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22 #include <drawinglayer/drawinglayerdllapi.h>
24 #include <drawinglayer/primitive2d/BufferedDecompositionPrimitive2D.hxx>
25 #include <drawinglayer/primitive3d/baseprimitive3d.hxx>
26 #include <drawinglayer/geometry/viewinformation3d.hxx>
27 #include <basegfx/matrix/b2dhommatrix.hxx>
30 // Embedded3DPrimitive2D class
32 namespace drawinglayer::primitive2d
34 /** Embedded3DPrimitive2D class
36 This is a helper primitive which allows embedding of single 3D
37 primitives to the 2D primitive logic. It will get the scene it's
38 involved and thus the 3D transformation. With this information it
39 is able to provide 2D range data for a 3D primitive.
41 This primitive will not be visualized and decomposes to a yellow
42 2D rectangle to visualize that this should never be visualized
44 class DRAWINGLAYER_DLLPUBLIC Embedded3DPrimitive2D final
: public BufferedDecompositionPrimitive2D
47 /// the sequence of 3d primitives
48 primitive3d::Primitive3DContainer mxChildren3D
;
50 /// the 2D scene object transformation
51 basegfx::B2DHomMatrix maObjectTransformation
;
53 /// the 3D transformations
54 geometry::ViewInformation3D maViewInformation3D
;
56 /** if the embedded 3D primitives contain shadow, these parameters are needed
57 to extract the shadow which is a sequence of 2D primitives and may expand
58 the 2D range. Since every single 3D object in a scene may individually
59 have shadow or not, these values need to be provided and prepared. The shadow
60 distance itself (a 2D transformation) is part of the 3D shadow definition
62 basegfx::B3DVector maLightNormal
;
64 basegfx::B3DRange maScene3DRange
;
66 /// the primitiveSequence for on-demand created shadow primitives (see mbShadow3DChecked)
67 Primitive2DContainer maShadowPrimitives
;
69 /// #i96669# add simple range buffering for this primitive
70 basegfx::B2DRange maB2DRange
;
72 /** flag if given 3D geometry is already checked for shadow definitions and 2d shadows
73 are created in maShadowPrimitives
75 bool mbShadow3DChecked
: 1;
78 bool impGetShadow3D() const;
80 /// local decomposition.
81 virtual Primitive2DReference
create2DDecomposition(const geometry::ViewInformation2D
& rViewInformation
) const override
;
85 Embedded3DPrimitive2D(
86 primitive3d::Primitive3DContainer xChildren3D
,
87 basegfx::B2DHomMatrix aObjectTransformation
,
88 geometry::ViewInformation3D aViewInformation3D
,
89 const basegfx::B3DVector
& rLightNormal
,
91 const basegfx::B3DRange
& rScene3DRange
);
94 const primitive3d::Primitive3DContainer
& getChildren3D() const { return mxChildren3D
; }
95 const basegfx::B2DHomMatrix
& getObjectTransformation() const { return maObjectTransformation
; }
96 const geometry::ViewInformation3D
& getViewInformation3D() const { return maViewInformation3D
; }
97 const basegfx::B3DVector
& getLightNormal() const { return maLightNormal
; }
98 double getShadowSlant() const { return mfShadowSlant
; }
99 const basegfx::B3DRange
& getScene3DRange() const { return maScene3DRange
; }
102 virtual bool operator==(const BasePrimitive2D
& rPrimitive
) const override
;
105 virtual basegfx::B2DRange
getB2DRange(const geometry::ViewInformation2D
& rViewInformation
) const override
;
107 /// provide unique ID
108 virtual sal_uInt32
getPrimitive2DID() const override
;
110 } // end of namespace drawinglayer::primitive2d
113 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */