/* -*- 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 INCLUDED_SVX_SCENE3D_HXX #define INCLUDED_SVX_SCENE3D_HXX #include #include #include #include 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() SAL_OVERRIDE; virtual sdr::contact::ViewContact* CreateObjectSpecificViewContact() SAL_OVERRIDE; // transformations B3dCamera aCameraSet; Camera3D aCamera; Imp3DDepthRemapper* mp3DDepthRemapper; // Flag to determine if only selected objects should be drawn bool bDrawOnlySelected : 1; virtual void NewObjectInserted(const E3dObject* p3DObj) SAL_OVERRIDE; virtual void StructureChanged() SAL_OVERRIDE; void RebuildLists(); virtual void Notify(SfxBroadcaster &rBC, const SfxHint &rHint) SAL_OVERRIDE; protected: void SetDefaultAttributes(E3dDefaultAttributes& rDefault); void ImpCleanup3DDepthMapper(); public: TYPEINFO_OVERRIDE(); E3dScene(); E3dScene(E3dDefaultAttributes& rDefault); virtual ~E3dScene(); virtual void SetBoundRectDirty() SAL_OVERRIDE; // access to cleanup of depth mapper void Cleanup3DDepthMapper() { ImpCleanup3DDepthMapper(); } virtual basegfx::B2DPolyPolygon TakeXorPoly() const SAL_OVERRIDE; 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 SfxUInt32Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_DISTANCE)).GetValue(); } // Focal length: before cm, now 1/10th mm (*100) double GetFocalLength() const { return ((const SfxUInt32Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_FOCAL_LENGTH)).GetValue(); } // Two sided lighting: bool GetTwoSidedLighting() const { return ((const SfxBoolItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_TWO_SIDED_LIGHTING)).GetValue(); } // Lightcolor: Color GetLightColor1() const { return ((const SvxColorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_1)).GetValue(); } Color GetLightColor2() const { return ((const SvxColorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_2)).GetValue(); } Color GetLightColor3() const { return ((const SvxColorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_3)).GetValue(); } Color GetLightColor4() const { return ((const SvxColorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_4)).GetValue(); } Color GetLightColor5() const { return ((const SvxColorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_5)).GetValue(); } Color GetLightColor6() const { return ((const SvxColorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_6)).GetValue(); } Color GetLightColor7() const { return ((const SvxColorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_7)).GetValue(); } Color GetLightColor8() const { return ((const SvxColorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_8)).GetValue(); } // Ambient color: Color GetGlobalAmbientColor() const { return ((const SvxColorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_AMBIENTCOLOR)).GetValue(); } // Light on/off: bool GetLightOnOff1() const { return ((const SfxBoolItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_1)).GetValue(); } bool GetLightOnOff2() const { return ((const SfxBoolItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_2)).GetValue(); } bool GetLightOnOff3() const { return ((const SfxBoolItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_3)).GetValue(); } bool GetLightOnOff4() const { return ((const SfxBoolItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_4)).GetValue(); } bool GetLightOnOff5() const { return ((const SfxBoolItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_5)).GetValue(); } bool GetLightOnOff6() const { return ((const SfxBoolItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_6)).GetValue(); } bool GetLightOnOff7() const { return ((const SfxBoolItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_7)).GetValue(); } bool GetLightOnOff8() const { return ((const SfxBoolItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_8)).GetValue(); } // Light direction: basegfx::B3DVector GetLightDirection1() const { return ((const SvxB3DVectorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_1)).GetValue(); } basegfx::B3DVector GetLightDirection2() const { return ((const SvxB3DVectorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_2)).GetValue(); } basegfx::B3DVector GetLightDirection3() const { return ((const SvxB3DVectorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_3)).GetValue(); } basegfx::B3DVector GetLightDirection4() const { return ((const SvxB3DVectorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_4)).GetValue(); } basegfx::B3DVector GetLightDirection5() const { return ((const SvxB3DVectorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_5)).GetValue(); } basegfx::B3DVector GetLightDirection6() const { return ((const SvxB3DVectorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_6)).GetValue(); } basegfx::B3DVector GetLightDirection7() const { return ((const SvxB3DVectorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_7)).GetValue(); } basegfx::B3DVector GetLightDirection8() const { return ((const SvxB3DVectorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_8)).GetValue(); } // ShadowSlant: sal_uInt16 GetShadowSlant() const { return ((const SfxUInt16Item&)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(bool bNew) { bDrawOnlySelected = bNew; } bool GetDrawOnlySelected() const { return bDrawOnlySelected; } virtual sal_uInt16 GetObjIdentifier() const SAL_OVERRIDE; virtual void NbcSetSnapRect(const Rectangle& rRect) SAL_OVERRIDE; virtual void NbcMove(const Size& rSize) SAL_OVERRIDE; virtual void NbcResize(const Point& rRef, const Fraction& rXFact, const Fraction& rYFact) SAL_OVERRIDE; virtual void RecalcSnapRect() SAL_OVERRIDE; virtual E3dScene* GetScene() const SAL_OVERRIDE; void SetCamera(const Camera3D& rNewCamera); const Camera3D& GetCamera() const { return aCamera; } void removeAllNonSelectedObjects(); virtual E3dScene* Clone() const SAL_OVERRIDE; E3dScene& operator=(const E3dScene&); virtual SdrObjGeoData *NewGeoData() const SAL_OVERRIDE; virtual void SaveGeoData(SdrObjGeoData& rGeo) const SAL_OVERRIDE; virtual void RestGeoData(const SdrObjGeoData& rGeo) SAL_OVERRIDE; virtual void NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix) SAL_OVERRIDE; virtual void SetTransform(const basegfx::B3DHomMatrix& rMatrix) SAL_OVERRIDE; virtual void NbcRotate(const Point& rRef, long nWink, double sn, double cs) SAL_OVERRIDE; 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 OUString TakeObjNameSingul() const SAL_OVERRIDE; virtual OUString TakeObjNamePlural() const SAL_OVERRIDE; // get transformations B3dCamera& GetCameraSet() { return aCameraSet; } // break up virtual bool IsBreakObjPossible() SAL_OVERRIDE; // polygon which is built during creation virtual basegfx::B2DPolyPolygon TakeCreatePoly(const SdrDragStat& rDrag) const SAL_OVERRIDE; // create moves virtual bool BegCreate(SdrDragStat& rStat) SAL_OVERRIDE; virtual bool MovCreate(SdrDragStat& rStat) SAL_OVERRIDE; // true=Xor muss repainted werden virtual bool EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd) SAL_OVERRIDE; virtual bool BckCreate(SdrDragStat& rStat) SAL_OVERRIDE; virtual void BrkCreate(SdrDragStat& rStat) SAL_OVERRIDE; }; #endif // INCLUDED_SVX_SCENE3D_HXX /* vim:set shiftwidth=4 softtabstop=4 expandtab: */