1 /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
3 * This file is part of the LibreOffice project.
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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
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21 #include "svx/svdstr.hrc"
22 #include "svx/svdglob.hxx"
23 #include "svx/svditer.hxx"
26 #include <svx/globl3d.hxx>
27 #include <svx/svdpage.hxx>
28 #include <svl/style.hxx>
29 #include <svx/scene3d.hxx>
30 #include <svx/e3dundo.hxx>
31 #include <svx/svdtrans.hxx>
32 #include <svx/svxids.hrc>
33 #include <editeng/colritem.hxx>
34 #include <svx/e3ditem.hxx>
35 #include <svx/xlntrit.hxx>
36 #include <svx/xfltrit.hxx>
37 #include <svx/svx3ditems.hxx>
38 #include <svl/whiter.hxx>
39 #include <svx/xflftrit.hxx>
40 #include <svx/sdr/properties/e3dsceneproperties.hxx>
41 #include <svx/sdr/contact/viewcontactofe3dscene.hxx>
42 #include <svx/svddrag.hxx>
43 #include <helperminimaldepth3d.hxx>
45 #include <drawinglayer/geometry/viewinformation3d.hxx>
46 #include <basegfx/polygon/b2dpolypolygontools.hxx>
47 #include <svx/e3dsceneupdater.hxx>
49 //////////////////////////////////////////////////////////////////////////////
54 double mfMinimalDepth
;
60 ImpRemap3DDepth(sal_uInt32 nOrdNum
, double fMinimalDepth
);
61 ImpRemap3DDepth(sal_uInt32 nOrdNum
);
65 bool operator<(const ImpRemap3DDepth
& rComp
) const;
67 sal_uInt32
GetOrdNum() const { return mnOrdNum
; }
68 bool IsScene() const { return mbIsScene
; }
71 ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum
, double fMinimalDepth
)
73 mfMinimalDepth(fMinimalDepth
),
78 ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum
)
85 ImpRemap3DDepth::~ImpRemap3DDepth()
89 bool ImpRemap3DDepth::operator<(const ImpRemap3DDepth
& rComp
) const
103 return mfMinimalDepth
< rComp
.mfMinimalDepth
;
108 // typedefs for a vector of ImpRemap3DDepths
109 typedef ::std::vector
< ImpRemap3DDepth
> ImpRemap3DDepthVector
;
111 //////////////////////////////////////////////////////////////////////////////
113 class Imp3DDepthRemapper
115 ImpRemap3DDepthVector maVector
;
118 Imp3DDepthRemapper(E3dScene
& rScene
);
119 ~Imp3DDepthRemapper();
121 sal_uInt32
RemapOrdNum(sal_uInt32 nOrdNum
) const;
124 Imp3DDepthRemapper::Imp3DDepthRemapper(E3dScene
& rScene
)
126 // only called when rScene.GetSubList() and nObjCount > 1L
127 SdrObjList
* pList
= rScene
.GetSubList();
128 const sal_uInt32
nObjCount(pList
->GetObjCount());
130 for(sal_uInt32
a(0L); a
< nObjCount
; a
++)
132 SdrObject
* pCandidate
= pList
->GetObj(a
);
136 if(pCandidate
->ISA(E3dCompoundObject
))
138 // single 3d object, calc depth
139 const double fMinimalDepth(getMinimalDepthInViewCoordinates(static_cast< const E3dCompoundObject
& >(*pCandidate
)));
140 ImpRemap3DDepth
aEntry(a
, fMinimalDepth
);
141 maVector
.push_back(aEntry
);
145 // scene, use standard entry for scene
146 ImpRemap3DDepth
aEntry(a
);
147 maVector
.push_back(aEntry
);
152 // now, we need to sort the maVector by it's members minimal depth. The
153 // smaller, the nearer to the viewer.
154 ::std::sort(maVector
.begin(), maVector
.end());
157 Imp3DDepthRemapper::~Imp3DDepthRemapper()
161 sal_uInt32
Imp3DDepthRemapper::RemapOrdNum(sal_uInt32 nOrdNum
) const
163 if(nOrdNum
< maVector
.size())
165 nOrdNum
= maVector
[(maVector
.size() - 1) - nOrdNum
].GetOrdNum();
171 //////////////////////////////////////////////////////////////////////////////
172 // BaseProperties section
174 sdr::properties::BaseProperties
* E3dScene::CreateObjectSpecificProperties()
176 return new sdr::properties::E3dSceneProperties(*this);
179 //////////////////////////////////////////////////////////////////////////////
180 // DrawContact section
182 sdr::contact::ViewContact
* E3dScene::CreateObjectSpecificViewContact()
184 return new sdr::contact::ViewContactOfE3dScene(*this);
187 //////////////////////////////////////////////////////////////////////////////
189 TYPEINIT1(E3dScene
, E3dObject
);
193 aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
194 mp3DDepthRemapper(0L),
195 bDrawOnlySelected(false)
198 E3dDefaultAttributes aDefault
;
199 SetDefaultAttributes(aDefault
);
202 E3dScene::E3dScene(E3dDefaultAttributes
& rDefault
)
204 aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
205 mp3DDepthRemapper(0L),
206 bDrawOnlySelected(false)
209 SetDefaultAttributes(rDefault
);
212 void E3dScene::SetDefaultAttributes(E3dDefaultAttributes
& /*rDefault*/)
214 // For WIN95/NT turn off the FP-Exceptions
216 _control87( _MCW_EM
, _MCW_EM
);
220 aCamera
.SetViewWindow(-2, -2, 4, 4);
221 aCameraSet
.SetDeviceRectangle(-2, 2, -2, 2);
222 aCamera
.SetDeviceWindow(Rectangle(0, 0, 10, 10));
223 Rectangle
aRect(0, 0, 10, 10);
224 aCameraSet
.SetViewportRectangle(aRect
);
226 // set defaults for Camera from ItemPool
227 aCamera
.SetProjection(GetPerspective());
228 basegfx::B3DPoint
aActualPosition(aCamera
.GetPosition());
229 double fNew
= GetDistance();
231 if(fabs(fNew
- aActualPosition
.getZ()) > 1.0)
233 aCamera
.SetPosition( basegfx::B3DPoint( aActualPosition
.getX(), aActualPosition
.getY(), fNew
) );
236 fNew
= GetFocalLength() / 100.0;
237 aCamera
.SetFocalLength(fNew
);
240 E3dScene::~E3dScene()
242 ImpCleanup3DDepthMapper();
245 basegfx::B2DPolyPolygon
E3dScene::TakeXorPoly() const
247 const sdr::contact::ViewContactOfE3dScene
& rVCScene
= static_cast< sdr::contact::ViewContactOfE3dScene
& >(GetViewContact());
248 const drawinglayer::geometry::ViewInformation3D
aViewInfo3D(rVCScene
.getViewInformation3D());
249 const basegfx::B3DPolyPolygon
aCubePolyPolygon(CreateWireframe());
251 basegfx::B2DPolyPolygon
aRetval(basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(aCubePolyPolygon
,
252 aViewInfo3D
.getObjectToView()));
253 aRetval
.transform(rVCScene
.getObjectTransformation());
258 void E3dScene::ImpCleanup3DDepthMapper()
260 if(mp3DDepthRemapper
)
262 delete mp3DDepthRemapper
;
263 mp3DDepthRemapper
= 0L;
267 sal_uInt32
E3dScene::RemapOrdNum(sal_uInt32 nNewOrdNum
) const
269 if(!mp3DDepthRemapper
)
271 const sal_uInt32
nObjCount(GetSubList() ? GetSubList()->GetObjCount() : 0L);
275 ((E3dScene
*)this)->mp3DDepthRemapper
= new Imp3DDepthRemapper((E3dScene
&)(*this));
279 if(mp3DDepthRemapper
)
281 return mp3DDepthRemapper
->RemapOrdNum(nNewOrdNum
);
287 sal_uInt16
E3dScene::GetObjIdentifier() const
292 void E3dScene::SetBoundRectDirty()
294 E3dScene
* pScene
= GetScene();
298 // avoid resetting aOutRect which in case of a 3D scene used as 2d object
299 // is model data,not re-creatable view data
303 // if not the outmost scene it is used as group in 3d, call parent
304 E3dObject::SetBoundRectDirty();
308 void E3dScene::NbcSetSnapRect(const Rectangle
& rRect
)
311 E3dObject::NbcSetSnapRect(rRect
);
312 aCamera
.SetDeviceWindow(rRect
);
313 aCameraSet
.SetViewportRectangle((Rectangle
&)rRect
);
315 ImpCleanup3DDepthMapper();
318 void E3dScene::NbcMove(const Size
& rSize
)
320 Rectangle aNewSnapRect
= GetSnapRect();
321 MoveRect(aNewSnapRect
, rSize
);
322 NbcSetSnapRect(aNewSnapRect
);
325 void E3dScene::NbcResize(const Point
& rRef
, const Fraction
& rXFact
,
326 const Fraction
& rYFact
)
328 Rectangle aNewSnapRect
= GetSnapRect();
329 ResizeRect(aNewSnapRect
, rRef
, rXFact
, rYFact
);
330 NbcSetSnapRect(aNewSnapRect
);
333 // Set new camera, and thus mark the scene and if possible the bound volume
336 void E3dScene::SetCamera(const Camera3D
& rNewCamera
)
339 aCamera
= rNewCamera
;
340 ((sdr::properties::E3dSceneProperties
&)GetProperties()).SetSceneItemsFromCamera();
344 // Fill new camera from old
345 Camera3D
& rCam
= (Camera3D
&)GetCamera();
348 if(rCam
.GetAspectMapping() == AS_NO_MAPPING
)
349 GetCameraSet().SetRatio(0.0);
351 // Set Imaging geometry
352 basegfx::B3DPoint
aVRP(rCam
.GetViewPoint());
353 basegfx::B3DVector
aVPN(aVRP
- rCam
.GetVRP());
354 basegfx::B3DVector
aVUV(rCam
.GetVUV());
356 // use SetViewportValues() to set VRP, VPN and VUV as vectors, too.
357 // Else these values would not be exported/imported correctly.
358 GetCameraSet().SetViewportValues(aVRP
, aVPN
, aVUV
);
361 GetCameraSet().SetPerspective(rCam
.GetProjection() == PR_PERSPECTIVE
);
362 GetCameraSet().SetViewportRectangle((Rectangle
&)rCam
.GetDeviceWindow());
364 ImpCleanup3DDepthMapper();
367 void E3dScene::NewObjectInserted(const E3dObject
* p3DObj
)
369 E3dObject::NewObjectInserted(p3DObj
);
371 if ( p3DObj
== this )
374 ImpCleanup3DDepthMapper();
377 // Inform parent of changes of a child
379 void E3dScene::StructureChanged()
381 E3dObject::StructureChanged();
384 ImpCleanup3DDepthMapper();
387 // Determine the overall scene object
389 E3dScene
* E3dScene::GetScene() const
392 return GetParentObj()->GetScene();
394 return (E3dScene
*)this;
397 void E3dScene::removeAllNonSelectedObjects()
399 E3DModifySceneSnapRectUpdater
aUpdater(this);
401 for(sal_uInt32
a(0); a
< maSubList
.GetObjCount(); a
++)
403 SdrObject
* pObj
= maSubList
.GetObj(a
);
407 bool bRemoveObject(false);
409 if(pObj
->ISA(E3dScene
))
411 E3dScene
* pScene
= (E3dScene
*)pObj
;
413 // iterate over this sub-scene
414 pScene
->removeAllNonSelectedObjects();
416 // check object count. Empty scenes can be deleted
417 const sal_uInt32
nObjCount(pScene
->GetSubList() ? pScene
->GetSubList()->GetObjCount() : 0);
421 // all objects removed, scene can be removed, too
422 bRemoveObject
= true;
425 else if(pObj
->ISA(E3dCompoundObject
))
427 E3dCompoundObject
* pCompound
= (E3dCompoundObject
*)pObj
;
429 if(!pCompound
->GetSelected())
431 bRemoveObject
= true;
437 maSubList
.NbcRemoveObject(pObj
->GetOrdNum());
439 SdrObject::Free(pObj
);
445 E3dScene
* E3dScene::Clone() const
447 return CloneHelper
< E3dScene
>();
450 E3dScene
& E3dScene::operator=(const E3dScene
& rObj
)
454 E3dObject::operator=(rObj
);
456 const E3dScene
& r3DObj
= (const E3dScene
&) rObj
;
457 aCamera
= r3DObj
.aCamera
;
459 aCameraSet
= r3DObj
.aCameraSet
;
460 ((sdr::properties::E3dSceneProperties
&)GetProperties()).SetSceneItemsFromCamera();
462 InvalidateBoundVolume();
466 ImpCleanup3DDepthMapper();
469 // After a Scene as model object is cloned, the used
470 // ViewContactOfE3dScene is created and partially used
471 // to calculate Bound/SnapRects, but - since quite some
472 // values are buffered at the VC - not really well
473 // initialized. It would be possible to always watch for
474 // preconditions of buffered data, but this would be expensive
475 // and would create a lot of short living data structures.
476 // It is currently better to flush that data, e.g. by using
477 // ActionChanged at the VC which will for this class
478 // flush that cached data and initalize it's valid reconstruction
479 GetViewContact().ActionChanged();
483 // Rebuild Light- and label- object lists rebuild (after loading, allocation)
485 void E3dScene::RebuildLists()
488 SdrLayerID nCurrLayerID
= GetLayer();
490 SdrObjListIter
a3DIterator(maSubList
, IM_FLAT
);
492 // then examine all the objects in the scene
493 while ( a3DIterator
.IsMore() )
495 E3dObject
* p3DObj
= (E3dObject
*) a3DIterator
.Next();
496 p3DObj
->NbcSetLayer(nCurrLayerID
);
497 NewObjectInserted(p3DObj
);
501 SdrObjGeoData
*E3dScene::NewGeoData() const
503 return new E3DSceneGeoData
;
506 void E3dScene::SaveGeoData(SdrObjGeoData
& rGeo
) const
508 E3dObject::SaveGeoData (rGeo
);
510 ((E3DSceneGeoData
&) rGeo
).aCamera
= aCamera
;
513 void E3dScene::RestGeoData(const SdrObjGeoData
& rGeo
)
515 // #i94832# removed E3DModifySceneSnapRectUpdater here.
516 // It should not be needed, is already part of E3dObject::RestGeoData
517 E3dObject::RestGeoData (rGeo
);
518 SetCamera (((E3DSceneGeoData
&) rGeo
).aCamera
);
521 // Something was changed in the style sheet, so change scene
523 void E3dScene::Notify(SfxBroadcaster
&rBC
, const SfxHint
&rHint
)
526 E3dObject::Notify(rBC
, rHint
);
529 void E3dScene::RotateScene (const Point
& rRef
, long /*nWink*/, double sn
, double cs
)
531 Point UpperLeft
, LowerRight
, Center
, NewCenter
;
533 UpperLeft
= aOutRect
.TopLeft();
534 LowerRight
= aOutRect
.BottomRight();
536 long dxOutRectHalf
= labs(UpperLeft
.X() - LowerRight
.X());
538 long dyOutRectHalf
= labs(UpperLeft
.Y() - LowerRight
.Y());
541 // Only the center is moved. The corners are moved by NbcMove. For the
542 // rotation a cartesian coordinate system is used in which the pivot
543 // point is the origin, and the y-axis increases upward, the X-axis to
544 // the right. This must be especially noted for the Y-values.
545 // (When considering a flat piece of paper the Y-axis pointing downwards
546 Center
.X() = (UpperLeft
.X() + dxOutRectHalf
) - rRef
.X();
547 Center
.Y() = -((UpperLeft
.Y() + dyOutRectHalf
) - rRef
.Y());
548 // A few special cases has to be dealt with first (n * 90 degrees n integer)
549 if (sn
==1.0 && cs
==0.0) { // 90deg
550 NewCenter
.X() = -Center
.Y();
551 NewCenter
.Y() = -Center
.X();
552 } else if (sn
==0.0 && cs
==-1.0) { // 180deg
553 NewCenter
.X() = -Center
.X();
554 NewCenter
.Y() = -Center
.Y();
555 } else if (sn
==-1.0 && cs
==0.0) { // 270deg
556 NewCenter
.X() = Center
.Y();
557 NewCenter
.Y() = -Center
.X();
559 else // Here it is rotated to any angle in the mathematically
560 // positive direction!
561 { // xnew = x * cos(alpha) - y * sin(alpha)
562 // ynew = x * sin(alpha) + y * cos(alpha)
563 // Bottom Right is not rotated: the pages of aOutRect must
564 // remain parallel to the coordinate axes.
565 NewCenter
.X() = (long) (Center
.X() * cs
- Center
.Y() * sn
);
566 NewCenter
.Y() = (long) (Center
.X() * sn
+ Center
.Y() * cs
);
570 Point DiffPoint
= (NewCenter
- Center
);
571 Differenz
.Width() = DiffPoint
.X();
572 Differenz
.Height() = -DiffPoint
.Y(); // Note that the Y-axis is counted ad positive downward.
573 NbcMove (Differenz
); // Actually executes the coordinate transformation.
576 void E3dScene::TakeObjNameSingul(XubString
& rName
) const
578 rName
=ImpGetResStr(STR_ObjNameSingulScene3d
);
580 String
aName( GetName() );
583 rName
+= sal_Unicode(' ');
584 rName
+= sal_Unicode('\'');
586 rName
+= sal_Unicode('\'');
590 void E3dScene::TakeObjNamePlural(XubString
& rName
) const
592 rName
=ImpGetResStr(STR_ObjNamePluralScene3d
);
595 // The NbcRotate routine overloads the one of the SdrObject. The idea is
596 // to be able to rotate the scene relative to the position of the scene
597 // and then the objects in the scene
599 void E3dScene::NbcSetTransform(const basegfx::B3DHomMatrix
& rMatrix
)
601 if(maTransformation
!= rMatrix
)
604 E3dObject::NbcSetTransform(rMatrix
);
608 void E3dScene::SetTransform(const basegfx::B3DHomMatrix
& rMatrix
)
610 if(rMatrix
!= maTransformation
)
613 E3dObject::SetTransform(rMatrix
);
617 void E3dScene::NbcRotate(const Point
& rRef
, long nWink
, double sn
, double cs
)
619 // So currently the glue points are defined relative to the scene aOutRect.
620 // Before turning the glue points are defined relative to the page. They
621 // take no part in the rotation of the scene. To ensure this, there is the
622 // SetGlueReallyAbsolute(sal_True);
624 // So that was the scene, now the objects used in the scene
625 // 3D objects, if there is only one it can still have multiple surfaces but
626 // the surfaces do not hve to be connected. This allows you to access child
627 // objects. So going through the entire list and rotate around the Z axis
628 // through the enter of aOutRect's (Steiner's theorem), so RotateZ
630 RotateScene (rRef
, nWink
, sn
, cs
); // Rotates the scene
631 double fWinkelInRad
= nWink
/100 * F_PI180
;
633 basegfx::B3DHomMatrix aRotation
;
634 aRotation
.rotate(0.0, 0.0, fWinkelInRad
);
635 NbcSetTransform(aRotation
* GetTransform());
637 SetRectsDirty(); // This forces a recalculation of all BoundRects
638 NbcRotateGluePoints(rRef
,nWink
,sn
,cs
); // Rotate the glue points (who still
639 // have coordinates relative to the
641 SetGlueReallyAbsolute(sal_False
); // from now they are again relative to BoundRect (that is defined as aOutRect)
645 void E3dScene::RecalcSnapRect()
647 E3dScene
* pScene
= GetScene();
651 // The Scene is used as a 2D-Objekt, take the SnapRect from the
652 // 2D Display settings
653 Camera3D
& rCam
= (Camera3D
&)pScene
->GetCamera();
654 maSnapRect
= rCam
.GetDeviceWindow();
658 // The Scene itself is a member of another scene, get the SnapRect
659 // as a composite object
660 E3dObject::RecalcSnapRect();
664 bool E3dScene::IsBreakObjPossible()
666 // Break scene, if all members are able to break
667 SdrObjListIter
a3DIterator(maSubList
, IM_DEEPWITHGROUPS
);
669 while ( a3DIterator
.IsMore() )
671 E3dObject
* pObj
= (E3dObject
*) a3DIterator
.Next();
672 DBG_ASSERT(pObj
->ISA(E3dObject
), "only 3D objects are allowed in scenes!");
673 if(!pObj
->IsBreakObjPossible())
680 basegfx::B2DPolyPolygon
E3dScene::TakeCreatePoly(const SdrDragStat
& /*rDrag*/) const
682 return TakeXorPoly();
685 bool E3dScene::BegCreate(SdrDragStat
& rStat
)
687 rStat
.SetOrtho4Possible();
688 Rectangle
aRect1(rStat
.GetStart(), rStat
.GetNow());
690 rStat
.SetActionRect(aRect1
);
691 NbcSetSnapRect(aRect1
);
695 bool E3dScene::MovCreate(SdrDragStat
& rStat
)
698 rStat
.TakeCreateRect(aRect1
);
700 rStat
.SetActionRect(aRect1
);
701 NbcSetSnapRect(aRect1
);
703 bSnapRectDirty
=sal_True
;
707 bool E3dScene::EndCreate(SdrDragStat
& rStat
, SdrCreateCmd eCmd
)
710 rStat
.TakeCreateRect(aRect1
);
712 NbcSetSnapRect(aRect1
);
714 return (eCmd
==SDRCREATE_FORCEEND
|| rStat
.GetPointAnz()>=2);
717 bool E3dScene::BckCreate(SdrDragStat
& /*rStat*/)
722 void E3dScene::BrkCreate(SdrDragStat
& /*rStat*/)
726 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */