), 0.0))
                                    {
                                        // create simpleTransparencePrimitive, add created primitives
                                        const primitive2d::Primitive2DSequence aNewTransPrimitiveVector(&xRef, 1L);
                                        const primitive2d::Primitive2DReference xRef2(new primitive2d::UnifiedAlphaPrimitive2D(aNewTransPrimitiveVector, rPrimitive.getShadowTransparence()));
                                        primitive2d::appendPrimitive2DReferenceToPrimitive2DSequence(*mpPrimitive2DSequence, xRef2);
                                    }
                                    else
                                    {
                                        // add directly
                                        primitive2d::appendPrimitive2DReferenceToPrimitive2DSequence(*mpPrimitive2DSequence, xRef);
                                    }
                                    break;
                                }
                                case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D :
                                {
                                    // transform group. Remember current transformations
                                    const primitive3d::TransformPrimitive3D& rPrimitive = static_cast< const primitive3d::TransformPrimitive3D& >(*pBasePrimitive);
                                    basegfx::B3DHomMatrix aLastWorldToView(getWorldToView());
                                    basegfx::B3DHomMatrix aLastWorldToEye(getWorldToEye());

                                    // create new transformations
                                    maWorldToView = getWorldToView() * rPrimitive.getTransformation();
                                    maWorldToEye = getWorldToEye() * rPrimitive.getTransformation();

                                    // let break down
                                    process(rPrimitive.getChildren());

                                    // restore transformations
                                    maWorldToView = aLastWorldToView;
                                    maWorldToEye = aLastWorldToEye;
                                    break;
                                }
                                case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D :
                                {
                                    // PolygonHairlinePrimitive3D
                                    if(mbConvert)
                                    {
                                        const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(*pBasePrimitive);
                                        basegfx::B2DPolygon a2DHairline;

                                        if(mbUseProjection)
                                        {
                                            if(mbShadowProjectionIsValid)
                                            {
                                                a2DHairline = impDoShadowProjection(rPrimitive.getB3DPolygon());
                                            }
                                        }
                                        else
                                        {
                                            a2DHairline = basegfx::tools::createB2DPolygonFromB3DPolygon(rPrimitive.getB3DPolygon(), getWorldToView());
                                        }

                                        if(a2DHairline.count())
                                        {
                                            a2DHairline.transform(getObjectTransformation());
                                            const primitive2d::Primitive2DReference xRef(new primitive2d::PolygonHairlinePrimitive2D(a2DHairline, maPrimitiveColor));
                                            primitive2d::appendPrimitive2DReferenceToPrimitive2DSequence(*mpPrimitive2DSequence, xRef);
                                        }
                                    }
                                    break;
                                }
                                case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D :
                                {
                                    // PolyPolygonMaterialPrimitive3D
                                    if(mbConvert)
                                    {
                                        const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(*pBasePrimitive);
                                        basegfx::B2DPolyPolygon a2DFill;

                                        if(mbUseProjection)
                                        {
                                            if(mbShadowProjectionIsValid)
                                            {
                                                a2DFill = impDoShadowProjection(rPrimitive.getB3DPolyPolygon());
                                            }
                                        }
                                        else
                                        {
                                            a2DFill = basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive.getB3DPolyPolygon(), getWorldToView());
                                        }

                                        if(a2DFill.count())
                                        {
                                            a2DFill.transform(getObjectTransformation());
                                            const primitive2d::Primitive2DReference xRef(new primitive2d::PolyPolygonColorPrimitive2D(a2DFill, maPrimitiveColor));
                                            primitive2d::appendPrimitive2DReferenceToPrimitive2DSequence(*mpPrimitive2DSequence, xRef);
                                        }
                                    }
                                    break;
                                }
                                case PRIMITIVE3D_ID_SDRLABELPRIMITIVE3D :
                                {
                                    // SdrLabelPrimitive3D
                                    // has no 3d shadow, accept and ignore
                                    break;
                                }
                                default :
                                {
                                    // process recursively
                                    process(pBasePrimitive->get3DDecomposition(getTime()));
                                    break;
                                }
                            }
                        }
                        else
                        {
                            // unknown implementation, use UNO API call instead and process recursively
                            com::sun::star::graphic::Primitive3DParameters aPrimitive3DParameters;
                            aPrimitive3DParameters.Time = getTime();
                            process(xReference->getDecomposition(aPrimitive3DParameters));
                        }
                    }
                }
            }
        }

        basegfx::B2DPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon& rSource)
        {
            basegfx::B2DPolygon aRetval;

            for(sal_uInt32 a(0L); a < rSource.count(); a++)
            {
                // get point, transform to eye coordinate system
                basegfx::B3DPoint aCandidate(rSource.getB3DPoint(a));
                aCandidate *= getWorldToEye();

                // we are in eye coordinates
                // ray is (aCandidate + fCut * maLightNormal)
                // plane is (maPlanePoint, maShadowPlaneNormal)
                // maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0
                // get cut point of ray with shadow plane
                const double fCut(basegfx::B3DVector(maPlanePoint - aCandidate).scalar(maShadowPlaneNormal) / mfLightPlaneScalar);
                aCandidate += maLightNormal * fCut;

                // transform to view, use 2d coordinates
                aCandidate *= getEyeToView();
                aRetval.append(basegfx::B2DPoint(aCandidate.getX(), aCandidate.getY()));
            }

            // copy closed flag
            aRetval.setClosed(rSource.isClosed());

            return aRetval;
        }

        basegfx::B2DPolyPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource)
        {
            basegfx::B2DPolyPolygon aRetval;

            for(sal_uInt32 a(0L); a < rSource.count(); a++)
            {
                aRetval.append(impDoShadowProjection(rSource.getB3DPolygon(a)));
            }

            return aRetval;
        }
    } // end of namespace processor3d
} // end of namespace drawinglayer

//////////////////////////////////////////////////////////////////////////////
// eof