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/*************************************************************************
 *
 *  OpenOffice.org - a multi-platform office productivity suite
 *
 *  $RCSfile: shadow3dextractor.hxx,v $
 *
 *  $Revision: 1.6 $
 *
 *  last change: $Author: aw $ $Date: 2008-06-24 15:30:18 $
 *
 *  The Contents of this file are made available subject to
 *  the terms of GNU Lesser General Public License Version 2.1.
 *
 *
 *    GNU Lesser General Public License Version 2.1
 *    =============================================
 *    Copyright 2005 by Sun Microsystems, Inc.
 *    901 San Antonio Road, Palo Alto, CA 94303, USA
 *
 *    This library is free software; you can redistribute it and/or
 *    modify it under the terms of the GNU Lesser General Public
 *    License version 2.1, as published by the Free Software Foundation.
 *
 *    This library 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 for more details.
 *
 *    You should have received a copy of the GNU Lesser General Public
 *    License along with this library; if not, write to the Free Software
 *    Foundation, Inc., 59 Temple Place, Suite 330, Boston,
 *    MA  02111-1307  USA
 *
 ************************************************************************/

#ifndef INCLUDED_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX
#define INCLUDED_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX

#include <drawinglayer/processor3d/baseprocessor3d.hxx>
#include <drawinglayer/primitive2d/baseprimitive2d.hxx>
#include <basegfx/matrix/b3dhommatrix.hxx>
#include <basegfx/color/bcolor.hxx>
#include <basegfx/polygon/b2dpolygon.hxx>
#include <basegfx/polygon/b3dpolygon.hxx>
#include <basegfx/polygon/b2dpolypolygon.hxx>
#include <basegfx/polygon/b3dpolypolygon.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>

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

namespace drawinglayer
{
    namespace processor3d
    {
        class Shadow3DExtractingProcessor : public BaseProcessor3D
        {
        private:
            // result holding vector (2D) and target vector for stacking (inited to &maPrimitive2DSequence)
            primitive2d::Primitive2DSequence				maPrimitive2DSequence;
            primitive2d::Primitive2DSequence*				mpPrimitive2DSequence;

            // object transformation for scene for 2d definition
            basegfx::B2DHomMatrix							maObjectTransformation;

            // prepared data (transformations) for 2D/3D shadow calculations
            basegfx::B3DHomMatrix							maWorldToEye;
            basegfx::B3DHomMatrix							maEyeToView;
            basegfx::B3DVector								maLightNormal;
            basegfx::B3DVector								maShadowPlaneNormal;
            basegfx::B3DPoint								maPlanePoint;
            double											mfLightPlaneScalar;

            // the shadow color used for sub-primitives. Can stay at black since
            // the encapsulating 2d shadow primitive will contain the color
            basegfx::BColor									maPrimitiveColor;

            // bitfield
            // flag if shadow plane projection preparation leaded to valid results
            unsigned										mbShadowProjectionIsValid : 1;

            // flag if conversion is switched on
            unsigned										mbConvert : 1;

            // flag if conversion shall use projection
            unsigned										mbUseProjection : 1;

            // helpers
            basegfx::B2DPolygon impDoShadowProjection(const basegfx::B3DPolygon& rSource);
            basegfx::B2DPolyPolygon impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource);

            // as tooling, the process() implementation takes over API handling and calls this
            // virtual render method when the primitive implementation is BasePrimitive3D-based.
            virtual void processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate);

        public:
            Shadow3DExtractingProcessor(
                const geometry::ViewInformation3D& rViewInformation,
                const basegfx::B2DHomMatrix& rObjectTransformation,
                const basegfx::B3DVector& rLightNormal,
                double fShadowSlant,
                const basegfx::B3DRange& rContained3DRange);

            // data access
            const primitive2d::Primitive2DSequence& getPrimitive2DSequence() const { return maPrimitive2DSequence; }
            const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; }
            const basegfx::B3DHomMatrix& getWorldToEye() const { return maWorldToEye; }
            const basegfx::B3DHomMatrix& getEyeToView() const { return maEyeToView; }
        };
    } // end of namespace processor3d
} // end of namespace drawinglayer

#endif //_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX

// eof