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path: root/svx/source/sdr/contact/viewcontactofe3dlathe.cxx
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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.
 *
 * 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
 * <http://www.openoffice.org/license.html>
 * for a copy of the LGPLv3 License.
 *
 ************************************************************************/


#include <svx/sdr/contact/viewcontactofe3dlathe.hxx>
#include <svx/lathe3d.hxx>
#include <drawinglayer/primitive3d/sdrlatheprimitive3d.hxx>
#include <svx/sdr/primitive2d/sdrattributecreator.hxx>
#include <svx/sdr/primitive3d/sdrattributecreator3d.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>

//////////////////////////////////////////////////////////////////////////////

namespace sdr
{
    namespace contact
    {
        ViewContactOfE3dLathe::ViewContactOfE3dLathe(E3dLatheObj& rLathe)
        :   ViewContactOfE3d(rLathe)
        {
        }

        ViewContactOfE3dLathe::~ViewContactOfE3dLathe()
        {
        }

        drawinglayer::primitive3d::Primitive3DSequence ViewContactOfE3dLathe::createViewIndependentPrimitive3DSequence() const
        {
            drawinglayer::primitive3d::Primitive3DSequence xRetval;
            const SfxItemSet& rItemSet = GetE3dLatheObj().GetMergedItemSet();
            const drawinglayer::attribute::SdrLineFillShadowAttribute3D aAttribute(
                drawinglayer::primitive2d::createNewSdrLineFillShadowAttribute(rItemSet, false));

            // get extrude geometry
            const basegfx::B2DPolyPolygon aPolyPolygon(GetE3dLatheObj().GetPolyPoly2D());

            // get 3D Object Attributes
            drawinglayer::attribute::Sdr3DObjectAttribute* pSdr3DObjectAttribute = drawinglayer::primitive2d::createNewSdr3DObjectAttribute(rItemSet);

            // calculate texture size. Use the polygon length of the longest polygon for
            // height and the rotated radius for width (using polygon center) to get a good
            // texture mapping
            const sal_uInt32 nPolygonCount(aPolyPolygon.count());
            double fPolygonMaxLength(0.0);

            for(sal_uInt32 a(0); a < nPolygonCount; a++)
            {
                const basegfx::B2DPolygon aCandidate(aPolyPolygon.getB2DPolygon(a));
                const double fPolygonLength(basegfx::tools::getLength(aCandidate));
                fPolygonMaxLength = std::max(fPolygonMaxLength, fPolygonLength);
            }

            const basegfx::B2DRange aPolyPolygonRange(basegfx::tools::getRange(aPolyPolygon));
            const basegfx::B2DVector aTextureSize(
                F_PI * fabs(aPolyPolygonRange.getCenter().getX()), // PI * d
                fPolygonMaxLength);

            // get more data
            const sal_uInt32 nHorizontalSegments(GetE3dLatheObj().GetHorizontalSegments());
            const sal_uInt32 nVerticalSegments(GetE3dLatheObj().GetVerticalSegments());
            const double fDiagonal((double)GetE3dLatheObj().GetPercentDiagonal() / 100.0);
            const double fBackScale((double)GetE3dLatheObj().GetBackScale() / 100.0);
            const double fRotation(((double)GetE3dLatheObj().GetEndAngle() / 1800.0) * F_PI);
            const bool bSmoothNormals(GetE3dLatheObj().GetSmoothNormals()); // Plane itself
            const bool bSmoothLids(GetE3dLatheObj().GetSmoothLids()); // Front/back
            const bool bCharacterMode(GetE3dLatheObj().GetCharacterMode());
            const bool bCloseFront(GetE3dLatheObj().GetCloseFront());
            const bool bCloseBack(GetE3dLatheObj().GetCloseBack());

            // create primitive and add
            const basegfx::B3DHomMatrix aWorldTransform;
            const drawinglayer::primitive3d::Primitive3DReference xReference(
                new drawinglayer::primitive3d::SdrLathePrimitive3D(
                    aWorldTransform, aTextureSize, aAttribute, *pSdr3DObjectAttribute,
                    aPolyPolygon, nHorizontalSegments, nVerticalSegments,
                    fDiagonal, fBackScale, fRotation,
                    bSmoothNormals, true, bSmoothLids, bCharacterMode, bCloseFront, bCloseBack));
            xRetval = drawinglayer::primitive3d::Primitive3DSequence(&xReference, 1);

            // delete 3D Object Attributes
            delete pSdr3DObjectAttribute;

            return xRetval;
        }
    } // end of namespace contact
} // end of namespace sdr

//////////////////////////////////////////////////////////////////////////////
// eof

/* vim:set shiftwidth=4 softtabstop=4 expandtab: */