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20 #include <drawinglayer/processor3d/shadow3dextractor.hxx>
21 #include <drawinglayer/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/primitive2d/polygonprimitive2d.hxx>
28 #include <drawinglayer/primitive3d/polypolygonprimitive3d.hxx>
29 #include <basegfx/polygon/b2dpolypolygontools.hxx>
30 #include <drawinglayer/primitive2d/polypolygonprimitive2d.hxx>
31 #include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
33 //////////////////////////////////////////////////////////////////////////////
35 using namespace com::sun::star
;
37 //////////////////////////////////////////////////////////////////////////////
39 namespace drawinglayer
43 // as tooling, the process() implementation takes over API handling and calls this
44 // virtual render method when the primitive implementation is BasePrimitive3D-based.
45 void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D
& rCandidate
)
47 // it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
48 switch(rCandidate
.getPrimitive3DID())
50 case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D
:
52 // shadow3d object. Call recursive with content and start conversion
53 const primitive3d::ShadowPrimitive3D
& rPrimitive
= static_cast< const primitive3d::ShadowPrimitive3D
& >(rCandidate
);
56 primitive2d::Primitive2DVector aNewSubList
;
57 primitive2d::Primitive2DVector
* pLastTargetSequence
= mpPrimitive2DSequence
;
58 mpPrimitive2DSequence
= &aNewSubList
;
61 const bool bLastConvert(mbConvert
);
64 // set projection flag
65 const bool bLastUseProjection(mbUseProjection
);
66 mbUseProjection
= rPrimitive
.getShadow3D();
69 process(rPrimitive
.getChildren());
72 mbUseProjection
= bLastUseProjection
;
73 mbConvert
= bLastConvert
;
74 mpPrimitive2DSequence
= pLastTargetSequence
;
76 // create 2d shadow primitive with result. This also fetches all entries
77 // from aNewSubList, so there is no need to delete them
78 primitive2d::BasePrimitive2D
* pNew
= new primitive2d::ShadowPrimitive2D(
79 rPrimitive
.getShadowTransform(),
80 rPrimitive
.getShadowColor(),
81 primitive2d::Primitive2DVectorToPrimitive2DSequence(aNewSubList
));
83 if(basegfx::fTools::more(rPrimitive
.getShadowTransparence(), 0.0))
85 // create simpleTransparencePrimitive, add created primitives
86 const primitive2d::Primitive2DReference
xRef(pNew
);
87 const primitive2d::Primitive2DSequence
aNewTransPrimitiveVector(&xRef
, 1);
89 pNew
= new primitive2d::UnifiedTransparencePrimitive2D(
90 aNewTransPrimitiveVector
,
91 rPrimitive
.getShadowTransparence());
94 mpPrimitive2DSequence
->push_back(pNew
);
98 case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D
:
100 // transform group. Remember current transformations
101 const primitive3d::TransformPrimitive3D
& rPrimitive
= static_cast< const primitive3d::TransformPrimitive3D
& >(rCandidate
);
102 const geometry::ViewInformation3D
aLastViewInformation3D(getViewInformation3D());
104 // create new transformation; add new object transform from right side
105 const geometry::ViewInformation3D
aNewViewInformation3D(
106 aLastViewInformation3D
.getObjectTransformation() * rPrimitive
.getTransformation(),
107 aLastViewInformation3D
.getOrientation(),
108 aLastViewInformation3D
.getProjection(),
109 aLastViewInformation3D
.getDeviceToView(),
110 aLastViewInformation3D
.getViewTime(),
111 aLastViewInformation3D
.getExtendedInformationSequence());
112 updateViewInformation(aNewViewInformation3D
);
114 if(mbShadowProjectionIsValid
)
116 // update buffered WorldToEye and EyeToView
117 maWorldToEye
= getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
118 maEyeToView
= getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
122 process(rPrimitive
.getChildren());
124 // restore transformations
125 updateViewInformation(aLastViewInformation3D
);
127 if(mbShadowProjectionIsValid
)
129 // update buffered WorldToEye and EyeToView
130 maWorldToEye
= getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
131 maEyeToView
= getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
135 case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D
:
137 // PolygonHairlinePrimitive3D
140 const primitive3d::PolygonHairlinePrimitive3D
& rPrimitive
= static_cast< const primitive3d::PolygonHairlinePrimitive3D
& >(rCandidate
);
141 basegfx::B2DPolygon a2DHairline
;
145 if(mbShadowProjectionIsValid
)
147 a2DHairline
= impDoShadowProjection(rPrimitive
.getB3DPolygon());
152 a2DHairline
= basegfx::tools::createB2DPolygonFromB3DPolygon(rPrimitive
.getB3DPolygon(), getViewInformation3D().getObjectToView());
155 if(a2DHairline
.count())
157 a2DHairline
.transform(getObjectTransformation());
158 mpPrimitive2DSequence
->push_back(
159 new primitive2d::PolygonHairlinePrimitive2D(
166 case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D
:
168 // PolyPolygonMaterialPrimitive3D
171 const primitive3d::PolyPolygonMaterialPrimitive3D
& rPrimitive
= static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D
& >(rCandidate
);
172 basegfx::B2DPolyPolygon a2DFill
;
176 if(mbShadowProjectionIsValid
)
178 a2DFill
= impDoShadowProjection(rPrimitive
.getB3DPolyPolygon());
183 a2DFill
= basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive
.getB3DPolyPolygon(), getViewInformation3D().getObjectToView());
188 a2DFill
.transform(getObjectTransformation());
189 mpPrimitive2DSequence
->push_back(
190 new primitive2d::PolyPolygonColorPrimitive2D(
199 // process recursively
200 process(rCandidate
.get3DDecomposition(getViewInformation3D()));
206 Shadow3DExtractingProcessor::Shadow3DExtractingProcessor(
207 const geometry::ViewInformation3D
& rViewInformation
,
208 const basegfx::B2DHomMatrix
& rObjectTransformation
,
209 const basegfx::B3DVector
& rLightNormal
,
211 const basegfx::B3DRange
& rContained3DRange
)
212 : BaseProcessor3D(rViewInformation
),
213 maPrimitive2DSequence(),
214 mpPrimitive2DSequence(&maPrimitive2DSequence
),
215 maObjectTransformation(rObjectTransformation
),
218 maLightNormal(rLightNormal
),
219 maShadowPlaneNormal(),
221 mfLightPlaneScalar(0.0),
223 mbShadowProjectionIsValid(false),
225 mbUseProjection(false)
227 // normalize light normal, get and normalize shadow plane normal and calculate scalar from it
228 maLightNormal
.normalize();
229 maShadowPlaneNormal
= basegfx::B3DVector(0.0, sin(fShadowSlant
), cos(fShadowSlant
));
230 maShadowPlaneNormal
.normalize();
231 mfLightPlaneScalar
= maLightNormal
.scalar(maShadowPlaneNormal
);
233 // use only when scalar is > 0.0, so the light is in front of the object
234 if(basegfx::fTools::more(mfLightPlaneScalar
, 0.0))
236 // prepare buffered WorldToEye and EyeToView
237 maWorldToEye
= getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
238 maEyeToView
= getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
240 // calculate range to get front edge around which to rotate the shadow's projection
241 basegfx::B3DRange
aContained3DRange(rContained3DRange
);
242 aContained3DRange
.transform(getWorldToEye());
243 maPlanePoint
.setX(maShadowPlaneNormal
.getX() < 0.0 ? aContained3DRange
.getMinX() : aContained3DRange
.getMaxX());
244 maPlanePoint
.setY(maShadowPlaneNormal
.getY() > 0.0 ? aContained3DRange
.getMinY() : aContained3DRange
.getMaxY());
245 maPlanePoint
.setZ(aContained3DRange
.getMinZ() - (aContained3DRange
.getDepth() / 8.0));
247 // set flag that shadow projection is prepared and allowed
248 mbShadowProjectionIsValid
= true;
252 Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor()
254 OSL_ENSURE(0 == maPrimitive2DSequence
.size(),
255 "OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)");
256 for(sal_uInt32
a(0); a
< maPrimitive2DSequence
.size(); a
++)
258 delete maPrimitive2DSequence
[a
];
262 basegfx::B2DPolygon
Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon
& rSource
)
264 basegfx::B2DPolygon aRetval
;
266 for(sal_uInt32
a(0L); a
< rSource
.count(); a
++)
268 // get point, transform to eye coordinate system
269 basegfx::B3DPoint
aCandidate(rSource
.getB3DPoint(a
));
270 aCandidate
*= getWorldToEye();
272 // we are in eye coordinates
273 // ray is (aCandidate + fCut * maLightNormal)
274 // plane is (maPlanePoint, maShadowPlaneNormal)
275 // maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0
276 // get cut point of ray with shadow plane
277 const double fCut(basegfx::B3DVector(maPlanePoint
- aCandidate
).scalar(maShadowPlaneNormal
) / mfLightPlaneScalar
);
278 aCandidate
+= maLightNormal
* fCut
;
280 // transform to view, use 2d coordinates
281 aCandidate
*= getEyeToView();
282 aRetval
.append(basegfx::B2DPoint(aCandidate
.getX(), aCandidate
.getY()));
286 aRetval
.setClosed(rSource
.isClosed());
291 basegfx::B2DPolyPolygon
Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon
& rSource
)
293 basegfx::B2DPolyPolygon aRetval
;
295 for(sal_uInt32
a(0L); a
< rSource
.count(); a
++)
297 aRetval
.append(impDoShadowProjection(rSource
.getB3DPolygon(a
)));
303 const primitive2d::Primitive2DSequence
Shadow3DExtractingProcessor::getPrimitive2DSequence() const
305 return Primitive2DVectorToPrimitive2DSequence(maPrimitive2DSequence
);
308 } // end of namespace processor3d
309 } // end of namespace drawinglayer
311 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */