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20 #ifndef INCLUDED_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX
21 #define INCLUDED_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX
23 #include <drawinglayer/drawinglayerdllapi.h>
25 #include <drawinglayer/processor3d/baseprocessor3d.hxx>
26 #include <drawinglayer/primitive2d/baseprimitive2d.hxx>
27 #include <basegfx/matrix/b3dhommatrix.hxx>
28 #include <basegfx/polygon/b2dpolygon.hxx>
29 #include <basegfx/polygon/b2dpolypolygon.hxx>
30 #include <basegfx/matrix/b2dhommatrix.hxx>
32 namespace basegfx
{ class B3DPolyPolygon
; }
33 namespace basegfx
{ class B3DPolygon
; }
36 namespace drawinglayer
40 /** Shadow3DExtractingProcessor class
42 This processor extracts the 2D shadow geometry (projected geometry) of all fed primitives.
43 It is used to create the shadow of 3D objects which consists of 2D geometry. It needs quite
44 some data to do so since we do not only offer flat projected 2D shadow, but also projections
45 dependent on the light source
47 class DRAWINGLAYER_DLLPUBLIC Shadow3DExtractingProcessor
: public BaseProcessor3D
50 /// result holding vector (2D) and target vector for stacking (inited to &maPrimitive2DSequence)
51 primitive2d::Primitive2DContainer maPrimitive2DSequence
;
52 primitive2d::Primitive2DContainer
* mpPrimitive2DSequence
;
54 /// object transformation for scene for 2d definition
55 basegfx::B2DHomMatrix maObjectTransformation
;
57 /// prepared data (transformations) for 2D/3D shadow calculations
58 basegfx::B3DHomMatrix maWorldToEye
;
59 basegfx::B3DHomMatrix maEyeToView
;
60 basegfx::B3DVector maLightNormal
;
61 basegfx::B3DVector maShadowPlaneNormal
;
62 basegfx::B3DPoint maPlanePoint
;
63 double mfLightPlaneScalar
;
65 /// flag if shadow plane projection preparation led to valid results
66 bool mbShadowProjectionIsValid
: 1;
68 /// flag if conversion is switched on
71 /// flag if conversion shall use projection
72 bool mbUseProjection
: 1;
75 basegfx::B2DPolygon
impDoShadowProjection(const basegfx::B3DPolygon
& rSource
);
76 basegfx::B2DPolyPolygon
impDoShadowProjection(const basegfx::B3DPolyPolygon
& rSource
);
78 /* as tooling, the process() implementation takes over API handling and calls this
79 virtual render method when the primitive implementation is BasePrimitive3D-based.
81 virtual void processBasePrimitive3D(const primitive3d::BasePrimitive3D
& rCandidate
) override
;
84 Shadow3DExtractingProcessor(
85 const geometry::ViewInformation3D
& rViewInformation
,
86 const basegfx::B2DHomMatrix
& rObjectTransformation
,
87 const basegfx::B3DVector
& rLightNormal
,
89 const basegfx::B3DRange
& rContained3DRange
);
90 virtual ~Shadow3DExtractingProcessor() override
;
93 const primitive2d::Primitive2DContainer
& getPrimitive2DSequence() const;
94 const basegfx::B2DHomMatrix
& getObjectTransformation() const { return maObjectTransformation
; }
95 const basegfx::B3DHomMatrix
& getWorldToEye() const { return maWorldToEye
; }
97 } // end of namespace processor3d
98 } // end of namespace drawinglayer
100 #endif //_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX
102 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */