Version 7.6.3.2-android, tag libreoffice-7.6.3.2-android
[LibreOffice.git] / drawinglayer / source / processor3d / shadow3dextractor.cxx
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1 /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
2 /*
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9 * This file incorporates work covered by the following license notice:
11 * Licensed to the Apache Software Foundation (ASF) under one or more
12 * contributor license agreements. See the NOTICE file distributed
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14 * ownership. The ASF licenses this file to you under the Apache
15 * License, Version 2.0 (the "License"); you may not use this file
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17 * the License at http://www.apache.org/licenses/LICENSE-2.0 .
20 #include <processor3d/shadow3dextractor.hxx>
21 #include <primitive3d/shadowprimitive3d.hxx>
22 #include <drawinglayer/primitive2d/shadowprimitive2d.hxx>
23 #include <drawinglayer/primitive2d/unifiedtransparenceprimitive2d.hxx>
24 #include <drawinglayer/primitive3d/transformprimitive3d.hxx>
25 #include <drawinglayer/primitive3d/polygonprimitive3d.hxx>
26 #include <basegfx/polygon/b2dpolygontools.hxx>
27 #include <drawinglayer/primitive3d/polypolygonprimitive3d.hxx>
28 #include <basegfx/polygon/b2dpolypolygontools.hxx>
29 #include <drawinglayer/primitive2d/PolygonHairlinePrimitive2D.hxx>
30 #include <drawinglayer/primitive2d/PolyPolygonColorPrimitive2D.hxx>
31 #include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
32 #include <osl/diagnose.h>
33 #include <rtl/ref.hxx>
34 #include <utility>
37 using namespace com::sun::star;
40 namespace drawinglayer::processor3d
42 // as tooling, the process() implementation takes over API handling and calls this
43 // virtual render method when the primitive implementation is BasePrimitive3D-based.
44 void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate)
46 // it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
47 switch(rCandidate.getPrimitive3DID())
49 case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D :
51 // shadow3d object. Call recursive with content and start conversion
52 const primitive3d::ShadowPrimitive3D& rPrimitive = static_cast< const primitive3d::ShadowPrimitive3D& >(rCandidate);
54 // set new target
55 primitive2d::Primitive2DContainer aNewSubList;
56 primitive2d::Primitive2DContainer* pLastTargetSequence = mpPrimitive2DSequence;
57 mpPrimitive2DSequence = &aNewSubList;
59 // activate convert
60 const bool bLastConvert(mbConvert);
61 mbConvert = true;
63 // set projection flag
64 const bool bLastUseProjection(mbUseProjection);
65 mbUseProjection = rPrimitive.getShadow3D();
67 // process content
68 process(rPrimitive.getChildren());
70 // restore values
71 mbUseProjection = bLastUseProjection;
72 mbConvert = bLastConvert;
73 mpPrimitive2DSequence = pLastTargetSequence;
75 // create 2d shadow primitive with result. This also fetches all entries
76 // from aNewSubList, so there is no need to delete them
77 rtl::Reference<primitive2d::BasePrimitive2D> pNew = new primitive2d::ShadowPrimitive2D(
78 rPrimitive.getShadowTransform(),
79 rPrimitive.getShadowColor(),
80 0, // shadow3d doesn't have rPrimitive.getShadowBlur() yet.
81 std::move(aNewSubList));
83 if(basegfx::fTools::more(rPrimitive.getShadowTransparence(), 0.0))
85 // create simpleTransparencePrimitive, add created primitives
86 primitive2d::Primitive2DContainer aNewTransPrimitiveVector { pNew };
88 pNew = new primitive2d::UnifiedTransparencePrimitive2D(
89 std::move(aNewTransPrimitiveVector),
90 rPrimitive.getShadowTransparence());
93 mpPrimitive2DSequence->push_back(pNew);
95 break;
97 case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D :
99 // transform group. Remember current transformations
100 const primitive3d::TransformPrimitive3D& rPrimitive = static_cast< const primitive3d::TransformPrimitive3D& >(rCandidate);
101 const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D());
103 // create new transformation; add new object transform from right side
104 const geometry::ViewInformation3D aNewViewInformation3D(
105 aLastViewInformation3D.getObjectTransformation() * rPrimitive.getTransformation(),
106 aLastViewInformation3D.getOrientation(),
107 aLastViewInformation3D.getProjection(),
108 aLastViewInformation3D.getDeviceToView(),
109 aLastViewInformation3D.getViewTime(),
110 aLastViewInformation3D.getExtendedInformationSequence());
111 updateViewInformation(aNewViewInformation3D);
113 if(mbShadowProjectionIsValid)
115 // update buffered WorldToEye and EyeToView
116 maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
117 maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
120 // let break down
121 process(rPrimitive.getChildren());
123 // restore transformations
124 updateViewInformation(aLastViewInformation3D);
126 if(mbShadowProjectionIsValid)
128 // update buffered WorldToEye and EyeToView
129 maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
130 maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
132 break;
134 case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D :
136 // PolygonHairlinePrimitive3D
137 if(mbConvert)
139 const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rCandidate);
140 basegfx::B2DPolygon a2DHairline;
142 if(mbUseProjection)
144 if(mbShadowProjectionIsValid)
146 a2DHairline = impDoShadowProjection(rPrimitive.getB3DPolygon());
149 else
151 a2DHairline = basegfx::utils::createB2DPolygonFromB3DPolygon(rPrimitive.getB3DPolygon(), getViewInformation3D().getObjectToView());
154 if(a2DHairline.count())
156 a2DHairline.transform(getObjectTransformation());
157 mpPrimitive2DSequence->push_back(
158 new primitive2d::PolygonHairlinePrimitive2D(
159 std::move(a2DHairline),
160 basegfx::BColor()));
163 break;
165 case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D :
167 // PolyPolygonMaterialPrimitive3D
168 if(mbConvert)
170 const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rCandidate);
171 basegfx::B2DPolyPolygon a2DFill;
173 if(mbUseProjection)
175 if(mbShadowProjectionIsValid)
177 a2DFill = impDoShadowProjection(rPrimitive.getB3DPolyPolygon());
180 else
182 a2DFill = basegfx::utils::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive.getB3DPolyPolygon(), getViewInformation3D().getObjectToView());
185 if(a2DFill.count())
187 a2DFill.transform(getObjectTransformation());
188 mpPrimitive2DSequence->push_back(
189 new primitive2d::PolyPolygonColorPrimitive2D(
190 std::move(a2DFill),
191 basegfx::BColor()));
194 break;
196 default :
198 // process recursively
199 process(rCandidate.get3DDecomposition(getViewInformation3D()));
200 break;
205 Shadow3DExtractingProcessor::Shadow3DExtractingProcessor(
206 const geometry::ViewInformation3D& rViewInformation,
207 basegfx::B2DHomMatrix aObjectTransformation,
208 const basegfx::B3DVector& rLightNormal,
209 double fShadowSlant,
210 const basegfx::B3DRange& rContained3DRange)
211 : BaseProcessor3D(rViewInformation),
212 mpPrimitive2DSequence(&maPrimitive2DSequence),
213 maObjectTransformation(std::move(aObjectTransformation)),
214 maLightNormal(rLightNormal),
215 mfLightPlaneScalar(0.0),
216 mbShadowProjectionIsValid(false),
217 mbConvert(false),
218 mbUseProjection(false)
220 // normalize light normal, get and normalize shadow plane normal and calculate scalar from it
221 maLightNormal.normalize();
222 maShadowPlaneNormal = basegfx::B3DVector(0.0, sin(fShadowSlant), cos(fShadowSlant));
223 maShadowPlaneNormal.normalize();
224 mfLightPlaneScalar = maLightNormal.scalar(maShadowPlaneNormal);
226 // use only when scalar is > 0.0, so the light is in front of the object
227 if(!basegfx::fTools::more(mfLightPlaneScalar, 0.0))
228 return;
230 // prepare buffered WorldToEye and EyeToView
231 maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
232 maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
234 // calculate range to get front edge around which to rotate the shadow's projection
235 basegfx::B3DRange aContained3DRange(rContained3DRange);
236 aContained3DRange.transform(getWorldToEye());
237 maPlanePoint.setX(maShadowPlaneNormal.getX() < 0.0 ? aContained3DRange.getMinX() : aContained3DRange.getMaxX());
238 maPlanePoint.setY(maShadowPlaneNormal.getY() > 0.0 ? aContained3DRange.getMinY() : aContained3DRange.getMaxY());
239 maPlanePoint.setZ(aContained3DRange.getMinZ() - (aContained3DRange.getDepth() / 8.0));
241 // set flag that shadow projection is prepared and allowed
242 mbShadowProjectionIsValid = true;
245 Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor()
247 OSL_ENSURE(maPrimitive2DSequence.empty(),
248 "OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)");
251 basegfx::B2DPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon& rSource)
253 basegfx::B2DPolygon aRetval;
255 for(sal_uInt32 a(0); a < rSource.count(); a++)
257 // get point, transform to eye coordinate system
258 basegfx::B3DPoint aCandidate(rSource.getB3DPoint(a));
259 aCandidate *= getWorldToEye();
261 // we are in eye coordinates
262 // ray is (aCandidate + fCut * maLightNormal)
263 // plane is (maPlanePoint, maShadowPlaneNormal)
264 // maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0
265 // get cut point of ray with shadow plane
266 const double fCut(basegfx::B3DVector(maPlanePoint - aCandidate).scalar(maShadowPlaneNormal) / mfLightPlaneScalar);
267 aCandidate += maLightNormal * fCut;
269 // transform to view, use 2d coordinates
270 aCandidate *= maEyeToView;
271 aRetval.append(basegfx::B2DPoint(aCandidate.getX(), aCandidate.getY()));
274 // copy closed flag
275 aRetval.setClosed(rSource.isClosed());
277 return aRetval;
280 basegfx::B2DPolyPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource)
282 basegfx::B2DPolyPolygon aRetval;
284 for(sal_uInt32 a(0); a < rSource.count(); a++)
286 aRetval.append(impDoShadowProjection(rSource.getB3DPolygon(a)));
289 return aRetval;
292 const primitive2d::Primitive2DContainer& Shadow3DExtractingProcessor::getPrimitive2DSequence() const
294 return maPrimitive2DSequence;
297 } // end of namespace
299 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */