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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 * * for a copy of the LGPLv3 License. * ************************************************************************/ #ifndef _E3D_SCENE3D_HXX #define _E3D_SCENE3D_HXX #include #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(); virtual sdr::contact::ViewContact* CreateObjectSpecificViewContact(); // transformations B3dCamera aCameraSet; Camera3D aCamera; Imp3DDepthRemapper* mp3DDepthRemapper; // Flag to determine if only selected objects should be drawn unsigned bDrawOnlySelected : 1; virtual void NewObjectInserted(const E3dObject* p3DObj); virtual void StructureChanged(); void RebuildLists(); virtual void Notify(SfxBroadcaster &rBC, const SfxHint &rHint); protected: void SetDefaultAttributes(E3dDefaultAttributes& rDefault); void ImpCleanup3DDepthMapper(); public: TYPEINFO(); E3dScene(); E3dScene(E3dDefaultAttributes& rDefault); virtual ~E3dScene(); virtual void SetBoundRectDirty(); // access to cleanup of depth mapper void Cleanup3DDepthMapper() { ImpCleanup3DDepthMapper(); } virtual basegfx::B2DPolyPolygon TakeXorPoly() const; 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 Svx3DDistanceItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_DISTANCE)).GetValue(); } // Focal length: before cm, now 1/10th mm (*100) double GetFocalLength() const { return ((const Svx3DFocalLengthItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_FOCAL_LENGTH)).GetValue(); } // Two sided lighting: sal_Bool GetTwoSidedLighting() const { return ((const Svx3DTwoSidedLightingItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_TWO_SIDED_LIGHTING)).GetValue(); } // Lightcolor: Color GetLightColor1() const { return ((const Svx3DLightcolor1Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_1)).GetValue(); } Color GetLightColor2() const { return ((const Svx3DLightcolor2Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_2)).GetValue(); } Color GetLightColor3() const { return ((const Svx3DLightcolor3Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_3)).GetValue(); } Color GetLightColor4() const { return ((const Svx3DLightcolor4Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_4)).GetValue(); } Color GetLightColor5() const { return ((const Svx3DLightcolor5Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_5)).GetValue(); } Color GetLightColor6() const { return ((const Svx3DLightcolor6Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_6)).GetValue(); } Color GetLightColor7() const { return ((const Svx3DLightcolor7Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_7)).GetValue(); } Color GetLightColor8() const { return ((const Svx3DLightcolor8Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_8)).GetValue(); } // Ambient color: Color GetGlobalAmbientColor() const { return ((const Svx3DAmbientcolorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_AMBIENTCOLOR)).GetValue(); } // Light on/off: sal_Bool GetLightOnOff1() const { return ((const Svx3DLightOnOff1Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_1)).GetValue(); } sal_Bool GetLightOnOff2() const { return ((const Svx3DLightOnOff2Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_2)).GetValue(); } sal_Bool GetLightOnOff3() const { return ((const Svx3DLightOnOff3Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_3)).GetValue(); } sal_Bool GetLightOnOff4() const { return ((const Svx3DLightOnOff4Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_4)).GetValue(); } sal_Bool GetLightOnOff5() const { return ((const Svx3DLightOnOff5Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_5)).GetValue(); } sal_Bool GetLightOnOff6() const { return ((const Svx3DLightOnOff6Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_6)).GetValue(); } sal_Bool GetLightOnOff7() const { return ((const Svx3DLightOnOff7Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_7)).GetValue(); } sal_Bool GetLightOnOff8() const { return ((const Svx3DLightOnOff8Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_8)).GetValue(); } // Light direction: basegfx::B3DVector GetLightDirection1() const { return ((const Svx3DLightDirection1Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_1)).GetValue(); } basegfx::B3DVector GetLightDirection2() const { return ((const Svx3DLightDirection2Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_2)).GetValue(); } basegfx::B3DVector GetLightDirection3() const { return ((const Svx3DLightDirection3Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_3)).GetValue(); } basegfx::B3DVector GetLightDirection4() const { return ((const Svx3DLightDirection4Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_4)).GetValue(); } basegfx::B3DVector GetLightDirection5() const { return ((const Svx3DLightDirection5Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_5)).GetValue(); } basegfx::B3DVector GetLightDirection6() const { return ((const Svx3DLightDirection6Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_6)).GetValue(); } basegfx::B3DVector GetLightDirection7() const { return ((const Svx3DLightDirection7Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_7)).GetValue(); } basegfx::B3DVector GetLightDirection8() const { return ((const Svx3DLightDirection8Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_8)).GetValue(); } // ShadowSlant: sal_uInt16 GetShadowSlant() const { return ((const Svx3DShadowSlantItem&)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(sal_Bool bNew) { bDrawOnlySelected = bNew; } bool GetDrawOnlySelected() const { return bDrawOnlySelected; } virtual sal_uInt16 GetObjIdentifier() const; virtual void NbcSetSnapRect(const Rectangle& rRect); virtual void NbcMove(const Size& rSize); virtual void NbcResize(const Point& rRef, const Fraction& rXFact, const Fraction& rYFact); virtual void RecalcSnapRect(); virtual E3dScene* GetScene() const; void SetCamera(const Camera3D& rNewCamera); const Camera3D& GetCamera() const { return aCamera; } void removeAllNonSelectedObjects(); virtual E3dScene* Clone() const; E3dScene& operator=(const E3dScene&); virtual SdrObjGeoData *NewGeoData() const; virtual void SaveGeoData(SdrObjGeoData& rGeo) const; virtual void RestGeoData(const SdrObjGeoData& rGeo); virtual void NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix); virtual void SetTransform(const basegfx::B3DHomMatrix& rMatrix); virtual void NbcRotate(const Point& rRef, long nWink, double sn, double cs); 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 void TakeObjNameSingul(String& rName) const; virtual void TakeObjNamePlural(String& rName) const; // get transformations B3dCamera& GetCameraSet() { return aCameraSet; } // break up virtual sal_Bool IsBreakObjPossible(); basegfx::B3DVector GetShadowPlaneDirection() const; void SetShadowPlaneDirection(const basegfx::B3DVector& rVec); // polygon which is built during creation virtual basegfx::B2DPolyPolygon TakeCreatePoly(const SdrDragStat& rDrag) const; // create moves virtual bool BegCreate(SdrDragStat& rStat); virtual bool MovCreate(SdrDragStat& rStat); // true=Xor muss repainted werden virtual bool EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd); virtual bool BckCreate(SdrDragStat& rStat); virtual void BrkCreate(SdrDragStat& rStat); }; #endif // _E3D_SCENE3D_HXX /* vim:set shiftwidth=4 softtabstop=4 expandtab: */