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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*************************************************************************
 *
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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 * Copyright 2000, 2010 Oracle and/or its affiliates.
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 * OpenOffice.org - a multi-platform office productivity suite
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 * it under the terms of the GNU Lesser General Public License version 3
 * only, as published by the Free Software Foundation.
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 * 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>
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#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_EMBEDDED3DPRIMITIVE2D_HXX
#define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_EMBEDDED3DPRIMITIVE2D_HXX

#include <drawinglayer/drawinglayerdllapi.h>

#include <drawinglayer/primitive2d/baseprimitive2d.hxx>
#include <drawinglayer/primitive3d/baseprimitive3d.hxx>
#include <drawinglayer/geometry/viewinformation3d.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>

//////////////////////////////////////////////////////////////////////////////
// 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 DRAWINGLAYER_DLLPUBLIC 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

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