1 /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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21 #include <sdr/contact/viewcontactofe3dcube.hxx>
22 #include <svx/cube3d.hxx>
23 #include <drawinglayer/primitive3d/sdrcubeprimitive3d.hxx>
24 #include <sdr/primitive2d/sdrattributecreator.hxx>
25 #include <sdr/primitive3d/sdrattributecreator3d.hxx>
26 #include <basegfx/range/b3drange.hxx>
29 namespace sdr::contact
31 ViewContactOfE3dCube::ViewContactOfE3dCube(E3dCubeObj
& rCubeObj
)
32 : ViewContactOfE3d(rCubeObj
)
36 ViewContactOfE3dCube::~ViewContactOfE3dCube()
40 drawinglayer::primitive3d::Primitive3DContainer
ViewContactOfE3dCube::createViewIndependentPrimitive3DContainer() const
42 drawinglayer::primitive3d::Primitive3DContainer xRetval
;
43 const SfxItemSet
& rItemSet
= GetE3dCubeObj().GetMergedItemSet();
44 const drawinglayer::attribute::SdrLineFillShadowAttribute3D
aAttribute(
45 drawinglayer::primitive2d::createNewSdrLineFillShadowAttribute(rItemSet
, false));
47 // get cube geometry and use as translation and scaling for unit cube
48 basegfx::B3DRange aCubeRange
;
49 const basegfx::B3DVector
aCubeSize(GetE3dCubeObj().GetCubeSize());
50 const basegfx::B3DPoint
aCubePosition(GetE3dCubeObj().GetCubePos());
51 basegfx::B3DHomMatrix aWorldTransform
;
53 if(GetE3dCubeObj().GetPosIsCenter())
55 const basegfx::B3DVector
aHalfCubeSize(aCubeSize
/ 2.0);
56 aCubeRange
.expand(aCubePosition
- aHalfCubeSize
);
57 aCubeRange
.expand(aCubePosition
+ aHalfCubeSize
);
61 aCubeRange
.expand(aCubePosition
);
62 aCubeRange
.expand(aCubePosition
+ aCubeSize
);
65 // add scale and translate to world transformation
66 const basegfx::B3DVector
abjectRange(aCubeRange
.getRange());
67 aWorldTransform
.scale(abjectRange
.getX(), abjectRange
.getY(), abjectRange
.getZ());
68 aWorldTransform
.translate(aCubeRange
.getMinX(), aCubeRange
.getMinY(), aCubeRange
.getMinZ());
70 // get 3D Object Attributes
71 drawinglayer::attribute::Sdr3DObjectAttribute
aSdr3DObjectAttribute(drawinglayer::primitive2d::createNewSdr3DObjectAttribute(rItemSet
));
73 // calculate texture size to get a perfect mapping for
74 // the front/back sides
75 const basegfx::B2DVector
aTextureSize(aCubeSize
.getX(), aCubeSize
.getY());
77 // create primitive and add
78 const drawinglayer::primitive3d::Primitive3DReference
xReference(
79 new drawinglayer::primitive3d::SdrCubePrimitive3D(
80 aWorldTransform
, aTextureSize
, aAttribute
, aSdr3DObjectAttribute
));
81 xRetval
= { xReference
};
88 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */