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path: root/svx/source/engine3d/view3d.cxx
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/*************************************************************************
 *
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 *
 * Copyright 2008 by Sun Microsystems, Inc.
 *
 * OpenOffice.org - a multi-platform office productivity suite
 *
 * $RCSfile: view3d.cxx,v $
 * $Revision: 1.32.18.1 $
 *
 * 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
 * <http://www.openoffice.org/license.html>
 * for a copy of the LGPLv3 License.
 *
 ************************************************************************/

// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_svx.hxx"

#include <vcl/wrkwin.hxx>
#include <svx/svdogrp.hxx>
#include <svx/svdopath.hxx>
#include <tools/shl.hxx>
#include "svditer.hxx"
#include <svx/svdpool.hxx>
#include <svx/svdorect.hxx>
#include <svx/svdmodel.hxx>
#include <svx/svdpagv.hxx>
#include <svx/svxids.hrc>
#include <svx/colritem.hxx>
#include <svx/xtable.hxx>
#include <svx/svdview.hxx>
#include <svx/dialogs.hrc>
#include <svx/dialmgr.hxx>
#include "globl3d.hxx"
#include <svx/obj3d.hxx>
#include <svx/lathe3d.hxx>
#include <svx/sphere3d.hxx>
#include <svx/extrud3d.hxx>
#include <svx/cube3d.hxx>
#include <svx/polysc3d.hxx>
#include "dragmt3d.hxx"
#include <svx/view3d.hxx>
#include <svx/svdundo.hxx>
#include <svx/xflclit.hxx>
#include <svx/xlnclit.hxx>
#include <svx/svdograf.hxx>
#include <svx/xbtmpit.hxx>
#include <svx/xflbmtit.hxx>
#include <basegfx/range/b2drange.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <basegfx/polygon/b2dpolypolygontools.hxx>
#include <svx/xlnwtit.hxx>
#include <svx/sdr/overlay/overlaypolypolygon.hxx>
#include <svx/sdr/overlay/overlaymanager.hxx>
#include <sdrpaintwindow.hxx>
#include <svx/sdr/contact/viewcontactofe3dscene.hxx>
#include <drawinglayer/geometry/viewinformation3d.hxx>
#include <svx/sdrpagewindow.hxx>
#include <svx/sdr/contact/displayinfo.hxx>
#include <svx/sdr/contact/objectcontact.hxx>
#include <svx/sdr/contact/viewobjectcontact.hxx>
#include <drawinglayer/primitive2d/unifiedalphaprimitive2d.hxx>
#include <svx/sdr/overlay/overlayprimitive2dsequenceobject.hxx>
#include <drawinglayer/primitive2d/transformprimitive2d.hxx>
#include <basegfx/matrix/b2dhommatrixtools.hxx>

#define ITEMVALUE(ItemSet,Id,Cast)  ((const Cast&)(ItemSet).Get(Id)).GetValue()

TYPEINIT1(E3dView, SdrView);

////////////////////////////////////////////////////////////////////////////////////////////////////
// Migrate Marking

class Impl3DMirrorConstructOverlay
{
    // The OverlayObjects
    ::sdr::overlay::OverlayObjectList               maObjects;

    // the view
    const E3dView&                                  mrView;

    // the object count
    sal_uInt32                                      mnCount;

    // the unmirrored polygons
    basegfx::B2DPolyPolygon*                        mpPolygons;

    // the overlay geometry from selected objects
    drawinglayer::primitive2d::Primitive2DSequence  maFullOverlay;

public:
    Impl3DMirrorConstructOverlay(const E3dView& rView);
    ~Impl3DMirrorConstructOverlay();

    void SetMirrorAxis(Point aMirrorAxisA, Point aMirrorAxisB);
};

Impl3DMirrorConstructOverlay::Impl3DMirrorConstructOverlay(const E3dView& rView)
:   maObjects(),
    mrView(rView),
    mnCount(rView.GetMarkedObjectCount()),
    mpPolygons(0),
    maFullOverlay()
{
    if(mnCount)
    {
        if(mrView.IsSolidDragging())
        {
            SdrPageView* pPV = rView.GetSdrPageView();

            if(pPV && pPV->PageWindowCount())
            {
                sdr::contact::ObjectContact& rOC = pPV->GetPageWindow(0)->GetObjectContact();
                sdr::contact::DisplayInfo aDisplayInfo;

                // Do not use the last ViewPort set at the OC at the last ProcessDisplay()
                rOC.resetViewPort();

                for(sal_uInt32 a(0);a < mnCount;a++)
                {
                    SdrObject* pObject = mrView.GetMarkedObjectByIndex(a);

                    if(pObject)
                    {
                        sdr::contact::ViewContact& rVC = pObject->GetViewContact();
                        sdr::contact::ViewObjectContact& rVOC = rVC.GetViewObjectContact(rOC);

                        const drawinglayer::primitive2d::Primitive2DSequence aNewSequence(rVOC.getPrimitive2DSequenceHierarchy(aDisplayInfo));
                        drawinglayer::primitive2d::appendPrimitive2DSequenceToPrimitive2DSequence(maFullOverlay, aNewSequence);
                    }
                }
            }
        }
        else
        {
            mpPolygons = new basegfx::B2DPolyPolygon[mnCount];

            for(sal_uInt32 a(0); a < mnCount; a++)
            {
                SdrObject* pObject = mrView.GetMarkedObjectByIndex(a);
                mpPolygons[mnCount - (a + 1)] = pObject->TakeXorPoly();
            }
        }
    }
}

Impl3DMirrorConstructOverlay::~Impl3DMirrorConstructOverlay()
{
    // The OverlayObjects are cleared using the destructor of OverlayObjectList.
    // That destructor calls clear() at the list which removes all objects from the
    // OverlayManager and deletes them.
    if(!mrView.IsSolidDragging())
    {
        delete[] mpPolygons;
    }
}

void Impl3DMirrorConstructOverlay::SetMirrorAxis(Point aMirrorAxisA, Point aMirrorAxisB)
{
    // get rid of old overlay objects
    maObjects.clear();

    // create new ones
    for(sal_uInt32 a(0); a < mrView.PaintWindowCount(); a++)
    {
        SdrPaintWindow* pCandidate = mrView.GetPaintWindow(a);
        ::sdr::overlay::OverlayManager* pTargetOverlay = pCandidate->GetOverlayManager();

        if(pTargetOverlay)
        {
            // buld transfoprmation: translate and rotate so that given edge is
            // on x axis, them mirror in y and translate back
            const basegfx::B2DVector aEdge(aMirrorAxisB.X() - aMirrorAxisA.X(), aMirrorAxisB.Y() - aMirrorAxisA.Y());
            basegfx::B2DHomMatrix aMatrixTransform(basegfx::tools::createTranslateB2DHomMatrix(
                -aMirrorAxisA.X(), -aMirrorAxisA.Y()));
            aMatrixTransform.rotate(-atan2(aEdge.getY(), aEdge.getX()));
            aMatrixTransform.scale(1.0, -1.0);
            aMatrixTransform.rotate(atan2(aEdge.getY(), aEdge.getX()));
            aMatrixTransform.translate(aMirrorAxisA.X(), aMirrorAxisA.Y());

            if(mrView.IsSolidDragging())
            {
                if(maFullOverlay.hasElements())
                {
                    drawinglayer::primitive2d::Primitive2DSequence aContent(maFullOverlay);

                    if(!aMatrixTransform.isIdentity())
                    {
                        // embed in transformation group
                        drawinglayer::primitive2d::Primitive2DReference aTransformPrimitive2D(new drawinglayer::primitive2d::TransformPrimitive2D(aMatrixTransform, aContent));
                        aContent = drawinglayer::primitive2d::Primitive2DSequence(&aTransformPrimitive2D, 1);
                    }

                    // if we have full overlay from selected objects, embed with 50% transparence, the
                    // transformation is added to the OverlayPrimitive2DSequenceObject
                    drawinglayer::primitive2d::Primitive2DReference aUnifiedAlphaPrimitive2D(new drawinglayer::primitive2d::UnifiedAlphaPrimitive2D(aContent, 0.5));
                    aContent = drawinglayer::primitive2d::Primitive2DSequence(&aUnifiedAlphaPrimitive2D, 1);

                    sdr::overlay::OverlayPrimitive2DSequenceObject* pNew = new sdr::overlay::OverlayPrimitive2DSequenceObject(aContent);

                    pTargetOverlay->add(*pNew);
                    maObjects.append(*pNew);
                }
            }
            else
            {
                for(sal_uInt32 b(0); b < mnCount; b++)
                {
                    // apply to polygon
                    basegfx::B2DPolyPolygon aPolyPolygon(mpPolygons[b]);
                    aPolyPolygon.transform(aMatrixTransform);

                    ::sdr::overlay::OverlayPolyPolygonStriped* pNew = new ::sdr::overlay::OverlayPolyPolygonStriped(aPolyPolygon);
                    pTargetOverlay->add(*pNew);
                    maObjects.append(*pNew);
                }
            }
        }
    }
}

/*************************************************************************
|*
|* Konstruktor 1
|*
\************************************************************************/

E3dView::E3dView(SdrModel* pModel, OutputDevice* pOut) :
    SdrView(pModel, pOut)
{
    InitView ();
}

/*************************************************************************
|*
|* DrawMarkedObj ueberladen, da eventuell nur einzelne 3D-Objekte
|* gezeichnet werden sollen
|*
\************************************************************************/

void E3dView::DrawMarkedObj(OutputDevice& rOut) const
{
    // Existieren 3D-Objekte, deren Szenen nicht selektiert sind?
    BOOL bSpecialHandling = FALSE;
    E3dScene *pScene = NULL;

    long nCnt = GetMarkedObjectCount();
    for(long nObjs = 0;nObjs < nCnt;nObjs++)
    {
        SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
        if(pObj && pObj->ISA(E3dCompoundObject))
        {
            // zugehoerige Szene
            pScene = ((E3dCompoundObject*)pObj)->GetScene();
            if(pScene && !IsObjMarked(pScene))
                bSpecialHandling = TRUE;
        }
        // Alle SelectionFlags zuruecksetzen
        if(pObj && pObj->ISA(E3dObject))
        {
            pScene = ((E3dObject*)pObj)->GetScene();
            if(pScene)
                pScene->SetSelected(FALSE);
        }
    }

    if(bSpecialHandling)
    {
        // SelectionFlag bei allen zu 3D Objekten gehoerigen
        // Szenen und deren Objekten auf nicht selektiert setzen
        long nObjs;
        for(nObjs = 0;nObjs < nCnt;nObjs++)
        {
            SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
            if(pObj && pObj->ISA(E3dCompoundObject))
            {
                // zugehoerige Szene
                pScene = ((E3dCompoundObject*)pObj)->GetScene();
                if(pScene)
                    pScene->SetSelected(FALSE);
            }
        }

        // bei allen direkt selektierten Objekten auf selektiert setzen
        SdrMark* pM = NULL;

        for(nObjs = 0;nObjs < nCnt;nObjs++)
        {
            SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
            if(pObj && pObj->ISA(E3dObject))
            {
                // Objekt markieren
                E3dObject* p3DObj = (E3dObject*)pObj;
                p3DObj->SetSelected(TRUE);
                pScene = p3DObj->GetScene();
                pM = GetSdrMarkByIndex(nObjs);
            }
        }

        if(pScene)
        {
            // code from parent
            SortMarkedObjects();

            pScene->SetDrawOnlySelected(TRUE);
            pScene->SingleObjectPainter(rOut); // #110094#-17
            pScene->SetDrawOnlySelected(FALSE);
        }

        // SelectionFlag zuruecksetzen
        for(nObjs = 0;nObjs < nCnt;nObjs++)
        {
            SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
            if(pObj && pObj->ISA(E3dCompoundObject))
            {
                // zugehoerige Szene
                pScene = ((E3dCompoundObject*)pObj)->GetScene();
                if(pScene)
                    pScene->SetSelected(FALSE);
            }
        }
    }
    else
    {
        // call parent
        SdrExchangeView::DrawMarkedObj(rOut);
    }
}

/*************************************************************************
|*
|* Model holen ueberladen, da bei einzelnen 3D Objekten noch eine Szene
|* untergeschoben werden muss
|*
\************************************************************************/

SdrModel* E3dView::GetMarkedObjModel() const
{
    // Existieren 3D-Objekte, deren Szenen nicht selektiert sind?
    bool bSpecialHandling(false);
    const sal_uInt32 nCount(GetMarkedObjectCount());
    sal_uInt32 nObjs(0);
    E3dScene *pScene = 0;

    for(nObjs = 0; nObjs < nCount; nObjs++)
    {
        const SdrObject* pObj = GetMarkedObjectByIndex(nObjs);

        if(!bSpecialHandling && pObj && pObj->ISA(E3dCompoundObject))
        {
            // if the object is selected, but it's scene not,
            // we need special handling
            pScene = ((E3dCompoundObject*)pObj)->GetScene();

            if(pScene && !IsObjMarked(pScene))
            {
                bSpecialHandling = true;
            }
        }

        if(pObj && pObj->ISA(E3dObject))
        {
            // reset all selection flags at 3D objects
            pScene = ((E3dObject*)pObj)->GetScene();

            if(pScene)
            {
                pScene->SetSelected(false);
            }
        }
    }

    if(!bSpecialHandling)
    {
        // call parent
        return SdrView::GetMarkedObjModel();
    }

    SdrModel* pNewModel = 0;
    Rectangle aSelectedSnapRect;

    // set 3d selection flags at all directly selected objects
    // and collect SnapRect of selected objects
    for(nObjs = 0; nObjs < nCount; nObjs++)
    {
        SdrObject *pObj = GetMarkedObjectByIndex(nObjs);

        if(pObj && pObj->ISA(E3dCompoundObject))
        {
            // mark object, but not scenes
            E3dCompoundObject* p3DObj = (E3dCompoundObject*)pObj;
            p3DObj->SetSelected(true);
            aSelectedSnapRect.Union(p3DObj->GetSnapRect());
        }
    }

    // create new mark list which contains all indirectly selected3d
    // scenes as selected objects
    SdrMarkList aOldML(GetMarkedObjectList());
    SdrMarkList aNewML;
    SdrMarkList& rCurrentMarkList = ((E3dView*)this)->GetMarkedObjectListWriteAccess();
    rCurrentMarkList = aNewML;

    for(nObjs = 0; nObjs < nCount; nObjs++)
    {
        SdrObject *pObj = aOldML.GetMark(nObjs)->GetMarkedSdrObj();

        if(pObj && pObj->ISA(E3dObject))
        {
            pScene = ((E3dObject*)pObj)->GetScene();

            if(pScene && !IsObjMarked(pScene) && GetSdrPageView())
            {
                ((E3dView*)this)->MarkObj(pScene, GetSdrPageView(), FALSE, TRUE);
            }
        }
    }

    // call parent. This will copy all scenes and the selection flags at the 3d objectss. So
    // it will be possible to delete all non-selected 3d objects from the cloned 3d scenes
    pNewModel = SdrView::GetMarkedObjModel();

    if(pNewModel)
    {
        for(sal_uInt16 nPg(0); nPg < pNewModel->GetPageCount(); nPg++)
        {
            const SdrPage* pSrcPg=pNewModel->GetPage(nPg);
            const sal_uInt32 nObAnz(pSrcPg->GetObjCount());

            for(sal_uInt32 nOb(0); nOb < nObAnz; nOb++)
            {
                const SdrObject* pSrcOb=pSrcPg->GetObj(nOb);

                if(pSrcOb->ISA(E3dScene))
                {
                    pScene = (E3dScene*)pSrcOb;

                    // delete all not intentionally cloned 3d objects
                    pScene->removeAllNonSelectedObjects();

                    // reset select flags and set SnapRect of all selected objects
                    pScene->SetSelected(false);
                    pScene->SetSnapRect(aSelectedSnapRect);
                }
            }
        }
    }

    // restore old selection
    rCurrentMarkList = aOldML;

    // model zurueckgeben
    return pNewModel;
}

/*************************************************************************
|*
|* Bei Paste muss - falls in eine Scene eingefuegt wird - die
|* Objekte der Szene eingefuegt werden, die Szene selbst aber nicht
|*
\************************************************************************/

BOOL E3dView::Paste(const SdrModel& rMod, const Point& rPos, SdrObjList* pLst, UINT32 nOptions)
{
    BOOL bRetval = FALSE;

    // Liste holen
    Point aPos(rPos);
    SdrObjList* pDstList = pLst;
    ImpGetPasteObjList(aPos, pDstList);

    if(!pDstList)
        return FALSE;

    // Owner der Liste holen
    SdrObject* pOwner = pDstList->GetOwnerObj();
    if(pOwner && pOwner->ISA(E3dScene))
    {
        E3dScene* pDstScene = (E3dScene*)pOwner;
        BegUndo(SVX_RESSTR(RID_SVX_3D_UNDO_EXCHANGE_PASTE));

        // Alle Objekte aus E3dScenes kopieren und direkt einfuegen
        for(sal_uInt16 nPg(0); nPg < rMod.GetPageCount(); nPg++)
        {
            const SdrPage* pSrcPg=rMod.GetPage(nPg);
            sal_uInt32 nObAnz(pSrcPg->GetObjCount());

            // calculate offset for paste
            Rectangle aR = pSrcPg->GetAllObjBoundRect();
            Point aDist(aPos - aR.Center());

            // Unterobjekte von Szenen einfuegen
            for(sal_uInt32 nOb(0); nOb < nObAnz; nOb++)
            {
                const SdrObject* pSrcOb = pSrcPg->GetObj(nOb);
                if(pSrcOb->ISA(E3dScene))
                {
                    E3dScene* pSrcScene = (E3dScene*)pSrcOb;
                    ImpCloneAll3DObjectsToDestScene(pSrcScene, pDstScene, aDist);
                }
            }
        }
        EndUndo();
    }
    else
    {
        // call parent
        bRetval = SdrView::Paste(rMod, rPos, pLst, nOptions);
    }

    // und Rueckgabewert liefern
    return bRetval;
}

// #83403# Service routine used from local Clone() and from SdrCreateView::EndCreateObj(...)
BOOL E3dView::ImpCloneAll3DObjectsToDestScene(E3dScene* pSrcScene, E3dScene* pDstScene, Point /*aOffset*/)
{
    BOOL bRetval(FALSE);

    if(pSrcScene && pDstScene)
    {
        const sdr::contact::ViewContactOfE3dScene& rVCSceneDst = static_cast< sdr::contact::ViewContactOfE3dScene& >(pDstScene->GetViewContact());
        const drawinglayer::geometry::ViewInformation3D aViewInfo3DDst(rVCSceneDst.getViewInformation3D());
        const sdr::contact::ViewContactOfE3dScene& rVCSceneSrc = static_cast< sdr::contact::ViewContactOfE3dScene& >(pSrcScene->GetViewContact());
        const drawinglayer::geometry::ViewInformation3D aViewInfo3DSrc(rVCSceneSrc.getViewInformation3D());

        for(sal_uInt32 i(0); i < pSrcScene->GetSubList()->GetObjCount(); i++)
        {
            E3dCompoundObject* pCompoundObj = dynamic_cast< E3dCompoundObject* >(pSrcScene->GetSubList()->GetObj(i));

            if(pCompoundObj)
            {
                // #116235#
                E3dCompoundObject* pNewCompoundObj = dynamic_cast< E3dCompoundObject* >(pCompoundObj->Clone());

                if(pNewCompoundObj)
                {
                    // get dest scene's current range in 3D world coordinates
                    const basegfx::B3DHomMatrix aSceneToWorldTrans(pDstScene->GetFullTransform());
                    basegfx::B3DRange aSceneRange(pDstScene->GetBoundVolume());
                    aSceneRange.transform(aSceneToWorldTrans);

                    // get new object's implied object transformation
                    const basegfx::B3DHomMatrix aNewObjectTrans(pNewCompoundObj->GetTransform());

                    // get new object's range in 3D world coordinates in dest scene
                    // as if it were already added
                    const basegfx::B3DHomMatrix aObjectToWorldTrans(aSceneToWorldTrans * aNewObjectTrans);
                    basegfx::B3DRange aObjectRange(pNewCompoundObj->GetBoundVolume());
                    aObjectRange.transform(aObjectToWorldTrans);

                    // get scale adaption
                    const basegfx::B3DVector aSceneScale(aSceneRange.getRange());
                    const basegfx::B3DVector aObjectScale(aObjectRange.getRange());
                    double fScale(1.0);

                    // if new object's size in X,Y or Z is bigger that 80% of dest scene, adapt scale
                    // to not change the scene by the inserted object
                    const double fSizeFactor(0.5);

                    if(aObjectScale.getX() * fScale > aSceneScale.getX() * fSizeFactor)
                    {
                        const double fObjSize(aObjectScale.getX() * fScale);
                        const double fFactor((aSceneScale.getX() * fSizeFactor) / (basegfx::fTools::equalZero(fObjSize) ? 1.0 : fObjSize));
                        fScale *= fFactor;
                    }

                    if(aObjectScale.getY() * fScale > aSceneScale.getY() * fSizeFactor)
                    {
                        const double fObjSize(aObjectScale.getY() * fScale);
                        const double fFactor((aSceneScale.getY() * fSizeFactor) / (basegfx::fTools::equalZero(fObjSize) ? 1.0 : fObjSize));
                        fScale *= fFactor;
                    }

                    if(aObjectScale.getZ() * fScale > aSceneScale.getZ() * fSizeFactor)
                    {
                        const double fObjSize(aObjectScale.getZ() * fScale);
                        const double fFactor((aSceneScale.getZ() * fSizeFactor) / (basegfx::fTools::equalZero(fObjSize) ? 1.0 : fObjSize));
                        fScale *= fFactor;
                    }

                    // get translation adaption
                    const basegfx::B3DPoint aSceneCenter(aSceneRange.getCenter());
                    const basegfx::B3DPoint aObjectCenter(aObjectRange.getCenter());

                    // build full modification transform. The object's transformation
                    // shall be modified, so start at object coordinates; transform to 3d world coor
                    basegfx::B3DHomMatrix aModifyingTransform(aObjectToWorldTrans);

                    // translate to absolute center in 3d world coor
                    aModifyingTransform.translate(-aObjectCenter.getX(), -aObjectCenter.getY(), -aObjectCenter.getZ());

                    // scale to dest size in 3d world coor
                    aModifyingTransform.scale(fScale, fScale, fScale);

                    // translate to dest scene center in 3d world coor
                    aModifyingTransform.translate(aSceneCenter.getX(), aSceneCenter.getY(), aSceneCenter.getZ());

                    // transform from 3d world to dest object coordinates
                    basegfx::B3DHomMatrix aWorldToObject(aObjectToWorldTrans);
                    aWorldToObject.invert();
                    aModifyingTransform = aWorldToObject * aModifyingTransform;

                    // correct implied object transform by applying changing one in object coor
                    pNewCompoundObj->SetTransform(aModifyingTransform * aNewObjectTrans);

                    // fill and insert new object
                    pNewCompoundObj->SetModel(pDstScene->GetModel());
                    pNewCompoundObj->SetPage(pDstScene->GetPage());
                    pNewCompoundObj->NbcSetLayer(pCompoundObj->GetLayer());
                    pNewCompoundObj->NbcSetStyleSheet(pCompoundObj->GetStyleSheet(), sal_True);
                    pDstScene->Insert3DObj(pNewCompoundObj);
                    bRetval = TRUE;

                    // Undo anlegen
                    if( GetModel()->IsUndoEnabled() )
                        AddUndo(GetModel()->GetSdrUndoFactory().CreateUndoNewObject(*pNewCompoundObj));
                }
            }
        }
    }

    return bRetval;
}

/*************************************************************************
|*
|* 3D-Konvertierung moeglich?
|*
\************************************************************************/

BOOL E3dView::IsConvertTo3DObjPossible() const
{
    BOOL bAny3D(FALSE);
    BOOL bGroupSelected(FALSE);
    BOOL bRetval(TRUE);

    for(sal_uInt32 a=0;!bAny3D && a<GetMarkedObjectCount();a++)
    {
        SdrObject *pObj = GetMarkedObjectByIndex(a);
        if(pObj)
        {
            ImpIsConvertTo3DPossible(pObj, bAny3D, bGroupSelected);
        }
    }

    bRetval = !bAny3D
        && (
           IsConvertToPolyObjPossible(FALSE)
        || IsConvertToPathObjPossible(FALSE)
        || IsImportMtfPossible());
    return bRetval;
}

void E3dView::ImpIsConvertTo3DPossible(SdrObject* pObj, BOOL& rAny3D,
    BOOL& rGroupSelected) const
{
    if(pObj)
    {
        if(pObj->ISA(E3dObject))
        {
            rAny3D = TRUE;
        }
        else
        {
            if(pObj->IsGroupObject())
            {
                SdrObjListIter aIter(*pObj, IM_DEEPNOGROUPS);
                while(aIter.IsMore())
                {
                    SdrObject* pNewObj = aIter.Next();
                    ImpIsConvertTo3DPossible(pNewObj, rAny3D, rGroupSelected);
                }
                rGroupSelected = TRUE;
            }
        }
    }
}

/*************************************************************************
|*
|* 3D-Konvertierung zu Extrude ausfuehren
|*
\************************************************************************/
#include <svx/eeitem.hxx>

void E3dView::ImpChangeSomeAttributesFor3DConversion(SdrObject* pObj)
{
    if(pObj->ISA(SdrTextObj))
    {
        const SfxItemSet& rSet = pObj->GetMergedItemSet();
        const SvxColorItem& rTextColorItem = (const SvxColorItem&)rSet.Get(EE_CHAR_COLOR);
        if(rTextColorItem.GetValue() == RGB_Color(COL_BLACK))
        {
            // Bei schwarzen Textobjekten wird die Farbe auf grau gesetzt
            if(pObj->GetPage())
            {
                // #84864# if black is only default attribute from
                // pattern set it hard so that it is used in undo.
                pObj->SetMergedItem(SvxColorItem(RGB_Color(COL_BLACK), EE_CHAR_COLOR));

                // add undo now
                if( GetModel()->IsUndoEnabled() )
                    AddUndo(GetModel()->GetSdrUndoFactory().CreateUndoAttrObject(*pObj, false, false));
            }

            pObj->SetMergedItem(SvxColorItem(RGB_Color(COL_GRAY), EE_CHAR_COLOR));
        }
    }
}

void E3dView::ImpChangeSomeAttributesFor3DConversion2(SdrObject* pObj)
{
    if(pObj->ISA(SdrPathObj))
    {
        const SfxItemSet& rSet = pObj->GetMergedItemSet();
        sal_Int32 nLineWidth = ((const XLineWidthItem&)(rSet.Get(XATTR_LINEWIDTH))).GetValue();
        XLineStyle eLineStyle = (XLineStyle)((const XLineStyleItem&)rSet.Get(XATTR_LINESTYLE)).GetValue();
        XFillStyle eFillStyle = ITEMVALUE(rSet, XATTR_FILLSTYLE, XFillStyleItem);

        if(((SdrPathObj*)pObj)->IsClosed()
            && eLineStyle == XLINE_SOLID
            && !nLineWidth
            && eFillStyle != XFILL_NONE)
        {
            if(pObj->GetPage() && GetModel()->IsUndoEnabled() )
                AddUndo(GetModel()->GetSdrUndoFactory().CreateUndoAttrObject(*pObj, false, false));
            pObj->SetMergedItem(XLineStyleItem(XLINE_NONE));
            pObj->SetMergedItem(XLineWidthItem(0L));
        }
    }
}

void E3dView::ImpCreateSingle3DObjectFlat(E3dScene* pScene, SdrObject* pObj, BOOL bExtrude, double fDepth, basegfx::B2DHomMatrix& rLatheMat)
{
    // Einzelnes PathObject, dieses umwanden
    SdrPathObj* pPath = PTR_CAST(SdrPathObj, pObj);

    if(pPath)
    {
        E3dDefaultAttributes aDefault = Get3DDefaultAttributes();
        if(bExtrude)
            aDefault.SetDefaultExtrudeCharacterMode(TRUE);
        else
            aDefault.SetDefaultLatheCharacterMode(TRUE);

        // ItemSet des Ursprungsobjektes holen
        SfxItemSet aSet(pObj->GetMergedItemSet());

        XFillStyle eFillStyle = ITEMVALUE(aSet, XATTR_FILLSTYLE, XFillStyleItem);

        // Linienstil ausschalten
        aSet.Put(XLineStyleItem(XLINE_NONE));

        // Feststellen, ob ein FILL_Attribut gesetzt ist.
        if(!pPath->IsClosed() || eFillStyle == XFILL_NONE)
        {
            // Das SdrPathObj ist nicht gefuellt, lasse die
            // vordere und hintere Flaeche weg. Ausserdem ist
            // eine beidseitige Darstellung notwendig.
            aDefault.SetDefaultExtrudeCloseFront(FALSE);
            aDefault.SetDefaultExtrudeCloseBack(FALSE);

            aSet.Put(Svx3DDoubleSidedItem(TRUE));

            // Fuellattribut setzen
            aSet.Put(XFillStyleItem(XFILL_SOLID));

            // Fuellfarbe muss auf Linienfarbe, da das Objekt vorher
            // nur eine Linie war
            Color aColorLine = ((const XLineColorItem&)(aSet.Get(XATTR_LINECOLOR))).GetColorValue();
            aSet.Put(XFillColorItem(String(), aColorLine));
        }

        // Neues Extrude-Objekt erzeugen
        E3dObject* p3DObj = NULL;
        if(bExtrude)
        {
            p3DObj = new E3dExtrudeObj(aDefault, pPath->GetPathPoly(), fDepth);
        }
        else
        {
            basegfx::B2DPolyPolygon aPolyPoly2D(pPath->GetPathPoly());
            aPolyPoly2D.transform(rLatheMat);
            p3DObj = new E3dLatheObj(aDefault, aPolyPoly2D);
        }

        // Attribute setzen
        if(p3DObj)
        {
            p3DObj->NbcSetLayer(pObj->GetLayer());

            p3DObj->SetMergedItemSet(aSet);

            p3DObj->NbcSetStyleSheet(pObj->GetStyleSheet(), sal_True);

            // Neues 3D-Objekt einfuegen
            pScene->Insert3DObj(p3DObj);
        }
    }
}

void E3dView::ImpCreate3DObject(E3dScene* pScene, SdrObject* pObj, BOOL bExtrude, double fDepth, basegfx::B2DHomMatrix& rLatheMat)
{
    if(pObj)
    {
        // change text color attribute for not so dark colors
        if(pObj->IsGroupObject())
        {
            SdrObjListIter aIter(*pObj, IM_DEEPWITHGROUPS);
            while(aIter.IsMore())
            {
                SdrObject* pGroupMember = aIter.Next();
                ImpChangeSomeAttributesFor3DConversion(pGroupMember);
            }
        }
        else
            ImpChangeSomeAttributesFor3DConversion(pObj);

        // convert completely to path objects
        SdrObject* pNewObj1 = pObj->ConvertToPolyObj(FALSE, FALSE);

        if(pNewObj1)
        {
            // change text color attribute for not so dark colors
            if(pNewObj1->IsGroupObject())
            {
                SdrObjListIter aIter(*pNewObj1, IM_DEEPWITHGROUPS);
                while(aIter.IsMore())
                {
                    SdrObject* pGroupMember = aIter.Next();
                    ImpChangeSomeAttributesFor3DConversion2(pGroupMember);
                }
            }
            else
                ImpChangeSomeAttributesFor3DConversion2(pNewObj1);

            // convert completely to path objects
            SdrObject* pNewObj2 = pObj->ConvertToContourObj(pNewObj1, TRUE);

            if(pNewObj2)
            {
                // add all to flat scene
                if(pNewObj2->IsGroupObject())
                {
                    SdrObjListIter aIter(*pNewObj2, IM_DEEPWITHGROUPS);
                    while(aIter.IsMore())
                    {
                        SdrObject* pGroupMember = aIter.Next();
                        ImpCreateSingle3DObjectFlat(pScene, pGroupMember, bExtrude, fDepth, rLatheMat);
                    }
                }
                else
                    ImpCreateSingle3DObjectFlat(pScene, pNewObj2, bExtrude, fDepth, rLatheMat);

                // delete zwi object
                if(pNewObj2 != pObj && pNewObj2 != pNewObj1 && pNewObj2)
                    SdrObject::Free( pNewObj2 );
            }

            // delete zwi object
            if(pNewObj1 != pObj && pNewObj1)
                SdrObject::Free( pNewObj1 );
        }
    }
}

/*************************************************************************
|*
|* 3D-Konvertierung zu Extrude steuern
|*
\************************************************************************/

void E3dView::ConvertMarkedObjTo3D(BOOL bExtrude, basegfx::B2DPoint aPnt1, basegfx::B2DPoint aPnt2)
{
    if(AreObjectsMarked())
    {
        // Undo anlegen
        if(bExtrude)
            BegUndo(SVX_RESSTR(RID_SVX_3D_UNDO_EXTRUDE));
        else
            BegUndo(SVX_RESSTR(RID_SVX_3D_UNDO_LATHE));

        // Neue Szene fuer zu erzeugende 3D-Objekte anlegen
        E3dScene* pScene = new E3dPolyScene(Get3DDefaultAttributes());

        // Rechteck bestimmen und evtl. korrigieren
        Rectangle aRect = GetAllMarkedRect();
        if(aRect.GetWidth() <= 1)
            aRect.SetSize(Size(500, aRect.GetHeight()));
        if(aRect.GetHeight() <= 1)
            aRect.SetSize(Size(aRect.GetWidth(), 500));

        // Tiefe relativ zur Groesse der Selektion bestimmen
        double fDepth = 0.0;
        double fRot3D = 0.0;
        basegfx::B2DHomMatrix aLatheMat;

        if(bExtrude)
        {
            double fW = (double)aRect.GetWidth();
            double fH = (double)aRect.GetHeight();
            fDepth = sqrt(fW*fW + fH*fH) / 6.0;
        }
        if(!bExtrude)
        {
            // Transformation fuer Polygone Rotationskoerper erstellen
            if(aPnt1 != aPnt2)
            {
                // Rotation um Kontrollpunkt1 mit eigestelltem Winkel
                // fuer 3D Koordinaten
                basegfx::B2DPoint aDiff(aPnt1 - aPnt2);
                fRot3D = atan2(aDiff.getY(), aDiff.getX()) - F_PI2;

                if(basegfx::fTools::equalZero(fabs(fRot3D)))
                    fRot3D = 0.0;

                if(fRot3D != 0.0)
                {
                    aLatheMat = basegfx::tools::createRotateAroundPoint(aPnt2, -fRot3D)
                        * aLatheMat;
                }
            }

            if(aPnt2.getX() != 0.0)
            {
                // Translation auf Y=0 - Achse
                aLatheMat.translate(-aPnt2.getX(), 0.0);
            }
            else
            {
                aLatheMat.translate((double)-aRect.Left(), 0.0);
            }

            // Inverse Matrix bilden, um die Zielausdehnung zu bestimmen
            basegfx::B2DHomMatrix aInvLatheMat(aLatheMat);
            aInvLatheMat.invert();

            // SnapRect Ausdehnung mittels Spiegelung an der Rotationsachse
            // erweitern
            for(UINT32 a=0;a<GetMarkedObjectCount();a++)
            {
                SdrMark* pMark = GetSdrMarkByIndex(a);
                SdrObject* pObj = pMark->GetMarkedSdrObj();
                Rectangle aTurnRect = pObj->GetSnapRect();
                basegfx::B2DPoint aRot;
                Point aRotPnt;

                aRot = basegfx::B2DPoint(aTurnRect.Left(), -aTurnRect.Top());
                aRot *= aLatheMat;
                aRot.setX(-aRot.getX());
                aRot *= aInvLatheMat;
                aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5));
                aRect.Union(Rectangle(aRotPnt, aRotPnt));

                aRot = basegfx::B2DPoint(aTurnRect.Left(), -aTurnRect.Bottom());
                aRot *= aLatheMat;
                aRot.setX(-aRot.getX());
                aRot *= aInvLatheMat;
                aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5));
                aRect.Union(Rectangle(aRotPnt, aRotPnt));

                aRot = basegfx::B2DPoint(aTurnRect.Right(), -aTurnRect.Top());
                aRot *= aLatheMat;
                aRot.setX(-aRot.getX());
                aRot *= aInvLatheMat;
                aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5));
                aRect.Union(Rectangle(aRotPnt, aRotPnt));

                aRot = basegfx::B2DPoint(aTurnRect.Right(), -aTurnRect.Bottom());
                aRot *= aLatheMat;
                aRot.setX(-aRot.getX());
                aRot *= aInvLatheMat;
                aRotPnt = Point((long)(aRot.getX() + 0.5), (long)(-aRot.getY() - 0.5));
                aRect.Union(Rectangle(aRotPnt, aRotPnt));
            }
        }

        // Ueber die Selektion gehen und in 3D wandeln, komplett mit
        // Umwandeln in SdrPathObject, auch Schriften
        for(UINT32 a=0;a<GetMarkedObjectCount();a++)
        {
            SdrMark* pMark = GetSdrMarkByIndex(a);
            SdrObject* pObj = pMark->GetMarkedSdrObj();

            ImpCreate3DObject(pScene, pObj, bExtrude, fDepth, aLatheMat);
        }

        if(pScene->GetSubList() && pScene->GetSubList()->GetObjCount() != 0)
        {
            // Alle angelegten Objekte Tiefenarrangieren
            if(bExtrude)
                DoDepthArrange(pScene, fDepth);

            // 3D-Objekte auf die Mitte des Gesamtrechtecks zentrieren
            basegfx::B3DPoint aCenter(pScene->GetBoundVolume().getCenter());
            basegfx::B3DHomMatrix aMatrix;

            aMatrix.translate(-aCenter.getX(), -aCenter.getY(), -aCenter.getZ());
            pScene->SetTransform(aMatrix * pScene->GetTransform()); // #112587#

            // Szene initialisieren
            pScene->NbcSetSnapRect(aRect);
            basegfx::B3DRange aBoundVol = pScene->GetBoundVolume();
            InitScene(pScene, (double)aRect.GetWidth(), (double)aRect.GetHeight(), aBoundVol.getDepth());

            // Szene anstelle des ersten selektierten Objektes einfuegen
            // und alle alten Objekte weghauen
            SdrObject* pRepObj = GetMarkedObjectByIndex(0);
            SdrPageView* pPV = GetSdrPageViewOfMarkedByIndex(0);
            MarkObj(pRepObj, pPV, TRUE);
            ReplaceObjectAtView(pRepObj, *pPV, pScene, FALSE);
            DeleteMarked();
            MarkObj(pScene, pPV);

            // Rotationskoerper um Rotationsachse drehen
            basegfx::B3DHomMatrix aRotate;

            if(!bExtrude && fRot3D != 0.0)
            {
                aRotate.rotate(0.0, 0.0, fRot3D);
            }

            // Default-Rotation setzen
            {
                double XRotateDefault = 20;
                aRotate.rotate(DEG2RAD(XRotateDefault), 0.0, 0.0);
            }

            if(!aRotate.isIdentity())
            {
                pScene->SetTransform(aRotate * pScene->GetTransform());
            }

            // SnapRects der Objekte ungueltig
            pScene->SetSnapRect(aRect);
        }
        else
        {
            // Es wurden keine 3D Objekte erzeugt, schmeiss alles weg
            delete pScene;
        }

        // Undo abschliessen
        EndUndo();
    }
}

/*************************************************************************
|*
|* Alle enthaltenen Extrude-Objekte Tiefenarrangieren
|*
\************************************************************************/

struct E3dDepthNeighbour
{
    E3dDepthNeighbour*  pNext;
    E3dExtrudeObj*      pObj;

    E3dDepthNeighbour() { pNext = NULL; pObj = NULL; }
};

struct E3dDepthLayer
{
    E3dDepthLayer*      pDown;
    E3dDepthNeighbour*  pNext;

    E3dDepthLayer() { pDown = NULL; pNext = NULL; }
    ~E3dDepthLayer() { while(pNext) { E3dDepthNeighbour* pSucc = pNext->pNext; delete pNext; pNext = pSucc; }}
};

bool ImpDoesOverlap(const basegfx::B2DPolygon& rPolygonA, const basegfx::B2DPolygon& rPolygonB)
{
    bool bRetval(false);
    const basegfx::B2DRange aRangeA(basegfx::tools::getRange(rPolygonA));
    const basegfx::B2DRange aRangeB(basegfx::tools::getRange(rPolygonB));

    if(aRangeA.overlaps(aRangeB))
    {
        // A in B ?
        if(basegfx::tools::isInside(rPolygonA, rPolygonB))
            return true;

        // B in A ?
        if(basegfx::tools::isInside(rPolygonB, rPolygonA))
            return true;

        // A and B the same ?
        if(basegfx::tools::isInside(rPolygonB, rPolygonA, true))
            return true;
    }

    return bRetval;
}

bool ImpDoesOverlap(const basegfx::B2DPolyPolygon& rPolyPolygonA, const basegfx::B2DPolyPolygon& rPolyPolygonB)
{
    bool bRetval(false);
    const basegfx::B2DRange aRangeA(basegfx::tools::getRange(rPolyPolygonA));
    const basegfx::B2DRange aRangeB(basegfx::tools::getRange(rPolyPolygonB));

    if(aRangeA.overlaps(aRangeB))
    {
        const sal_uInt32 nCntA(rPolyPolygonA.count());
        const sal_uInt32 nCntB(rPolyPolygonB.count());

        for(sal_uInt32 a(0L); !bRetval && a < nCntA; a++)
        {
            const basegfx::B2DPolygon aPolygonA(rPolyPolygonA.getB2DPolygon(a));

            if(aPolygonA.isClosed())
            {
                for(sal_uInt32 b(0L); !bRetval && b < nCntB; b++)
                {
                    const basegfx::B2DPolygon aPolygonB(rPolyPolygonB.getB2DPolygon(b));

                    if(aPolygonB.isClosed())
                    {
                        bRetval = ImpDoesOverlap(aPolygonA, aPolygonB);
                    }
                }
            }
        }
    }

    return bRetval;
}

void E3dView::DoDepthArrange(E3dScene* pScene, double fDepth)
{
    if(pScene && pScene->GetSubList() && pScene->GetSubList()->GetObjCount() > 1)
    {
        SdrObjList* pSubList = pScene->GetSubList();
        SdrObjListIter aIter(*pSubList, IM_FLAT);
        E3dDepthLayer* pBaseLayer = NULL;
        E3dDepthLayer* pLayer = NULL;
        INT32 nNumLayers = 0;
        //SfxItemPool& rPool = pMod->GetItemPool();

        while(aIter.IsMore())
        {
            E3dObject* pSubObj = (E3dObject*)aIter.Next();

            if(pSubObj && pSubObj->ISA(E3dExtrudeObj))
            {
                E3dExtrudeObj* pExtrudeObj = (E3dExtrudeObj*)pSubObj;
                const basegfx::B2DPolyPolygon aExtrudePoly(pExtrudeObj->GetExtrudePolygon());

                const SfxItemSet& rLocalSet = pExtrudeObj->GetMergedItemSet();
                XFillStyle eLocalFillStyle = ITEMVALUE(rLocalSet, XATTR_FILLSTYLE, XFillStyleItem);
                Color aLocalColor = ((const XFillColorItem&)(rLocalSet.Get(XATTR_FILLCOLOR))).GetColorValue();

                // ExtrudeObj einordnen
                if(pLayer)
                {
                    // Gibt es eine Ueberschneidung mit einem Objekt dieses
                    // Layers?
                    BOOL bOverlap(FALSE);
                    E3dDepthNeighbour* pAct = pLayer->pNext;

                    while(!bOverlap && pAct)
                    {
                        // ueberlappen sich pAct->pObj und pExtrudeObj ?
                        const basegfx::B2DPolyPolygon aActPoly(pAct->pObj->GetExtrudePolygon());
                        bOverlap = ImpDoesOverlap(aExtrudePoly, aActPoly);

                        if(bOverlap)
                        {
                            // second ciriteria: is another fillstyle or color used?
                            const SfxItemSet& rCompareSet = pAct->pObj->GetMergedItemSet();

                            XFillStyle eCompareFillStyle = ITEMVALUE(rCompareSet, XATTR_FILLSTYLE, XFillStyleItem);

                            if(eLocalFillStyle == eCompareFillStyle)
                            {
                                if(eLocalFillStyle == XFILL_SOLID)
                                {
                                    Color aCompareColor = ((const XFillColorItem&)(rCompareSet.Get(XATTR_FILLCOLOR))).GetColorValue();

                                    if(aCompareColor == aLocalColor)
                                    {
                                        bOverlap = FALSE;
                                    }
                                }
                                else if(eLocalFillStyle == XFILL_NONE)
                                {
                                    bOverlap = FALSE;
                                }
                            }
                        }

                        pAct = pAct->pNext;
                    }

                    if(bOverlap)
                    {
                        // ja, beginne einen neuen Layer
                        pLayer->pDown = new E3dDepthLayer;
                        pLayer = pLayer->pDown;
                        nNumLayers++;
                        pLayer->pNext = new E3dDepthNeighbour;
                        pLayer->pNext->pObj = pExtrudeObj;
                    }
                    else
                    {
                        // nein, Objekt kann in aktuellen Layer
                        E3dDepthNeighbour* pNewNext = new E3dDepthNeighbour;
                        pNewNext->pObj = pExtrudeObj;
                        pNewNext->pNext = pLayer->pNext;
                        pLayer->pNext = pNewNext;
                    }
                }
                else
                {
                    // erster Layer ueberhaupt
                    pBaseLayer = new E3dDepthLayer;
                    pLayer = pBaseLayer;
                    nNumLayers++;
                    pLayer->pNext = new E3dDepthNeighbour;
                    pLayer->pNext->pObj = pExtrudeObj;
                }
            }
        }

        // Anzahl Layer steht fest
        if(nNumLayers > 1)
        {
            // Arrangement ist notwendig
            double fMinDepth = fDepth * 0.8;
            double fStep = (fDepth - fMinDepth) / (double)nNumLayers;
            pLayer = pBaseLayer;

            while(pLayer)
            {
                // an pLayer entlangspazieren
                E3dDepthNeighbour* pAct = pLayer->pNext;

                while(pAct)
                {
                    // Anpassen
                    pAct->pObj->SetMergedItem(SfxUInt32Item(SDRATTR_3DOBJ_DEPTH, sal_uInt32(fMinDepth + 0.5)));

                    // Naechster Eintrag
                    pAct = pAct->pNext;
                }

                // naechster Layer
                pLayer = pLayer->pDown;
                fMinDepth += fStep;
            }
        }

        // angelegte Strukturen aufraeumen
        while(pBaseLayer)
        {
            pLayer = pBaseLayer->pDown;
            delete pBaseLayer;
            pBaseLayer = pLayer;
        }
    }
}

/*************************************************************************
|*
|* Drag beginnen, vorher ggf. Drag-Methode fuer 3D-Objekte erzeugen
|*
\************************************************************************/

BOOL E3dView::BegDragObj(const Point& rPnt, OutputDevice* pOut,
    SdrHdl* pHdl, short nMinMov,
    SdrDragMethod* pForcedMeth)
{
    if(Is3DRotationCreationActive() && GetMarkedObjectCount())
    {
        // bestimme alle selektierten Polygone und gebe die gespiegelte Hilfsfigur aus
        mpMirrorOverlay->SetMirrorAxis(aRef1, aRef2);
    }
    else
    {
        BOOL bOwnActionNecessary;
        if (pHdl == NULL)
        {
           bOwnActionNecessary = TRUE;
        }
        else if (pHdl->IsVertexHdl() || pHdl->IsCornerHdl())
        {
           bOwnActionNecessary = TRUE;
        }
        else
        {
           bOwnActionNecessary = FALSE;
        }

        if(bOwnActionNecessary && GetMarkedObjectCount() >= 1)
        {
            E3dDragConstraint eConstraint = E3DDRAG_CONSTR_XYZ;
            BOOL bThereAreRootScenes = FALSE;
            BOOL bThereAre3DObjects = FALSE;
            long nCnt = GetMarkedObjectCount();
            for(long nObjs = 0;nObjs < nCnt;nObjs++)
            {
                SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
                if(pObj)
                {
                    if(pObj->ISA(E3dScene) && ((E3dScene*)pObj)->GetScene() == pObj)
                        bThereAreRootScenes = TRUE;
                    if(pObj->ISA(E3dObject))
                        bThereAre3DObjects = TRUE;
                }
            }
            if( bThereAre3DObjects )
            {
                eDragHdl = ( pHdl == NULL ? HDL_MOVE : pHdl->GetKind() );
                switch ( eDragMode )
                {
                    case SDRDRAG_ROTATE:
                    case SDRDRAG_SHEAR:
                    {
                        switch ( eDragHdl )
                        {
                            case HDL_LEFT:
                            case HDL_RIGHT:
                            {
                                eConstraint = E3DDRAG_CONSTR_X;
                            }
                            break;

                            case HDL_UPPER:
                            case HDL_LOWER:
                            {
                                eConstraint = E3DDRAG_CONSTR_Y;
                            }
                            break;

                            case HDL_UPLFT:
                            case HDL_UPRGT:
                            case HDL_LWLFT:
                            case HDL_LWRGT:
                            {
                                eConstraint = E3DDRAG_CONSTR_Z;
                            }
                            break;
                            default: break;
                        }

                        // die nicht erlaubten Rotationen ausmaskieren
                        eConstraint = E3dDragConstraint(eConstraint& eDragConstraint);
                        pForcedMeth = new E3dDragRotate(*this, GetMarkedObjectList(), eConstraint, IsSolidDragging());
                    }
                    break;

                    case SDRDRAG_MOVE:
                    {
                        if(!bThereAreRootScenes)
                        {
                            pForcedMeth = new E3dDragMove(*this, GetMarkedObjectList(), eDragHdl, eConstraint, IsSolidDragging());
                        }
                    }
                    break;

                    // spaeter mal
                    case SDRDRAG_MIRROR:
                    case SDRDRAG_CROOK:
                    case SDRDRAG_DISTORT:
                    case SDRDRAG_TRANSPARENCE:
                    case SDRDRAG_GRADIENT:
                    default:
                    {
                    }
                    break;
                }
            }
        }
    }
    return SdrView::BegDragObj(rPnt, pOut, pHdl, nMinMov, pForcedMeth);
}

/*************************************************************************
|*
|* Pruefen, obj 3D-Szene markiert ist
|*
\************************************************************************/

BOOL E3dView::HasMarkedScene()
{
    return (GetMarkedScene() != NULL);
}

/*************************************************************************
|*
|* Pruefen, obj 3D-Szene markiert ist
|*
\************************************************************************/

E3dScene* E3dView::GetMarkedScene()
{
    ULONG nCnt = GetMarkedObjectCount();

    for ( ULONG i = 0; i < nCnt; i++ )
        if ( GetMarkedObjectByIndex(i)->ISA(E3dScene) )
            return (E3dScene*) GetMarkedObjectByIndex(i);

    return NULL;
}

/*************************************************************************
|*
|* aktuelles 3D-Zeichenobjekt setzen, dafuer Szene erzeugen
|*
\************************************************************************/

E3dScene* E3dView::SetCurrent3DObj(E3dObject* p3DObj)
{
    DBG_ASSERT(p3DObj != NULL, "Nana, wer steckt denn hier 'nen NULL-Zeiger rein?");
    E3dScene* pScene = NULL;

    // get transformed BoundVolume of the object
    basegfx::B3DRange aVolume(p3DObj->GetBoundVolume());
    aVolume.transform(p3DObj->GetTransform());
    double fW(aVolume.getWidth());
    double fH(aVolume.getHeight());

    Rectangle aRect(0,0, (long) fW, (long) fH);

    pScene = new E3dPolyScene(Get3DDefaultAttributes());

    InitScene(pScene, fW, fH, aVolume.getMaxZ() + ((fW + fH) / 4.0));

    pScene->Insert3DObj(p3DObj);
    pScene->NbcSetSnapRect(aRect);

    return pScene;
}

/*************************************************************************
|*
|* neu erzeugte Szene initialisieren
|*
\************************************************************************/

void E3dView::InitScene(E3dScene* pScene, double fW, double fH, double fCamZ)
{
    Camera3D aCam(pScene->GetCamera());

    aCam.SetAutoAdjustProjection(FALSE);
    aCam.SetViewWindow(- fW / 2, - fH / 2, fW, fH);
    basegfx::B3DPoint aLookAt;

    double fDefaultCamPosZ = GetDefaultCamPosZ();
    basegfx::B3DPoint aCamPos(0.0, 0.0, fCamZ < fDefaultCamPosZ ? fDefaultCamPosZ : fCamZ);

    aCam.SetPosAndLookAt(aCamPos, aLookAt);
    aCam.SetFocalLength(GetDefaultCamFocal());
    aCam.SetDefaults(basegfx::B3DPoint(0.0, 0.0, fDefaultCamPosZ), aLookAt, GetDefaultCamFocal());
    pScene->SetCamera(aCam);
}

/*************************************************************************
|*
|* startsequenz fuer die erstellung eines 3D-Rotationskoerpers
|*
\************************************************************************/

void E3dView::Start3DCreation()
{
    if (GetMarkedObjectCount())
    {
        // irgendwelche Markierungen ermitteln und ausschalten
        //HMHBOOL bVis = IsMarkHdlShown();

        //HMHif (bVis) HideMarkHdl();

        // bestimme die koordinaten fuer JOEs Mirrorachse
        // entgegen der normalen Achse wird diese an die linke Seite des Objektes
        // positioniert
        long          nOutMin = 0;
        long          nOutMax = 0;
        long          nMinLen = 0;
        long          nObjDst = 0;
        long          nOutHgt = 0;
        OutputDevice* pOut    = GetFirstOutputDevice(); //GetWin(0);

        // erstmal Darstellungsgrenzen bestimmen
        if (pOut != NULL)
        {
            nMinLen = pOut->PixelToLogic(Size(0,50)).Height();
            nObjDst = pOut->PixelToLogic(Size(0,20)).Height();

            long nDst = pOut->PixelToLogic(Size(0,10)).Height();

            nOutMin =  -pOut->GetMapMode().GetOrigin().Y();
            nOutMax =  pOut->GetOutputSize().Height() - 1 + nOutMin;
            nOutMin += nDst;
            nOutMax -= nDst;

            if (nOutMax - nOutMin < nDst)
            {
                nOutMin += nOutMax + 1;
                nOutMin /= 2;
                nOutMin -= (nDst + 1) / 2;
                nOutMax  = nOutMin + nDst;
            }

            nOutHgt = nOutMax - nOutMin;

            long nTemp = nOutHgt / 4;
            if (nTemp > nMinLen) nMinLen = nTemp;
        }

        // und dann die Markierungen oben und unten an das Objekt heften
        basegfx::B2DRange aR;
        for(sal_uInt32 nMark(0L); nMark < GetMarkedObjectCount(); nMark++)
        {
            SdrObject* pMark = GetMarkedObjectByIndex(nMark);
            basegfx::B2DPolyPolygon aXPP(pMark->TakeXorPoly());
            aR.expand(basegfx::tools::getRange(aXPP));
        }

        basegfx::B2DPoint aCenter(aR.getCenter());
        long      nMarkHgt = basegfx::fround(aR.getHeight()) - 1;
        long      nHgt     = nMarkHgt + nObjDst * 2;

        if (nHgt < nMinLen) nHgt = nMinLen;

        long nY1 = basegfx::fround(aCenter.getY()) - (nHgt + 1) / 2;
        long nY2 = nY1 + nHgt;

        if (pOut && (nMinLen > nOutHgt)) nMinLen = nOutHgt;
        if (pOut)
        {
            if (nY1 < nOutMin)
            {
                nY1 = nOutMin;
                if (nY2 < nY1 + nMinLen) nY2 = nY1 + nMinLen;
            }
            if (nY2 > nOutMax)
            {
                nY2 = nOutMax;
                if (nY1 > nY2 - nMinLen) nY1 = nY2 - nMinLen;
            }
        }

        aRef1.X() = basegfx::fround(aR.getMinX());    // Initial Achse um 2/100mm nach links
        aRef1.Y() = nY1;
        aRef2.X() = aRef1.X();
        aRef2.Y() = nY2;

        // Markierungen einschalten
        SetMarkHandles();

        //HMHif (bVis) ShowMarkHdl();
        if (AreObjectsMarked()) MarkListHasChanged();

        // SpiegelPolygone SOFORT zeigen
        const SdrHdlList &aHdlList = GetHdlList();
        mpMirrorOverlay = new Impl3DMirrorConstructOverlay(*this);
        mpMirrorOverlay->SetMirrorAxis(aHdlList.GetHdl(HDL_REF1)->GetPos(), aHdlList.GetHdl(HDL_REF2)->GetPos());
        //CreateMirrorPolygons ();
        //ShowMirrorPolygons (aHdlList.GetHdl (HDL_REF1)->GetPos (),
        //                  aHdlList.GetHdl (HDL_REF2)->GetPos ());
    }
}

/*************************************************************************
|*
|* was passiert bei einer Mausbewegung, wenn das Objekt erstellt wird ?
|*
\************************************************************************/

void E3dView::MovAction(const Point& rPnt)
{
    if(Is3DRotationCreationActive())
    {
        SdrHdl* pHdl = GetDragHdl();

        if (pHdl)
        {
            SdrHdlKind eHdlKind = pHdl->GetKind();

            // reagiere nur bei einer spiegelachse
            if ((eHdlKind == HDL_REF1) ||
                (eHdlKind == HDL_REF2) ||
                (eHdlKind == HDL_MIRX))
            {
                const SdrHdlList &aHdlList = GetHdlList ();

                // loesche das gespiegelte Polygon, spiegele das Original und zeichne es neu
                //ShowMirrored ();
                SdrView::MovAction (rPnt);
                mpMirrorOverlay->SetMirrorAxis(
                    aHdlList.GetHdl (HDL_REF1)->GetPos(),
                    aHdlList.GetHdl (HDL_REF2)->GetPos());
            }
        }
        else
        {
            SdrView::MovAction (rPnt);
        }
    }
    else
    {
        SdrView::MovAction (rPnt);
    }
}

/*************************************************************************
|*
|* Schluss. Objekt und evtl. Unterobjekte ueber ImpCreate3DLathe erstellen
|*          [FG] Mit dem Parameterwert TRUE (SDefault: FALSE) wird einfach ein
|*               Rotationskoerper erzeugt, ohne den Benutzer die Lage der
|*               Achse fetlegen zu lassen. Es reicht dieser Aufruf, falls
|*               ein Objekt selektiert ist. (keine Initialisierung noetig)
|*
\************************************************************************/

void E3dView::End3DCreation(BOOL bUseDefaultValuesForMirrorAxes)
{
    ResetCreationActive();

    if(AreObjectsMarked())
    {
        if(bUseDefaultValuesForMirrorAxes)
        {
            Rectangle aRect = GetAllMarkedRect();
            if(aRect.GetWidth() <= 1)
                aRect.SetSize(Size(500, aRect.GetHeight()));
            if(aRect.GetHeight() <= 1)
                aRect.SetSize(Size(aRect.GetWidth(), 500));

            basegfx::B2DPoint aPnt1(aRect.Left(), -aRect.Top());
            basegfx::B2DPoint aPnt2(aRect.Left(), -aRect.Bottom());

            ConvertMarkedObjTo3D(FALSE, aPnt1, aPnt2);
        }
        else
        {
            // Hilfsfigur ausschalten
            // bestimme aus den Handlepositionen und den Versatz der Punkte
            const SdrHdlList &aHdlList = GetHdlList();
            Point aMirrorRef1 = aHdlList.GetHdl(HDL_REF1)->GetPos();
            Point aMirrorRef2 = aHdlList.GetHdl(HDL_REF2)->GetPos();

            basegfx::B2DPoint aPnt1(aMirrorRef1.X(), -aMirrorRef1.Y());
            basegfx::B2DPoint aPnt2(aMirrorRef2.X(), -aMirrorRef2.Y());

            ConvertMarkedObjTo3D(FALSE, aPnt1, aPnt2);
        }
    }
}

/*************************************************************************
|*
|* Destruktor
|*
\************************************************************************/

E3dView::~E3dView ()
{
}

/*************************************************************************
|*
|* beende das erzeugen und loesche die polygone
|*
\************************************************************************/

void E3dView::ResetCreationActive ()
{
    if(mpMirrorOverlay)
    {
        delete mpMirrorOverlay;
        mpMirrorOverlay = 0L;
    }
}

/*************************************************************************
|*
|* Klasse initialisieren
|*
\************************************************************************/

void E3dView::InitView ()
{
    eDragConstraint          = E3DDRAG_CONSTR_XYZ;
    fDefaultScaleX           =
    fDefaultScaleY           =
    fDefaultScaleZ           = 1.0;
    fDefaultRotateX          =
    fDefaultRotateY          =
    fDefaultRotateZ          = 0.0;
    fDefaultExtrusionDeepth  = 1000; // old: 2000;
    fDefaultLightIntensity   = 0.8; // old: 0.6;
    fDefaultAmbientIntensity = 0.4;
    nHDefaultSegments        = 12;
    nVDefaultSegments        = 12;
    aDefaultLightColor       = RGB_Color(COL_WHITE);
    aDefaultAmbientColor     = RGB_Color(COL_BLACK);
    bDoubleSided             = FALSE;
    mpMirrorOverlay = 0L;
}

/*************************************************************************
|*
|* Koennen die selektierten Objekte aufgebrochen werden?
|*
\************************************************************************/

BOOL E3dView::IsBreak3DObjPossible() const
{
    ULONG nCount = GetMarkedObjectCount();

    if (nCount > 0)
    {
        ULONG i = 0;

        while (i < nCount)
        {
            SdrObject* pObj = GetMarkedObjectByIndex(i);

            if (pObj && pObj->ISA(E3dObject))
            {
                if(!(((E3dObject*)pObj)->IsBreakObjPossible()))
                    return FALSE;
            }
            else
            {
                return FALSE;
            }

            i++;
        }
    }
    else
    {
        return FALSE;
    }

    return TRUE;
}

/*************************************************************************
|*
|* Selektierte Lathe-Objekte aufbrechen
|*
\************************************************************************/

void E3dView::Break3DObj()
{
    if(IsBreak3DObjPossible())
    {
        // ALLE selektierten Objekte werden gewandelt
        UINT32 nCount = GetMarkedObjectCount();

        BegUndo(String(SVX_RESSTR(RID_SVX_3D_UNDO_BREAK_LATHE)));
        for(UINT32 a=0;a<nCount;a++)
        {
            E3dObject* pObj = (E3dObject*)GetMarkedObjectByIndex(a);
            BreakSingle3DObj(pObj);
        }
        DeleteMarked();
        EndUndo();
    }
}

void E3dView::BreakSingle3DObj(E3dObject* pObj)
{
    if(pObj->ISA(E3dScene))
    {
        SdrObjList* pSubList = pObj->GetSubList();
        SdrObjListIter aIter(*pSubList, IM_FLAT);

        while(aIter.IsMore())
        {
            E3dObject* pSubObj = (E3dObject*)aIter.Next();
            BreakSingle3DObj(pSubObj);
        }
    }
    else
    {
        SdrAttrObj* pNewObj = pObj->GetBreakObj();
        if(pNewObj)
        {
            InsertObjectAtView(pNewObj, *GetSdrPageView(), SDRINSERT_DONTMARK);
            pNewObj->SetChanged();
            pNewObj->BroadcastObjectChange();
        }
    }
}

/*************************************************************************
|*
|* Szenen mischen
|*
\************************************************************************/

void E3dView::MergeScenes ()
{
    ULONG nCount = GetMarkedObjectCount();

    if (nCount > 0)
    {
        ULONG     nObj    = 0;
        SdrObject *pObj   = GetMarkedObjectByIndex(nObj);
        E3dScene  *pScene = new E3dPolyScene(Get3DDefaultAttributes());
        basegfx::B3DRange aBoundVol;
        Rectangle aAllBoundRect (GetMarkedObjBoundRect ());
        Point     aCenter (aAllBoundRect.Center());

        while (pObj)
        {
            if (pObj->ISA(E3dScene))
            {
                /**********************************************************
                * Es ist eine 3D-Scene oder 3D-PolyScene
                **********************************************************/
                SdrObjList* pSubList = ((E3dObject*) pObj)->GetSubList();

                SdrObjListIter aIter(*pSubList, IM_FLAT);

                while (aIter.IsMore())
                {
                    /******************************************************
                    * LatheObjekte suchen
                    ******************************************************/
                    SdrObject* pSubObj = aIter.Next();

                        E3dObject *pNewObj = 0;

                        switch (pSubObj->GetObjIdentifier())
                        {
                            case E3D_CUBEOBJ_ID :
                                pNewObj = new E3dCubeObj;
                                *(E3dCubeObj*)pNewObj = *(E3dCubeObj*)pSubObj;
                                break;

                            case E3D_SPHEREOBJ_ID:
                                pNewObj = new E3dSphereObj;
                                *(E3dSphereObj*)pNewObj = *(E3dSphereObj*)pSubObj;
                                break;

                            case E3D_EXTRUDEOBJ_ID:
                                pNewObj = new E3dExtrudeObj;
                                *(E3dExtrudeObj*)pNewObj = *(E3dExtrudeObj*)pSubObj;
                                break;

                            case E3D_LATHEOBJ_ID:
                                pNewObj = new E3dLatheObj;
                                *(E3dLatheObj*)pNewObj = *(E3dLatheObj*)pSubObj;
                                break;

                            case E3D_COMPOUNDOBJ_ID:
                                pNewObj = new E3dCompoundObject;
                                *(E3dCompoundObject*)pNewObj = *(E3dCompoundObject*)pSubObj;
                                break;
                        }

                        Rectangle aBoundRect = pSubObj->GetCurrentBoundRect();

                        basegfx::B3DHomMatrix aMatrix;
                        aMatrix.translate(aBoundRect.Left() - aCenter.getX(), aCenter.getY(), 0.0);
                        pNewObj->SetTransform(aMatrix * pNewObj->GetTransform()); // #112587#

                        if (pNewObj) aBoundVol.expand(pNewObj->GetBoundVolume());
                        pScene->Insert3DObj (pNewObj);
                }
            }

            nObj++;

            if (nObj < nCount)
            {
                pObj = GetMarkedObjectByIndex(nObj);
            }
            else
            {
                pObj = NULL;
            }
        }

        double fW = aAllBoundRect.GetWidth();
        double fH = aAllBoundRect.GetHeight();
        Rectangle aRect(0,0, (long) fW, (long) fH);

        InitScene(pScene, fW, fH, aBoundVol.getMaxZ() +  + ((fW + fH) / 4.0));
        pScene->NbcSetSnapRect(aRect);

        Camera3D &aCamera  = (Camera3D&) pScene->GetCamera ();
        basegfx::B3DPoint aMinVec(aBoundVol.getMinimum());
        basegfx::B3DPoint aMaxVec(aBoundVol.getMaximum());
        double fDeepth(fabs(aMaxVec.getZ() - aMinVec.getZ()));

        aCamera.SetPRP(basegfx::B3DPoint(0.0, 0.0, 1000.0));
        double fDefaultCamPosZ(GetDefaultCamPosZ());
        aCamera.SetPosition(basegfx::B3DPoint(0.0, 0.0, fDefaultCamPosZ + fDeepth / 2.0));
        aCamera.SetFocalLength(GetDefaultCamFocal());
        pScene->SetCamera (aCamera);

        // SnapRects der Objekte ungueltig
        pScene->SetRectsDirty();

        InsertObjectAtView(pScene, *(GetSdrPageViewOfMarkedByIndex(0)));

        // SnapRects der Objekte ungueltig
        pScene->SetRectsDirty();
    }
}

/*************************************************************************
|*
|* Possibilities, hauptsaechlich gruppieren/ungruppieren
|*
\************************************************************************/
void E3dView::CheckPossibilities()
{
    // call parent
    SdrView::CheckPossibilities();

    // Weitere Flags bewerten
    if(bGroupPossible || bUnGroupPossible || bGrpEnterPossible)
    {
        INT32 nMarkCnt = GetMarkedObjectCount();
        BOOL bCoumpound = FALSE;
        BOOL b3DObject = FALSE;
        for(INT32 nObjs = 0L; (nObjs < nMarkCnt) && !bCoumpound; nObjs++)
        {
            SdrObject *pObj = GetMarkedObjectByIndex(nObjs);
            if(pObj && pObj->ISA(E3dCompoundObject))
                bCoumpound = TRUE;
            if(pObj && pObj->ISA(E3dObject))
                b3DObject = TRUE;
        }

        // Bisher: Es sind ZWEI oder mehr beliebiger Objekte selektiert.
        // Nachsehen, ob CompoundObjects beteiligt sind. Falls ja,
        // das Gruppieren verbieten.
        if(bGroupPossible && bCoumpound)
            bGroupPossible = FALSE;

        if(bUnGroupPossible && b3DObject)
            bUnGroupPossible = FALSE;

        if(bGrpEnterPossible && bCoumpound)
            bGrpEnterPossible = FALSE;
    }
}

// eof