1 /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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20 #ifndef INCLUDED_SVX_SCENE3D_HXX
21 #define INCLUDED_SVX_SCENE3D_HXX
23 #include <svx/camera3d.hxx>
24 #include <tools/b3dtrans.hxx>
25 #include <svx/svxdllapi.h>
26 #include <svx/obj3d.hxx>
28 namespace sdr
{ namespace properties
{
30 class E3dSceneProperties
;
33 namespace drawinglayer
{ namespace geometry
{
34 class ViewInformation3D
;
37 /*************************************************************************
39 |* GeoData relevant for undo actions
41 \************************************************************************/
43 class E3DSceneGeoData
: public E3DObjGeoData
51 class Imp3DDepthRemapper
;
53 /*************************************************************************
55 |* base class for 3D scenes
57 \************************************************************************/
59 class SVX_DLLPUBLIC E3dScene
: public E3dObject
62 // to allow sdr::properties::E3dSceneProperties access to StructureChanged()
63 friend class sdr::properties::E3dSceneProperties
;
66 virtual sdr::properties::BaseProperties
* CreateObjectSpecificProperties() SAL_OVERRIDE
;
67 virtual sdr::contact::ViewContact
* CreateObjectSpecificViewContact() SAL_OVERRIDE
;
73 Imp3DDepthRemapper
* mp3DDepthRemapper
;
75 // Flag to determine if only selected objects should be drawn
76 bool bDrawOnlySelected
: 1;
78 virtual void NewObjectInserted(const E3dObject
* p3DObj
) SAL_OVERRIDE
;
79 virtual void StructureChanged() SAL_OVERRIDE
;
83 virtual void Notify(SfxBroadcaster
&rBC
, const SfxHint
&rHint
) SAL_OVERRIDE
;
86 void SetDefaultAttributes(E3dDefaultAttributes
& rDefault
);
88 void ImpCleanup3DDepthMapper();
93 E3dScene(E3dDefaultAttributes
& rDefault
);
96 virtual void SetBoundRectDirty() SAL_OVERRIDE
;
98 // access to cleanup of depth mapper
99 void Cleanup3DDepthMapper() { ImpCleanup3DDepthMapper(); }
101 virtual basegfx::B2DPolyPolygon
TakeXorPoly() const SAL_OVERRIDE
;
103 sal_uInt32
RemapOrdNum(sal_uInt32 nOrdNum
) const;
105 // Perspective: enum ProjectionType { PR_PARALLEL, PR_PERSPECTIVE }
106 ProjectionType
GetPerspective() const
107 { return (ProjectionType
) static_cast<const Svx3DPerspectiveItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_PERSPECTIVE
)).GetValue(); }
110 double GetDistance() const
111 { return (double)static_cast<const SfxUInt32Item
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_DISTANCE
)).GetValue(); }
113 // Focal length: before cm, now 1/10th mm (*100)
114 double GetFocalLength() const
115 { return static_cast<const SfxUInt32Item
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_FOCAL_LENGTH
)).GetValue(); }
117 // Two sided lighting:
118 bool GetTwoSidedLighting() const
119 { return static_cast<const SfxBoolItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_TWO_SIDED_LIGHTING
)).GetValue(); }
122 Color
GetLightColor1() const
123 { return static_cast<const SvxColorItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_1
)).GetValue(); }
124 Color
GetLightColor2() const
125 { return static_cast<const SvxColorItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_2
)).GetValue(); }
126 Color
GetLightColor3() const
127 { return static_cast<const SvxColorItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_3
)).GetValue(); }
128 Color
GetLightColor4() const
129 { return static_cast<const SvxColorItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_4
)).GetValue(); }
130 Color
GetLightColor5() const
131 { return static_cast<const SvxColorItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_5
)).GetValue(); }
132 Color
GetLightColor6() const
133 { return static_cast<const SvxColorItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_6
)).GetValue(); }
134 Color
GetLightColor7() const
135 { return static_cast<const SvxColorItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_7
)).GetValue(); }
136 Color
GetLightColor8() const
137 { return static_cast<const SvxColorItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_8
)).GetValue(); }
140 Color
GetGlobalAmbientColor() const
141 { return static_cast<const SvxColorItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_AMBIENTCOLOR
)).GetValue(); }
144 bool GetLightOnOff1() const
145 { return static_cast<const SfxBoolItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_1
)).GetValue(); }
146 bool GetLightOnOff2() const
147 { return static_cast<const SfxBoolItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_2
)).GetValue(); }
148 bool GetLightOnOff3() const
149 { return static_cast<const SfxBoolItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_3
)).GetValue(); }
150 bool GetLightOnOff4() const
151 { return static_cast<const SfxBoolItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_4
)).GetValue(); }
152 bool GetLightOnOff5() const
153 { return static_cast<const SfxBoolItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_5
)).GetValue(); }
154 bool GetLightOnOff6() const
155 { return static_cast<const SfxBoolItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_6
)).GetValue(); }
156 bool GetLightOnOff7() const
157 { return static_cast<const SfxBoolItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_7
)).GetValue(); }
158 bool GetLightOnOff8() const
159 { return static_cast<const SfxBoolItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_8
)).GetValue(); }
162 basegfx::B3DVector
GetLightDirection1() const
163 { return static_cast<const SvxB3DVectorItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_1
)).GetValue(); }
164 basegfx::B3DVector
GetLightDirection2() const
165 { return static_cast<const SvxB3DVectorItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_2
)).GetValue(); }
166 basegfx::B3DVector
GetLightDirection3() const
167 { return static_cast<const SvxB3DVectorItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_3
)).GetValue(); }
168 basegfx::B3DVector
GetLightDirection4() const
169 { return static_cast<const SvxB3DVectorItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_4
)).GetValue(); }
170 basegfx::B3DVector
GetLightDirection5() const
171 { return static_cast<const SvxB3DVectorItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_5
)).GetValue(); }
172 basegfx::B3DVector
GetLightDirection6() const
173 { return static_cast<const SvxB3DVectorItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_6
)).GetValue(); }
174 basegfx::B3DVector
GetLightDirection7() const
175 { return static_cast<const SvxB3DVectorItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_7
)).GetValue(); }
176 basegfx::B3DVector
GetLightDirection8() const
177 { return static_cast<const SvxB3DVectorItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_8
)).GetValue(); }
180 sal_uInt16
GetShadowSlant() const
181 { return static_cast<const SfxUInt16Item
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_SHADOW_SLANT
)).GetValue(); }
183 // ShadeMode: 0 == FLAT, 1 == PHONG, 2 == SMOOTH, 3 == ForceDraft
184 sal_uInt16
GetShadeMode() const
185 { return static_cast<const Svx3DShadeModeItem
&>(GetObjectItemSet().Get(SDRATTR_3DSCENE_SHADE_MODE
)).GetValue(); }
187 // set flag to draw only selected
188 void SetDrawOnlySelected(bool bNew
) { bDrawOnlySelected
= bNew
; }
189 bool GetDrawOnlySelected() const { return bDrawOnlySelected
; }
190 virtual sal_uInt16
GetObjIdentifier() const SAL_OVERRIDE
;
192 virtual void NbcSetSnapRect(const Rectangle
& rRect
) SAL_OVERRIDE
;
193 virtual void NbcMove(const Size
& rSize
) SAL_OVERRIDE
;
194 virtual void NbcResize(const Point
& rRef
, const Fraction
& rXFact
,
195 const Fraction
& rYFact
) SAL_OVERRIDE
;
196 virtual void RecalcSnapRect() SAL_OVERRIDE
;
198 virtual E3dScene
* GetScene() const SAL_OVERRIDE
;
199 void SetCamera(const Camera3D
& rNewCamera
);
200 const Camera3D
& GetCamera() const { return aCamera
; }
201 void removeAllNonSelectedObjects();
203 virtual E3dScene
* Clone() const SAL_OVERRIDE
;
204 E3dScene
& operator=(const E3dScene
&);
206 virtual SdrObjGeoData
*NewGeoData() const SAL_OVERRIDE
;
207 virtual void SaveGeoData(SdrObjGeoData
& rGeo
) const SAL_OVERRIDE
;
208 virtual void RestGeoData(const SdrObjGeoData
& rGeo
) SAL_OVERRIDE
;
210 virtual void NbcSetTransform(const basegfx::B3DHomMatrix
& rMatrix
) SAL_OVERRIDE
;
211 virtual void SetTransform(const basegfx::B3DHomMatrix
& rMatrix
) SAL_OVERRIDE
;
213 virtual void NbcRotate(const Point
& rRef
, long nAngle
, double sn
, double cs
) SAL_OVERRIDE
;
214 void RotateScene(const Point
& rRef
, long nAngle
, double sn
, double cs
);
216 // TakeObjName...() is for the display in the UI, for example "3 frames selected".
217 virtual OUString
TakeObjNameSingul() const SAL_OVERRIDE
;
218 virtual OUString
TakeObjNamePlural() const SAL_OVERRIDE
;
220 // get transformations
221 B3dCamera
& GetCameraSet() { return aCameraSet
; }
222 const B3dCamera
& GetCameraSet() const { return aCameraSet
; }
225 virtual bool IsBreakObjPossible() SAL_OVERRIDE
;
227 // polygon which is built during creation
228 virtual basegfx::B2DPolyPolygon
TakeCreatePoly(const SdrDragStat
& rDrag
) const SAL_OVERRIDE
;
231 virtual bool BegCreate(SdrDragStat
& rStat
) SAL_OVERRIDE
;
232 virtual bool MovCreate(SdrDragStat
& rStat
) SAL_OVERRIDE
; // true=Xor muss repainted werden
233 virtual bool EndCreate(SdrDragStat
& rStat
, SdrCreateCmd eCmd
) SAL_OVERRIDE
;
234 virtual bool BckCreate(SdrDragStat
& rStat
) SAL_OVERRIDE
;
235 virtual void BrkCreate(SdrDragStat
& rStat
) SAL_OVERRIDE
;
238 #endif // INCLUDED_SVX_SCENE3D_HXX
240 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */