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+/* -*- 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 .
+ */
+
+#ifndef _E3D_SCENE3D_HXX
+#define _E3D_SCENE3D_HXX
+
+#include <svx/camera3d.hxx>
+#include <tools/b3dtrans.hxx>
+#include <svx/svxdllapi.h>
+#include <svx/obj3d.hxx>
+
+namespace sdr { namespace properties {
+ class BaseProperties;
+ class E3dSceneProperties;
+}}
+
+namespace drawinglayer { namespace geometry {
+ class ViewInformation3D;
+}}
+
+/*************************************************************************
+|*
+|* GeoData relevant for undo actions
+|*
+\************************************************************************/
+
+class E3DSceneGeoData : public E3DObjGeoData
+{
+public:
+ Camera3D aCamera;
+
+ E3DSceneGeoData() {}
+};
+
+class Imp3DDepthRemapper;
+
+/*************************************************************************
+|*
+|* base class for 3D scenes
+|*
+\************************************************************************/
+
+class SVX_DLLPUBLIC E3dScene : public E3dObject
+{
+private:
+ // to allow sdr::properties::E3dSceneProperties access to StructureChanged()
+ friend class sdr::properties::E3dSceneProperties;
+
+protected:
+ virtual sdr::properties::BaseProperties* CreateObjectSpecificProperties();
+ virtual sdr::contact::ViewContact* CreateObjectSpecificViewContact();
+
+ // transformations
+ B3dCamera aCameraSet;
+ Camera3D aCamera;
+
+ Imp3DDepthRemapper* mp3DDepthRemapper;
+
+ // Flag to determine if only selected objects should be drawn
+ unsigned bDrawOnlySelected : 1;
+
+ virtual void NewObjectInserted(const E3dObject* p3DObj);
+ virtual void StructureChanged();
+
+ void RebuildLists();
+
+ virtual void Notify(SfxBroadcaster &rBC, const SfxHint &rHint);
+
+protected:
+ void SetDefaultAttributes(E3dDefaultAttributes& rDefault);
+
+ void ImpCleanup3DDepthMapper();
+
+public:
+ TYPEINFO();
+ E3dScene();
+ E3dScene(E3dDefaultAttributes& rDefault);
+ virtual ~E3dScene();
+
+ virtual void SetBoundRectDirty();
+
+ // access to cleanup of depth mapper
+ void Cleanup3DDepthMapper() { ImpCleanup3DDepthMapper(); }
+
+ virtual basegfx::B2DPolyPolygon TakeXorPoly() const;
+
+ sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const;
+
+ // Perspective: enum ProjectionType { PR_PARALLEL, PR_PERSPECTIVE }
+ ProjectionType GetPerspective() const
+ { return (ProjectionType)((const Svx3DPerspectiveItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_PERSPECTIVE)).GetValue(); }
+
+ // Distance:
+ double GetDistance() const
+ { return (double)((const Svx3DDistanceItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_DISTANCE)).GetValue(); }
+
+ // Focal length: before cm, now 1/10th mm (*100)
+ double GetFocalLength() const
+ { return ((const Svx3DFocalLengthItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_FOCAL_LENGTH)).GetValue(); }
+
+ // Two sided lighting:
+ sal_Bool GetTwoSidedLighting() const
+ { return ((const Svx3DTwoSidedLightingItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_TWO_SIDED_LIGHTING)).GetValue(); }
+
+ // Lightcolor:
+ Color GetLightColor1() const
+ { return ((const Svx3DLightcolor1Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_1)).GetValue(); }
+ Color GetLightColor2() const
+ { return ((const Svx3DLightcolor2Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_2)).GetValue(); }
+ Color GetLightColor3() const
+ { return ((const Svx3DLightcolor3Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_3)).GetValue(); }
+ Color GetLightColor4() const
+ { return ((const Svx3DLightcolor4Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_4)).GetValue(); }
+ Color GetLightColor5() const
+ { return ((const Svx3DLightcolor5Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_5)).GetValue(); }
+ Color GetLightColor6() const
+ { return ((const Svx3DLightcolor6Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_6)).GetValue(); }
+ Color GetLightColor7() const
+ { return ((const Svx3DLightcolor7Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_7)).GetValue(); }
+ Color GetLightColor8() const
+ { return ((const Svx3DLightcolor8Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_8)).GetValue(); }
+
+ // Ambient color:
+ Color GetGlobalAmbientColor() const
+ { return ((const Svx3DAmbientcolorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_AMBIENTCOLOR)).GetValue(); }
+
+ // Light on/off:
+ sal_Bool GetLightOnOff1() const
+ { return ((const Svx3DLightOnOff1Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_1)).GetValue(); }
+ sal_Bool GetLightOnOff2() const
+ { return ((const Svx3DLightOnOff2Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_2)).GetValue(); }
+ sal_Bool GetLightOnOff3() const
+ { return ((const Svx3DLightOnOff3Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_3)).GetValue(); }
+ sal_Bool GetLightOnOff4() const
+ { return ((const Svx3DLightOnOff4Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_4)).GetValue(); }
+ sal_Bool GetLightOnOff5() const
+ { return ((const Svx3DLightOnOff5Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_5)).GetValue(); }
+ sal_Bool GetLightOnOff6() const
+ { return ((const Svx3DLightOnOff6Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_6)).GetValue(); }
+ sal_Bool GetLightOnOff7() const
+ { return ((const Svx3DLightOnOff7Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_7)).GetValue(); }
+ sal_Bool GetLightOnOff8() const
+ { return ((const Svx3DLightOnOff8Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_8)).GetValue(); }
+
+ // Light direction:
+ basegfx::B3DVector GetLightDirection1() const
+ { return ((const Svx3DLightDirection1Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_1)).GetValue(); }
+ basegfx::B3DVector GetLightDirection2() const
+ { return ((const Svx3DLightDirection2Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_2)).GetValue(); }
+ basegfx::B3DVector GetLightDirection3() const
+ { return ((const Svx3DLightDirection3Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_3)).GetValue(); }
+ basegfx::B3DVector GetLightDirection4() const
+ { return ((const Svx3DLightDirection4Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_4)).GetValue(); }
+ basegfx::B3DVector GetLightDirection5() const
+ { return ((const Svx3DLightDirection5Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_5)).GetValue(); }
+ basegfx::B3DVector GetLightDirection6() const
+ { return ((const Svx3DLightDirection6Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_6)).GetValue(); }
+ basegfx::B3DVector GetLightDirection7() const
+ { return ((const Svx3DLightDirection7Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_7)).GetValue(); }
+ basegfx::B3DVector GetLightDirection8() const
+ { return ((const Svx3DLightDirection8Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_8)).GetValue(); }
+
+ // ShadowSlant:
+ sal_uInt16 GetShadowSlant() const
+ { return ((const Svx3DShadowSlantItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_SHADOW_SLANT)).GetValue(); }
+
+ // ShadeMode: 0 == FLAT, 1 == PHONG, 2 == SMOOTH, 3 == ForceDraft
+ sal_uInt16 GetShadeMode() const
+ { return ((const Svx3DShadeModeItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_SHADE_MODE)).GetValue(); }
+
+ // set flag to draw only selected
+ void SetDrawOnlySelected(sal_Bool bNew) { bDrawOnlySelected = bNew; }
+ bool GetDrawOnlySelected() const { return bDrawOnlySelected; }
+ virtual sal_uInt16 GetObjIdentifier() const;
+
+ virtual void NbcSetSnapRect(const Rectangle& rRect);
+ virtual void NbcMove(const Size& rSize);
+ virtual void NbcResize(const Point& rRef, const Fraction& rXFact,
+ const Fraction& rYFact);
+ virtual void RecalcSnapRect();
+
+ virtual E3dScene* GetScene() const;
+ void SetCamera(const Camera3D& rNewCamera);
+ const Camera3D& GetCamera() const { return aCamera; }
+ void removeAllNonSelectedObjects();
+
+ virtual E3dScene* Clone() const;
+ E3dScene& operator=(const E3dScene&);
+
+ virtual SdrObjGeoData *NewGeoData() const;
+ virtual void SaveGeoData(SdrObjGeoData& rGeo) const;
+ virtual void RestGeoData(const SdrObjGeoData& rGeo);
+
+ virtual void NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix);
+ virtual void SetTransform(const basegfx::B3DHomMatrix& rMatrix);
+
+ virtual void NbcRotate(const Point& rRef, long nWink, double sn, double cs);
+ void RotateScene(const Point& rRef, long nWink, double sn, double cs);
+
+ // TakeObjName...() is for the display in the UI, for example "3 frames selected".
+ virtual void TakeObjNameSingul(String& rName) const;
+ virtual void TakeObjNamePlural(String& rName) const;
+
+ // get transformations
+ B3dCamera& GetCameraSet() { return aCameraSet; }
+
+ // break up
+ virtual bool IsBreakObjPossible();
+
+ // polygon which is built during creation
+ virtual basegfx::B2DPolyPolygon TakeCreatePoly(const SdrDragStat& rDrag) const;
+
+ // create moves
+ virtual bool BegCreate(SdrDragStat& rStat);
+ virtual bool MovCreate(SdrDragStat& rStat); // true=Xor muss repainted werden
+ virtual bool EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd);
+ virtual bool BckCreate(SdrDragStat& rStat);
+ virtual void BrkCreate(SdrDragStat& rStat);
+};
+
+#endif // _E3D_SCENE3D_HXX
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */