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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
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