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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
+ {
+ /** ScenePrimitive2D class
+
+ This primitive defines a 3D scene as a 2D primitive and is the anchor point
+ for a 3D visualisation. The decomposition is view-dependent and will try to
+ re-use already rendered 3D content.
+
+ The rendering is done using the default-3D renderer from basegfx which supports
+ AntiAliasing.
+
+ The 2D primitive's geometric range is defined completely by the
+ ObjectTransformation combined with evtl. 2D shadows from the 3D objects. The
+ shadows of 3D objects are 2D polygons, projected with the 3D transformation.
+
+ This is the class a renderer may process directly when he wants to implement
+ an own (e.g. system-specific) 3D renderer.
+ */
+ class ScenePrimitive2D : public BufferedDecompositionPrimitive2D
+ {
+ private:
+ /// the 3D geometry definition
+ primitive3d::Primitive3DSequence mxChildren3D;
+
+ /// 3D scene attribute set
+ attribute::SdrSceneAttribute maSdrSceneAttribute;
+
+ /// lighting attribute set
+ attribute::SdrLightingAttribute maSdrLightingAttribute;
+
+ /// object transformation for scene for 2D definition
+ basegfx::B2DHomMatrix maObjectTransformation;
+
+ /// scene transformation set and object transformation
+ geometry::ViewInformation3D maViewInformation3D;
+
+ /// 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 create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const;
+
+ public:
+ /// public helpers
+ /** Geometry extractor. Shadow will be added as in create2DDecomposition, 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
+ ScenePrimitive2D(
+ const primitive3d::Primitive3DSequence& rxChildren3D,
+ const attribute::SdrSceneAttribute& rSdrSceneAttribute,
+ const attribute::SdrLightingAttribute& rSdrLightingAttribute,
+ const basegfx::B2DHomMatrix& rObjectTransformation,
+ const geometry::ViewInformation3D& rViewInformation3D);
+
+ /// data ead access
+ 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