/* -*- 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_VIEW3D_HXX #define _E3D_VIEW3D_HXX #include #include #include #include #include "svx/svxdllapi.h" //************************************************************ // Vorausdeklarationen //************************************************************ class E3dObject; class E3dScene; class Impl3DMirrorConstructOverlay; /************************************************************************* |* |* Ableitung von SdrView zur Bearbeitung von 3D-Objekten |* \************************************************************************/ class SVX_DLLPUBLIC E3dView : public SdrView { protected: E3dDefaultAttributes a3DDefaultAttr; MouseEvent aMouseEvent; // Die Parameter der letzten Events (Mouse, Keyboard) Color aDefaultLightColor; // dito mit den Farben Color aDefaultAmbientColor; double fDefaultScaleX; // Verzerrungen double fDefaultScaleY; double fDefaultScaleZ; double fDefaultRotateX; // und Drehungen double fDefaultRotateY; double fDefaultRotateZ; double fDefaultExtrusionDeepth; // Extrusionstiefe double fDefaultLightIntensity; // Intensitaeten der beiden (notwendigen) Licht- double fDefaultAmbientIntensity; // quellen long nHDefaultSegments; // wieviele HSegmente braucht mein Lathe-Ojekt long nVDefaultSegments; // wieviele VSegmente braucht mein Lathe-Ojekt E3dDragConstraint eDragConstraint; // Migrate selections Impl3DMirrorConstructOverlay* mpMirrorOverlay; sal_Bool bDoubleSided; void InitView(); void ImpCreate3DObject(E3dScene* pScene, SdrObject* pObj, bool bExtrude, double fDepth, basegfx::B2DHomMatrix& rLatheMat); void ImpCreateSingle3DObjectFlat(E3dScene* pScene, SdrObject* pObj, bool bExtrude, double fDepth, basegfx::B2DHomMatrix& rLatheMat); void ImpChangeSomeAttributesFor3DConversion(SdrObject* pObj); void ImpChangeSomeAttributesFor3DConversion2(SdrObject* pObj); void InitScene(E3dScene* pScene, double fW, double fH, double fCamZ); void ImpIsConvertTo3DPossible(SdrObject* pObj, bool& rAny3D, bool& rGroupSelected) const; void BreakSingle3DObj(E3dObject* pObj); public: TYPEINFO(); E3dView(SdrModel* pModel, OutputDevice* pOut = 0L); virtual ~E3dView(); // Alle markierten Objekte auf dem angegebenen OutputDevice ausgeben. virtual void DrawMarkedObj(OutputDevice& rOut) const; // Zugriff auf die Default-Attribute E3dDefaultAttributes& Get3DDefaultAttributes() { return a3DDefaultAttr; } virtual sal_Bool BegDragObj(const Point& rPnt, OutputDevice* pOut = NULL, SdrHdl* pHdl = NULL, short nMinMov = -3, SdrDragMethod* pForcedMeth = NULL); virtual void CheckPossibilities(); // Event setzen/rausruecken void SetMouseEvent(const MouseEvent& rNew) { aMouseEvent = rNew; } const MouseEvent& GetMouseEvent() { return aMouseEvent; } // Model holen ueberladen, da bei einzelnen 3D Objekten noch eine Szene // untergeschoben werden muss virtual SdrModel* GetMarkedObjModel() const; // Bei Paste muss - falls in eine Scene eingefuegt wird - die // Objekte der Szene eingefuegt werden, die Szene selbst aber nicht using SdrView::Paste; virtual sal_Bool Paste(const SdrModel& rMod, const Point& rPos, SdrObjList* pLst=NULL, sal_uInt32 nOptions=0); // #83403# Service routine used from local Clone() and from SdrCreateView::EndCreateObj(...) bool ImpCloneAll3DObjectsToDestScene(E3dScene* pSrcScene, E3dScene* pDstScene, Point aOffset); bool IsConvertTo3DObjPossible() const; void ConvertMarkedObjTo3D(bool bExtrude=true, basegfx::B2DPoint aPnt1 = basegfx::B2DPoint(0.0, 0.0), basegfx::B2DPoint aPnt2 = basegfx::B2DPoint(0.0, 1.0)); // Nachtraeglichhe Korrekturmoeglichkeit um alle Extrudes in einer // bestimmten Tiefensortierung anzulegen void DoDepthArrange(E3dScene* pScene, double fDepth); void ConvertMarkedToPolyObj(sal_Bool bLineToArea); E3dScene* SetCurrent3DObj(E3dObject* p3DObj); void Start3DCreation(); // migration of overlay bool Is3DRotationCreationActive() const { return (0L != mpMirrorOverlay); } virtual void MovAction(const Point& rPnt); void End3DCreation(bool bUseDefaultValuesForMirrorAxes=false); void ResetCreationActive(); double GetDefaultCamPosZ(); double &DefaultScaleX () { return fDefaultScaleX; } double DefaultScaleX () const { return fDefaultScaleX; } double &DefaultScaleY () { return fDefaultScaleY; } double DefaultScaleY () const { return fDefaultScaleY; } double &DefaultScaleZ () { return fDefaultScaleZ; } double DefaultScaleZ () const { return fDefaultScaleZ; } double &DefaultRotateX () { return fDefaultRotateX; } double DefaultRotateX () const { return fDefaultRotateX; } double &DefaultRotateY () { return fDefaultRotateY; } double DefaultRotateY () const { return fDefaultRotateY; } double &DefaultRotateZ () { return fDefaultRotateZ; } double DefaultRotateZ () const { return fDefaultRotateZ; } double &DefaultExtrusionDeepth () { return fDefaultExtrusionDeepth; } double DefaultExtrusionDeepth () const { return fDefaultExtrusionDeepth; } double GetDefaultCamFocal(); double &DefaultLightIntensity () { return fDefaultLightIntensity; } double DefaultLightIntensity () const { return fDefaultLightIntensity; } double &DefaultAmbientIntensity () { return fDefaultAmbientIntensity; } double DefaultAmbientIntensity () const { return fDefaultAmbientIntensity; } const Color &DefaultLightColor () const { return aDefaultLightColor; } Color DefaultLightColor () { return aDefaultLightColor; } const Color &DefaultAmbientColor () const { return aDefaultAmbientColor; } Color DefaultAmbientColor () { return aDefaultAmbientColor; } long GetHDefaultSegments() const { return nHDefaultSegments; } void SetHDefaultSegments(long nSegs) { nHDefaultSegments = nSegs; } long GetVDefaultSegments() const { return nVDefaultSegments; } void SetVDefaultSegments(long nSegs) { nVDefaultSegments = nSegs; } bool IsBreak3DObjPossible() const; void Break3DObj(); sal_Bool DoubleSided () const { return bDoubleSided; } sal_Bool &DoubleSided () { return bDoubleSided; } SfxItemSet Get3DAttributes(E3dScene* pInScene = NULL, sal_Bool bOnly3DAttr=sal_False) const; void Set3DAttributes(const SfxItemSet& rAttr, E3dScene* pInScene = NULL, sal_Bool bOnly3DAttr=sal_False); }; #endif // _E3D_VIEW3D_HXX /* vim:set shiftwidth=4 softtabstop=4 expandtab: */