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diff --git a/drawinglayer/source/primitive2d/sceneprimitive2d.cxx b/drawinglayer/source/primitive2d/sceneprimitive2d.cxx
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+/*************************************************************************
+ *
+ * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
+ *
+ * Copyright 2000, 2010 Oracle and/or its affiliates.
+ *
+ * OpenOffice.org - a multi-platform office productivity suite
+ *
+ * This file is part of OpenOffice.org.
+ *
+ * OpenOffice.org is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU Lesser General Public License version 3
+ * only, as published by the Free Software Foundation.
+ *
+ * OpenOffice.org 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 version 3 for more details
+ * (a copy is included in the LICENSE file that accompanied this code).
+ *
+ * You should have received a copy of the GNU Lesser General Public License
+ * version 3 along with OpenOffice.org. If not, see
+ * <http://www.openoffice.org/license.html>
+ * for a copy of the LGPLv3 License.
+ *
+ ************************************************************************/
+
+// MARKER(update_precomp.py): autogen include statement, do not remove
+#include "precompiled_drawinglayer.hxx"
+
+#include <drawinglayer/primitive2d/sceneprimitive2d.hxx>
+#include <basegfx/tools/canvastools.hxx>
+#include <basegfx/polygon/b2dpolygontools.hxx>
+#include <basegfx/polygon/b2dpolygon.hxx>
+#include <basegfx/polygon/b2dpolygonclipper.hxx>
+#include <basegfx/polygon/b2dpolypolygontools.hxx>
+#include <basegfx/matrix/b2dhommatrix.hxx>
+#include <drawinglayer/primitive2d/bitmapprimitive2d.hxx>
+#include <drawinglayer/processor3d/zbufferprocessor3d.hxx>
+#include <drawinglayer/processor3d/shadow3dextractor.hxx>
+#include <drawinglayer/geometry/viewinformation2d.hxx>
+#include <drawinglayer/primitive2d/drawinglayer_primitivetypes2d.hxx>
+#include <svtools/optionsdrawinglayer.hxx>
+#include <drawinglayer/processor3d/geometry2dextractor.hxx>
+#include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
+
+//////////////////////////////////////////////////////////////////////////////
+
+using namespace com::sun::star;
+
+//////////////////////////////////////////////////////////////////////////////
+
+namespace drawinglayer
+{
+ namespace primitive2d
+ {
+ bool ScenePrimitive2D::impGetShadow3D(const geometry::ViewInformation2D& /*rViewInformation*/) const
+ {
+ ::osl::MutexGuard aGuard( m_aMutex );
+
+ // create on demand
+ if(!mbShadow3DChecked && getChildren3D().hasElements())
+ {
+ basegfx::B3DVector aLightNormal;
+ const double fShadowSlant(getSdrSceneAttribute().getShadowSlant());
+ const basegfx::B3DRange aScene3DRange(primitive3d::getB3DRangeFromPrimitive3DSequence(getChildren3D(), getViewInformation3D()));
+
+ if(maSdrLightingAttribute.getLightVector().size())
+ {
+ // get light normal from first light and normalize
+ aLightNormal = maSdrLightingAttribute.getLightVector()[0].getDirection();
+ aLightNormal.normalize();
+ }
+
+ // create shadow extraction processor
+ processor3d::Shadow3DExtractingProcessor aShadowProcessor(
+ getViewInformation3D(),
+ getObjectTransformation(),
+ aLightNormal,
+ fShadowSlant,
+ aScene3DRange);
+
+ // process local primitives
+ aShadowProcessor.process(getChildren3D());
+
+ // fetch result and set checked flag
+ const_cast< ScenePrimitive2D* >(this)->maShadowPrimitives = aShadowProcessor.getPrimitive2DSequence();
+ const_cast< ScenePrimitive2D* >(this)->mbShadow3DChecked = true;
+ }
+
+ // return if there are shadow primitives
+ return maShadowPrimitives.hasElements();
+ }
+
+ void ScenePrimitive2D::calculateDiscreteSizes(
+ const geometry::ViewInformation2D& rViewInformation,
+ basegfx::B2DRange& rDiscreteRange,
+ basegfx::B2DRange& rVisibleDiscreteRange,
+ basegfx::B2DRange& rUnitVisibleRange) const
+ {
+ // use unit range and transform to discrete coordinates
+ rDiscreteRange = basegfx::B2DRange(0.0, 0.0, 1.0, 1.0);
+ rDiscreteRange.transform(rViewInformation.getObjectToViewTransformation() * getObjectTransformation());
+
+ // clip it against discrete Viewport (if set)
+ rVisibleDiscreteRange = rDiscreteRange;
+
+ if(!rViewInformation.getViewport().isEmpty())
+ {
+ rVisibleDiscreteRange.intersect(rViewInformation.getDiscreteViewport());
+ }
+
+ if(rVisibleDiscreteRange.isEmpty())
+ {
+ rUnitVisibleRange = rVisibleDiscreteRange;
+ }
+ else
+ {
+ // create UnitVisibleRange containing unit range values [0.0 .. 1.0] describing
+ // the relative position of rVisibleDiscreteRange inside rDiscreteRange
+ const double fDiscreteScaleFactorX(basegfx::fTools::equalZero(rDiscreteRange.getWidth()) ? 1.0 : 1.0 / rDiscreteRange.getWidth());
+ const double fDiscreteScaleFactorY(basegfx::fTools::equalZero(rDiscreteRange.getHeight()) ? 1.0 : 1.0 / rDiscreteRange.getHeight());
+
+ const double fMinX(basegfx::fTools::equal(rVisibleDiscreteRange.getMinX(), rDiscreteRange.getMinX())
+ ? 0.0
+ : (rVisibleDiscreteRange.getMinX() - rDiscreteRange.getMinX()) * fDiscreteScaleFactorX);
+ const double fMinY(basegfx::fTools::equal(rVisibleDiscreteRange.getMinY(), rDiscreteRange.getMinY())
+ ? 0.0
+ : (rVisibleDiscreteRange.getMinY() - rDiscreteRange.getMinY()) * fDiscreteScaleFactorY);
+
+ const double fMaxX(basegfx::fTools::equal(rVisibleDiscreteRange.getMaxX(), rDiscreteRange.getMaxX())
+ ? 1.0
+ : (rVisibleDiscreteRange.getMaxX() - rDiscreteRange.getMinX()) * fDiscreteScaleFactorX);
+ const double fMaxY(basegfx::fTools::equal(rVisibleDiscreteRange.getMaxY(), rDiscreteRange.getMaxY())
+ ? 1.0
+ : (rVisibleDiscreteRange.getMaxY() - rDiscreteRange.getMinY()) * fDiscreteScaleFactorY);
+
+ rUnitVisibleRange = basegfx::B2DRange(fMinX, fMinY, fMaxX, fMaxY);
+ }
+ }
+
+ Primitive2DSequence ScenePrimitive2D::create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const
+ {
+ Primitive2DSequence aRetval;
+
+ // create 2D shadows from contained 3D primitives. This creates the shadow primitives on demand and tells if
+ // there are some or not. Do this at start, the shadow might still be visible even when the scene is not
+ if(impGetShadow3D(rViewInformation))
+ {
+ // test visibility
+ const basegfx::B2DRange aShadow2DRange(
+ getB2DRangeFromPrimitive2DSequence(maShadowPrimitives, rViewInformation));
+ const basegfx::B2DRange aViewRange(
+ rViewInformation.getViewport());
+
+ if(aViewRange.isEmpty() || aShadow2DRange.overlaps(aViewRange))
+ {
+ // add extracted 2d shadows (before 3d scene creations itself)
+ aRetval = maShadowPrimitives;
+ }
+ }
+
+ // get the involved ranges (see helper method calculateDiscreteSizes for details)
+ basegfx::B2DRange aDiscreteRange;
+ basegfx::B2DRange aVisibleDiscreteRange;
+ basegfx::B2DRange aUnitVisibleRange;
+
+ calculateDiscreteSizes(rViewInformation, aDiscreteRange, aVisibleDiscreteRange, aUnitVisibleRange);
+
+ if(!aVisibleDiscreteRange.isEmpty())
+ {
+ // test if discrete view size (pixel) maybe too big and limit it
+ double fViewSizeX(aVisibleDiscreteRange.getWidth());
+ double fViewSizeY(aVisibleDiscreteRange.getHeight());
+ const double fViewVisibleArea(fViewSizeX * fViewSizeY);
+ const SvtOptionsDrawinglayer aDrawinglayerOpt;
+ const double fMaximumVisibleArea(aDrawinglayerOpt.GetQuadratic3DRenderLimit());
+ double fReduceFactor(1.0);
+
+ if(fViewVisibleArea > fMaximumVisibleArea)
+ {
+ fReduceFactor = sqrt(fMaximumVisibleArea / fViewVisibleArea);
+ fViewSizeX *= fReduceFactor;
+ fViewSizeY *= fReduceFactor;
+ }
+
+ if(rViewInformation.getReducedDisplayQuality())
+ {
+ // when reducing the visualisation is allowed (e.g. an OverlayObject
+ // only needed for dragging), reduce resolution extra
+ // to speed up dragging interactions
+ const double fArea(fViewSizeX * fViewSizeY);
+ double fReducedVisualisationFactor(1.0 / (sqrt(fArea) * (1.0 / 170.0)));
+
+ if(fReducedVisualisationFactor > 1.0)
+ {
+ fReducedVisualisationFactor = 1.0;
+ }
+ else if(fReducedVisualisationFactor < 0.20)
+ {
+ fReducedVisualisationFactor = 0.20;
+ }
+
+ if(fReducedVisualisationFactor != 1.0)
+ {
+ fReduceFactor *= fReducedVisualisationFactor;
+ fViewSizeX *= fReducedVisualisationFactor;
+ fViewSizeY *= fReducedVisualisationFactor;
+ }
+ }
+
+ // calculate logic render size in world coordinates for usage in renderer
+ basegfx::B2DVector aLogicRenderSize(
+ aDiscreteRange.getWidth() * fReduceFactor,
+ aDiscreteRange.getHeight() * fReduceFactor);
+ aLogicRenderSize *= rViewInformation.getInverseObjectToViewTransformation();
+
+ // determine the oversample value
+ static sal_uInt16 nDefaultOversampleValue(3);
+ const sal_uInt16 nOversampleValue(aDrawinglayerOpt.IsAntiAliasing() ? nDefaultOversampleValue : 0);
+
+ // use default 3D primitive processor to create BitmapEx for aUnitVisiblePart and process
+ processor3d::ZBufferProcessor3D aZBufferProcessor3D(
+ getViewInformation3D(),
+ rViewInformation,
+ getSdrSceneAttribute(),
+ getSdrLightingAttribute(),
+ aLogicRenderSize.getX(),
+ aLogicRenderSize.getY(),
+ aUnitVisibleRange,
+ nOversampleValue);
+
+ aZBufferProcessor3D.process(getChildren3D());
+ aZBufferProcessor3D.finish();
+
+ const_cast< ScenePrimitive2D* >(this)->maOldRenderedBitmap = aZBufferProcessor3D.getBitmapEx();
+ const Size aBitmapSizePixel(maOldRenderedBitmap.GetSizePixel());
+
+ if(aBitmapSizePixel.getWidth() && aBitmapSizePixel.getHeight())
+ {
+ // create transform for the created bitmap in discrete coordinates first.
+ basegfx::B2DHomMatrix aNew2DTransform;
+
+ aNew2DTransform.set(0, 0, aVisibleDiscreteRange.getWidth());
+ aNew2DTransform.set(1, 1, aVisibleDiscreteRange.getHeight());
+ aNew2DTransform.set(0, 2, aVisibleDiscreteRange.getMinX());
+ aNew2DTransform.set(1, 2, aVisibleDiscreteRange.getMinY());
+
+ // transform back to world coordinates for usage in primitive creation
+ aNew2DTransform *= rViewInformation.getInverseObjectToViewTransformation();
+
+ // create bitmap primitive and add
+ const Primitive2DReference xRef(new BitmapPrimitive2D(maOldRenderedBitmap, aNew2DTransform));
+ appendPrimitive2DReferenceToPrimitive2DSequence(aRetval, xRef);
+
+ // test: Allow to add an outline in the debugger when tests are needed
+ static bool bAddOutlineToCreated3DSceneRepresentation(false);
+
+ if(bAddOutlineToCreated3DSceneRepresentation)
+ {
+ basegfx::B2DPolygon aOutline(basegfx::tools::createUnitPolygon());
+ aOutline.transform(aNew2DTransform);
+ const Primitive2DReference xRef2(new PolygonHairlinePrimitive2D(aOutline, basegfx::BColor(1.0, 0.0, 0.0)));
+ appendPrimitive2DReferenceToPrimitive2DSequence(aRetval, xRef2);
+ }
+ }
+ }
+
+ return aRetval;
+ }
+
+ Primitive2DSequence ScenePrimitive2D::getGeometry2D() const
+ {
+ Primitive2DSequence aRetval;
+
+ // create 2D projected geometry from 3D geometry
+ if(getChildren3D().hasElements())
+ {
+ // create 2D geometry extraction processor
+ processor3d::Geometry2DExtractingProcessor aGeometryProcessor(
+ getViewInformation3D(),
+ getObjectTransformation());
+
+ // process local primitives
+ aGeometryProcessor.process(getChildren3D());
+
+ // fetch result
+ aRetval = aGeometryProcessor.getPrimitive2DSequence();
+ }
+
+ return aRetval;
+ }
+
+ Primitive2DSequence ScenePrimitive2D::getShadow2D(const geometry::ViewInformation2D& rViewInformation) const
+ {
+ Primitive2DSequence aRetval;
+
+ // create 2D shadows from contained 3D primitives
+ if(impGetShadow3D(rViewInformation))
+ {
+ // add extracted 2d shadows (before 3d scene creations itself)
+ aRetval = maShadowPrimitives;
+ }
+
+ return aRetval;
+ }
+
+ bool ScenePrimitive2D::tryToCheckLastVisualisationDirectHit(const basegfx::B2DPoint& rLogicHitPoint, bool& o_rResult) const
+ {
+ if(!maOldRenderedBitmap.IsEmpty() && !maOldUnitVisiblePart.isEmpty())
+ {
+ basegfx::B2DHomMatrix aInverseSceneTransform(getObjectTransformation());
+ aInverseSceneTransform.invert();
+ const basegfx::B2DPoint aRelativePoint(aInverseSceneTransform * rLogicHitPoint);
+
+ if(maOldUnitVisiblePart.isInside(aRelativePoint))
+ {
+ // calculate coordinates relative to visualized part
+ double fDivisorX(maOldUnitVisiblePart.getWidth());
+ double fDivisorY(maOldUnitVisiblePart.getHeight());
+
+ if(basegfx::fTools::equalZero(fDivisorX))
+ {
+ fDivisorX = 1.0;
+ }
+
+ if(basegfx::fTools::equalZero(fDivisorY))
+ {
+ fDivisorY = 1.0;
+ }
+
+ const double fRelativeX((aRelativePoint.getX() - maOldUnitVisiblePart.getMinX()) / fDivisorX);
+ const double fRelativeY((aRelativePoint.getY() - maOldUnitVisiblePart.getMinY()) / fDivisorY);
+
+ // combine with real BitmapSizePixel to get bitmap coordinates
+ const Size aBitmapSizePixel(maOldRenderedBitmap.GetSizePixel());
+ const sal_Int32 nX(basegfx::fround(fRelativeX * aBitmapSizePixel.Width()));
+ const sal_Int32 nY(basegfx::fround(fRelativeY * aBitmapSizePixel.Height()));
+
+ // try to get a statement about transparency in that pixel
+ o_rResult = (0xff != maOldRenderedBitmap.GetTransparency(nX, nY));
+ return true;
+ }
+ }
+
+ return false;
+ }
+
+ ScenePrimitive2D::ScenePrimitive2D(
+ const primitive3d::Primitive3DSequence& rxChildren3D,
+ const attribute::SdrSceneAttribute& rSdrSceneAttribute,
+ const attribute::SdrLightingAttribute& rSdrLightingAttribute,
+ const basegfx::B2DHomMatrix& rObjectTransformation,
+ const geometry::ViewInformation3D& rViewInformation3D)
+ : BufferedDecompositionPrimitive2D(),
+ mxChildren3D(rxChildren3D),
+ maSdrSceneAttribute(rSdrSceneAttribute),
+ maSdrLightingAttribute(rSdrLightingAttribute),
+ maObjectTransformation(rObjectTransformation),
+ maViewInformation3D(rViewInformation3D),
+ maShadowPrimitives(),
+ mbShadow3DChecked(false),
+ mfOldDiscreteSizeX(0.0),
+ mfOldDiscreteSizeY(0.0),
+ maOldUnitVisiblePart(),
+ maOldRenderedBitmap()
+ {
+ }
+
+ bool ScenePrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const
+ {
+ if(BufferedDecompositionPrimitive2D::operator==(rPrimitive))
+ {
+ const ScenePrimitive2D& rCompare = (ScenePrimitive2D&)rPrimitive;
+
+ return (primitive3d::arePrimitive3DSequencesEqual(getChildren3D(), rCompare.getChildren3D())
+ && getSdrSceneAttribute() == rCompare.getSdrSceneAttribute()
+ && getSdrLightingAttribute() == rCompare.getSdrLightingAttribute()
+ && getObjectTransformation() == rCompare.getObjectTransformation()
+ && getViewInformation3D() == rCompare.getViewInformation3D());
+ }
+
+ return false;
+ }
+
+ basegfx::B2DRange ScenePrimitive2D::getB2DRange(const geometry::ViewInformation2D& rViewInformation) const
+ {
+ // transform unit range to discrete coordinate range
+ basegfx::B2DRange aRetval(0.0, 0.0, 1.0, 1.0);
+ aRetval.transform(rViewInformation.getObjectToViewTransformation() * getObjectTransformation());
+
+ // force to discrete expanded bounds (it grows, so expanding works perfectly well)
+ aRetval.expand(basegfx::B2DTuple(floor(aRetval.getMinX()), floor(aRetval.getMinY())));
+ aRetval.expand(basegfx::B2DTuple(ceil(aRetval.getMaxX()), ceil(aRetval.getMaxY())));
+
+ // transform back from discrete (view) to world coordinates
+ aRetval.transform(rViewInformation.getInverseObjectToViewTransformation());
+
+ // expand by evtl. existing shadow primitives
+ if(impGetShadow3D(rViewInformation))
+ {
+ const basegfx::B2DRange aShadow2DRange(getB2DRangeFromPrimitive2DSequence(maShadowPrimitives, rViewInformation));
+
+ if(!aShadow2DRange.isEmpty())
+ {
+ aRetval.expand(aShadow2DRange);
+ }
+ }
+
+ return aRetval;
+ }
+
+ Primitive2DSequence ScenePrimitive2D::get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const
+ {
+ ::osl::MutexGuard aGuard( m_aMutex );
+
+ // get the involved ranges (see helper method calculateDiscreteSizes for details)
+ basegfx::B2DRange aDiscreteRange;
+ basegfx::B2DRange aUnitVisibleRange;
+ bool bNeedNewDecomposition(false);
+ bool bDiscreteSizesAreCalculated(false);
+
+ if(getBuffered2DDecomposition().hasElements())
+ {
+ basegfx::B2DRange aVisibleDiscreteRange;
+ calculateDiscreteSizes(rViewInformation, aDiscreteRange, aVisibleDiscreteRange, aUnitVisibleRange);
+ bDiscreteSizesAreCalculated = true;
+
+ // needs to be painted when the new part is not part of the last
+ // decomposition
+ if(!maOldUnitVisiblePart.isInside(aUnitVisibleRange))
+ {
+ bNeedNewDecomposition = true;
+ }
+
+ // display has changed and cannot be reused when resolution got bigger. It
+ // can be reused when resolution got smaller, though.
+ if(!bNeedNewDecomposition)
+ {
+ if(basegfx::fTools::more(aDiscreteRange.getWidth(), mfOldDiscreteSizeX) ||
+ basegfx::fTools::more(aDiscreteRange.getHeight(), mfOldDiscreteSizeY))
+ {
+ bNeedNewDecomposition = true;
+ }
+ }
+ }
+
+ if(bNeedNewDecomposition)
+ {
+ // conditions of last local decomposition have changed, delete
+ const_cast< ScenePrimitive2D* >(this)->setBuffered2DDecomposition(Primitive2DSequence());
+ }
+
+ if(!getBuffered2DDecomposition().hasElements())
+ {
+ if(!bDiscreteSizesAreCalculated)
+ {
+ basegfx::B2DRange aVisibleDiscreteRange;
+ calculateDiscreteSizes(rViewInformation, aDiscreteRange, aVisibleDiscreteRange, aUnitVisibleRange);
+ }
+
+ // remember last used NewDiscreteSize and NewUnitVisiblePart
+ ScenePrimitive2D* pThat = const_cast< ScenePrimitive2D* >(this);
+ pThat->mfOldDiscreteSizeX = aDiscreteRange.getWidth();
+ pThat->mfOldDiscreteSizeY = aDiscreteRange.getHeight();
+ pThat->maOldUnitVisiblePart = aUnitVisibleRange;
+ }
+
+ // use parent implementation
+ return BufferedDecompositionPrimitive2D::get2DDecomposition(rViewInformation);
+ }
+
+ // provide unique ID
+ ImplPrimitrive2DIDBlock(ScenePrimitive2D, PRIMITIVE2D_ID_SCENEPRIMITIVE2D)
+
+ } // end of namespace primitive2d
+} // end of namespace drawinglayer
+
+//////////////////////////////////////////////////////////////////////////////
+// eof