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[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 /*
3 * This file is part of the LibreOffice project.
5 * This Source Code Form is subject to the terms of the Mozilla Public
6 * License, v. 2.0. If a copy of the MPL was not distributed with this
7 * file, You can obtain one at http://mozilla.org/MPL/2.0/.
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
13 * with this work for additional information regarding copyright
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
16 * except in compliance with the License. You may obtain a copy of
17 * the License at http://www.apache.org/licenses/LICENSE-2.0 .
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>
34 using namespace com::sun::star;
37 namespace drawinglayer
39 namespace processor3d
41 // as tooling, the process() implementation takes over API handling and calls this
42 // virtual render method when the primitive implementation is BasePrimitive3D-based.
43 void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate)
45 // it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
46 switch(rCandidate.getPrimitive3DID())
48 case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D :
50 // shadow3d object. Call recursive with content and start conversion
51 const primitive3d::ShadowPrimitive3D& rPrimitive = static_cast< const primitive3d::ShadowPrimitive3D& >(rCandidate);
53 // set new target
54 primitive2d::Primitive2DContainer aNewSubList;
55 primitive2d::Primitive2DContainer* pLastTargetSequence = mpPrimitive2DSequence;
56 mpPrimitive2DSequence = &aNewSubList;
58 // activate convert
59 const bool bLastConvert(mbConvert);
60 mbConvert = true;
62 // set projection flag
63 const bool bLastUseProjection(mbUseProjection);
64 mbUseProjection = rPrimitive.getShadow3D();
66 // process content
67 process(rPrimitive.getChildren());
69 // restore values
70 mbUseProjection = bLastUseProjection;
71 mbConvert = bLastConvert;
72 mpPrimitive2DSequence = pLastTargetSequence;
74 // create 2d shadow primitive with result. This also fetches all entries
75 // from aNewSubList, so there is no need to delete them
76 primitive2d::BasePrimitive2D* pNew = new primitive2d::ShadowPrimitive2D(
77 rPrimitive.getShadowTransform(),
78 rPrimitive.getShadowColor(),
79 aNewSubList);
81 if(basegfx::fTools::more(rPrimitive.getShadowTransparence(), 0.0))
83 // create simpleTransparencePrimitive, add created primitives
84 const primitive2d::Primitive2DReference xRef(pNew);
85 const primitive2d::Primitive2DContainer aNewTransPrimitiveVector { xRef };
87 pNew = new primitive2d::UnifiedTransparencePrimitive2D(
88 aNewTransPrimitiveVector,
89 rPrimitive.getShadowTransparence());
92 mpPrimitive2DSequence->push_back(pNew);
94 break;
96 case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D :
98 // transform group. Remember current transformations
99 const primitive3d::TransformPrimitive3D& rPrimitive = static_cast< const primitive3d::TransformPrimitive3D& >(rCandidate);
100 const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D());
102 // create new transformation; add new object transform from right side
103 const geometry::ViewInformation3D aNewViewInformation3D(
104 aLastViewInformation3D.getObjectTransformation() * rPrimitive.getTransformation(),
105 aLastViewInformation3D.getOrientation(),
106 aLastViewInformation3D.getProjection(),
107 aLastViewInformation3D.getDeviceToView(),
108 aLastViewInformation3D.getViewTime(),
109 aLastViewInformation3D.getExtendedInformationSequence());
110 updateViewInformation(aNewViewInformation3D);
112 if(mbShadowProjectionIsValid)
114 // update buffered WorldToEye and EyeToView
115 maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
116 maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
119 // let break down
120 process(rPrimitive.getChildren());
122 // restore transformations
123 updateViewInformation(aLastViewInformation3D);
125 if(mbShadowProjectionIsValid)
127 // update buffered WorldToEye and EyeToView
128 maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
129 maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
131 break;
133 case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D :
135 // PolygonHairlinePrimitive3D
136 if(mbConvert)
138 const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rCandidate);
139 basegfx::B2DPolygon a2DHairline;
141 if(mbUseProjection)
143 if(mbShadowProjectionIsValid)
145 a2DHairline = impDoShadowProjection(rPrimitive.getB3DPolygon());
148 else
150 a2DHairline = basegfx::utils::createB2DPolygonFromB3DPolygon(rPrimitive.getB3DPolygon(), getViewInformation3D().getObjectToView());
153 if(a2DHairline.count())
155 a2DHairline.transform(getObjectTransformation());
156 mpPrimitive2DSequence->push_back(
157 new primitive2d::PolygonHairlinePrimitive2D(
158 a2DHairline,
159 basegfx::BColor()));
162 break;
164 case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D :
166 // PolyPolygonMaterialPrimitive3D
167 if(mbConvert)
169 const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rCandidate);
170 basegfx::B2DPolyPolygon a2DFill;
172 if(mbUseProjection)
174 if(mbShadowProjectionIsValid)
176 a2DFill = impDoShadowProjection(rPrimitive.getB3DPolyPolygon());
179 else
181 a2DFill = basegfx::utils::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive.getB3DPolyPolygon(), getViewInformation3D().getObjectToView());
184 if(a2DFill.count())
186 a2DFill.transform(getObjectTransformation());
187 mpPrimitive2DSequence->push_back(
188 new primitive2d::PolyPolygonColorPrimitive2D(
189 a2DFill,
190 basegfx::BColor()));
193 break;
195 default :
197 // process recursively
198 process(rCandidate.get3DDecomposition(getViewInformation3D()));
199 break;
204 Shadow3DExtractingProcessor::Shadow3DExtractingProcessor(
205 const geometry::ViewInformation3D& rViewInformation,
206 const basegfx::B2DHomMatrix& rObjectTransformation,
207 const basegfx::B3DVector& rLightNormal,
208 double fShadowSlant,
209 const basegfx::B3DRange& rContained3DRange)
210 : BaseProcessor3D(rViewInformation),
211 maPrimitive2DSequence(),
212 mpPrimitive2DSequence(&maPrimitive2DSequence),
213 maObjectTransformation(rObjectTransformation),
214 maWorldToEye(),
215 maEyeToView(),
216 maLightNormal(rLightNormal),
217 maShadowPlaneNormal(),
218 maPlanePoint(),
219 mfLightPlaneScalar(0.0),
220 mbShadowProjectionIsValid(false),
221 mbConvert(false),
222 mbUseProjection(false)
224 // normalize light normal, get and normalize shadow plane normal and calculate scalar from it
225 maLightNormal.normalize();
226 maShadowPlaneNormal = basegfx::B3DVector(0.0, sin(fShadowSlant), cos(fShadowSlant));
227 maShadowPlaneNormal.normalize();
228 mfLightPlaneScalar = maLightNormal.scalar(maShadowPlaneNormal);
230 // use only when scalar is > 0.0, so the light is in front of the object
231 if(basegfx::fTools::more(mfLightPlaneScalar, 0.0))
233 // prepare buffered WorldToEye and EyeToView
234 maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
235 maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
237 // calculate range to get front edge around which to rotate the shadow's projection
238 basegfx::B3DRange aContained3DRange(rContained3DRange);
239 aContained3DRange.transform(getWorldToEye());
240 maPlanePoint.setX(maShadowPlaneNormal.getX() < 0.0 ? aContained3DRange.getMinX() : aContained3DRange.getMaxX());
241 maPlanePoint.setY(maShadowPlaneNormal.getY() > 0.0 ? aContained3DRange.getMinY() : aContained3DRange.getMaxY());
242 maPlanePoint.setZ(aContained3DRange.getMinZ() - (aContained3DRange.getDepth() / 8.0));
244 // set flag that shadow projection is prepared and allowed
245 mbShadowProjectionIsValid = true;
249 Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor()
251 OSL_ENSURE(maPrimitive2DSequence.empty(),
252 "OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)");
255 basegfx::B2DPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon& rSource)
257 basegfx::B2DPolygon aRetval;
259 for(sal_uInt32 a(0); a < rSource.count(); a++)
261 // get point, transform to eye coordinate system
262 basegfx::B3DPoint aCandidate(rSource.getB3DPoint(a));
263 aCandidate *= getWorldToEye();
265 // we are in eye coordinates
266 // ray is (aCandidate + fCut * maLightNormal)
267 // plane is (maPlanePoint, maShadowPlaneNormal)
268 // maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0
269 // get cut point of ray with shadow plane
270 const double fCut(basegfx::B3DVector(maPlanePoint - aCandidate).scalar(maShadowPlaneNormal) / mfLightPlaneScalar);
271 aCandidate += maLightNormal * fCut;
273 // transform to view, use 2d coordinates
274 aCandidate *= maEyeToView;
275 aRetval.append(basegfx::B2DPoint(aCandidate.getX(), aCandidate.getY()));
278 // copy closed flag
279 aRetval.setClosed(rSource.isClosed());
281 return aRetval;
284 basegfx::B2DPolyPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource)
286 basegfx::B2DPolyPolygon aRetval;
288 for(sal_uInt32 a(0); a < rSource.count(); a++)
290 aRetval.append(impDoShadowProjection(rSource.getB3DPolygon(a)));
293 return aRetval;
296 const primitive2d::Primitive2DContainer& Shadow3DExtractingProcessor::getPrimitive2DSequence() const
298 return maPrimitive2DSequence;
301 } // end of namespace processor3d
302 } // end of namespace drawinglayer
304 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */