/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /************************************************************************* * * 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 * * for a copy of the LGPLv3 License. * ************************************************************************/ #ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_EMBEDDED3DPRIMITIVE2D_HXX #define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_EMBEDDED3DPRIMITIVE2D_HXX #include #include #include #include ////////////////////////////////////////////////////////////////////////////// // Embedded3DPrimitive2D class namespace drawinglayer { namespace primitive2d { /** Embedded3DPrimitive2D class This is a helper primitive which allows embedding of single 3D primitives to the 2D primitive logic. It will get the scene it's involved and thus the 3D transformation. With this information it is able to provide 2D range data for a 3D primitive. This primitive will not be visualized and decomposes to a yellow 2D rectangle to visualize that this should never be visualized */ class Embedded3DPrimitive2D : public BufferedDecompositionPrimitive2D { private: /// the sequence of 3d primitives primitive3d::Primitive3DSequence mxChildren3D; /// the 2D scene object transformation basegfx::B2DHomMatrix maObjectTransformation; /// the 3D transformations geometry::ViewInformation3D maViewInformation3D; /** if the embedded 3D primitives contain shadow, these parameters are needed to extract the shadow wich is a sequence od 2D primitives and may expand the 2D range. Since every single 3D object in a scene may individually have shadow or not, these values need to be provided and prepared. The shadow distance itself (a 2D transformation) is part of the 3D shadow definition */ basegfx::B3DVector maLightNormal; double mfShadowSlant; basegfx::B3DRange maScene3DRange; /// the primitiveSequence for on-demand created shadow primitives (see mbShadow3DChecked) Primitive2DSequence maShadowPrimitives; /// #i96669# add simple range buffering for this primitive basegfx::B2DRange maB2DRange; /// bitfield /** flag if given 3D geometry is already cheched for shadow definitions and 2d shadows are created in maShadowPrimitives */ unsigned mbShadow3DChecked : 1; /// private helpers bool impGetShadow3D(const geometry::ViewInformation2D& rViewInformation) const; protected: /// local decomposition. virtual Primitive2DSequence create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const; public: /// constructor Embedded3DPrimitive2D( const primitive3d::Primitive3DSequence& rxChildren3D, const basegfx::B2DHomMatrix& rObjectTransformation, const geometry::ViewInformation3D& rViewInformation3D, const basegfx::B3DVector& rLightNormal, double fShadowSlant, const basegfx::B3DRange& rScene3DRange); /// data read access const primitive3d::Primitive3DSequence& getChildren3D() const { return mxChildren3D; } const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; } const geometry::ViewInformation3D& getViewInformation3D() const { return maViewInformation3D; } const basegfx::B3DVector& getLightNormal() const { return maLightNormal; } double getShadowSlant() const { return mfShadowSlant; } const basegfx::B3DRange& getScene3DRange() const { return maScene3DRange; } /// compare operator virtual bool operator==(const BasePrimitive2D& rPrimitive) const; /// get range virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const; /// provide unique ID DeclPrimitrive2DIDBlock() }; } // end of namespace primitive2d } // end of namespace drawinglayer ////////////////////////////////////////////////////////////////////////////// #endif //INCLUDED_DRAWINGLAYER_PRIMITIVE2D_EMBEDDED3DPRIMITIVE2D_HXX ////////////////////////////////////////////////////////////////////////////// // eof /* vim:set shiftwidth=4 softtabstop=4 expandtab: */