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20 #include <svx/sdr/contact/viewcontactofe3dscene.hxx>
21 #include <svx/sdr/contact/displayinfo.hxx>
22 #include <svx/sdr/contact/viewobjectcontact.hxx>
23 #include <basegfx/polygon/b2dpolygontools.hxx>
24 #include <basegfx/color/bcolor.hxx>
25 #include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
26 #include <svx/sdr/primitive2d/sdrattributecreator.hxx>
27 #include <sdr/contact/viewobjectcontactofe3dscene.hxx>
28 #include <basegfx/matrix/b2dhommatrix.hxx>
29 #include <basegfx/range/b3drange.hxx>
30 #include <drawinglayer/primitive3d/baseprimitive3d.hxx>
31 #include <svx/sdr/contact/viewcontactofe3d.hxx>
32 #include <drawinglayer/primitive2d/sceneprimitive2d.hxx>
33 #include <drawinglayer/primitive3d/transformprimitive3d.hxx>
34 #include <drawinglayer/primitive2d/sdrdecompositiontools2d.hxx>
36 using namespace com::sun::star
;
40 // pActiveVC is only true if ghosted is still activated and maybe needs to be switched off in this path
41 void createSubPrimitive3DVector(
42 const sdr::contact::ViewContact
& rCandidate
,
43 drawinglayer::primitive3d::Primitive3DContainer
& o_rAllTarget
,
44 drawinglayer::primitive3d::Primitive3DContainer
* o_pVisibleTarget
,
45 const SdrLayerIDSet
* pVisibleSdrLayerIDSet
,
46 const bool bTestSelectedVisibility
)
48 const sdr::contact::ViewContactOfE3dScene
* pViewContactOfE3dScene
= dynamic_cast< const sdr::contact::ViewContactOfE3dScene
* >(&rCandidate
);
50 if(pViewContactOfE3dScene
)
52 const sal_uInt32
nChildrenCount(rCandidate
.GetObjectCount());
56 // provide new collection sequences
57 drawinglayer::primitive3d::Primitive3DContainer aNewAllTarget
;
58 drawinglayer::primitive3d::Primitive3DContainer aNewVisibleTarget
;
60 // add children recursively
61 for(sal_uInt32
a(0L); a
< nChildrenCount
; a
++)
63 createSubPrimitive3DVector(
64 rCandidate
.GetViewContact(a
),
66 o_pVisibleTarget
? &aNewVisibleTarget
: nullptr,
67 pVisibleSdrLayerIDSet
,
68 bTestSelectedVisibility
);
71 // create transform primitive for the created content combining content and transformtion
72 const drawinglayer::primitive3d::Primitive3DReference
xReference(new drawinglayer::primitive3d::TransformPrimitive3D(
73 pViewContactOfE3dScene
->GetE3dScene().GetTransform(),
76 // add created content to all target
77 o_rAllTarget
.push_back(xReference
);
79 // add created content to visible target if exists
82 o_pVisibleTarget
->push_back(xReference
);
88 // access view independent representation of rCandidate
89 const sdr::contact::ViewContactOfE3d
* pViewContactOfE3d
= dynamic_cast< const sdr::contact::ViewContactOfE3d
* >(&rCandidate
);
93 drawinglayer::primitive3d::Primitive3DContainer
xPrimitive3DSeq(pViewContactOfE3d
->getViewIndependentPrimitive3DContainer());
95 if(!xPrimitive3DSeq
.empty())
97 // add to all target vector
98 o_rAllTarget
.append(xPrimitive3DSeq
);
102 // test visibility. Primitive is visible when both tests are true (AND)
105 if(pVisibleSdrLayerIDSet
)
107 // test layer visibility
108 const E3dObject
& rE3dObject
= pViewContactOfE3d
->GetE3dObject();
109 const SdrLayerID
aLayerID(rE3dObject
.GetLayer());
111 bVisible
= pVisibleSdrLayerIDSet
->IsSet(aLayerID
);
114 if(bVisible
&& bTestSelectedVisibility
)
116 // test selected visibility (see 3D View's DrawMarkedObj implementation)
117 const E3dObject
& rE3dObject
= pViewContactOfE3d
->GetE3dObject();
119 bVisible
= rE3dObject
.GetSelected();
122 if(bVisible
&& o_pVisibleTarget
)
124 // add to visible target vector
125 o_pVisibleTarget
->append(xPrimitive3DSeq
);
135 namespace sdr
{ namespace contact
{
137 // Create a Object-Specific ViewObjectContact, set ViewContact and
138 // ObjectContact. Always needs to return something.
139 ViewObjectContact
& ViewContactOfE3dScene::CreateObjectSpecificViewObjectContact(ObjectContact
& rObjectContact
)
141 ViewObjectContact
* pRetval
= new ViewObjectContactOfE3dScene(rObjectContact
, *this);
142 DBG_ASSERT(pRetval
, "ViewContactOfE3dScene::CreateObjectSpecificViewObjectContact() failed (!)");
147 ViewContactOfE3dScene::ViewContactOfE3dScene(E3dScene
& rScene
)
148 : ViewContactOfSdrObj(rScene
),
149 maViewInformation3D(),
150 maObjectTransformation(),
151 maSdrSceneAttribute(),
152 maSdrLightingAttribute()
156 void ViewContactOfE3dScene::createViewInformation3D(const basegfx::B3DRange
& rContentRange
)
158 basegfx::B3DHomMatrix aTransformation
;
159 basegfx::B3DHomMatrix aOrientation
;
160 basegfx::B3DHomMatrix aProjection
;
161 basegfx::B3DHomMatrix aDeviceToView
;
163 // create transformation (scene as group's transformation)
164 // For historical reasons, the outmost scene's transformation is handles as part of the
165 // view transformation. This means that the BoundRect of the contained 3D Objects is
166 // without that transformation and makes it necessary to NOT add the first scene to the
167 // Primitive3DContainer of contained objects.
169 aTransformation
= GetE3dScene().GetTransform();
172 // create orientation (world to camera coordinate system)
174 // calculate orientation from VRP, VPN and VUV
175 const B3dCamera
& rSceneCamera
= GetE3dScene().GetCameraSet();
176 const basegfx::B3DPoint
& aVRP(rSceneCamera
.GetVRP());
177 const basegfx::B3DVector
& aVPN(rSceneCamera
.GetVPN());
178 const basegfx::B3DVector
& aVUV(rSceneCamera
.GetVUV());
180 aOrientation
.orientation(aVRP
, aVPN
, aVUV
);
183 // create projection (camera coordinate system to relative 2d where X,Y and Z are [0.0 .. 1.0])
185 const basegfx::B3DHomMatrix
aWorldToCamera(aOrientation
* aTransformation
);
186 basegfx::B3DRange
aCameraRange(rContentRange
);
187 aCameraRange
.transform(aWorldToCamera
);
189 // remember Z-Values, but change orientation
190 const double fMinZ(-aCameraRange
.getMaxZ());
191 const double fMaxZ(-aCameraRange
.getMinZ());
193 // construct temporary matrix from world to device. Use unit values here to measure expansion
194 basegfx::B3DHomMatrix
aWorldToDevice(aWorldToCamera
);
195 const drawinglayer::attribute::SdrSceneAttribute
& rSdrSceneAttribute
= getSdrSceneAttribute();
197 if(css::drawing::ProjectionMode_PERSPECTIVE
== rSdrSceneAttribute
.getProjectionMode())
199 aWorldToDevice
.frustum(-1.0, 1.0, -1.0, 1.0, fMinZ
, fMaxZ
);
203 aWorldToDevice
.ortho(-1.0, 1.0, -1.0, 1.0, fMinZ
, fMaxZ
);
206 // create B3DRange in device. This will create the real used ranges
207 // in camera space. Do not use the Z-Values, though.
208 basegfx::B3DRange
aDeviceRange(rContentRange
);
209 aDeviceRange
.transform(aWorldToDevice
);
212 if(css::drawing::ProjectionMode_PERSPECTIVE
== rSdrSceneAttribute
.getProjectionMode())
215 aDeviceRange
.getMinX(), aDeviceRange
.getMaxX(),
216 aDeviceRange
.getMinY(), aDeviceRange
.getMaxY(),
222 aDeviceRange
.getMinX(), aDeviceRange
.getMaxX(),
223 aDeviceRange
.getMinY(), aDeviceRange
.getMaxY(),
228 // create device to view transform
230 // create standard deviceToView projection for geometry
231 // input is [-1.0 .. 1.0] in X,Y and Z. bring to [0.0 .. 1.0]. Also
232 // necessary to flip Y due to screen orientation
233 // Z is not needed, but will also be brought to [0.0 .. 1.0]
234 aDeviceToView
.scale(0.5, -0.5, 0.5);
235 aDeviceToView
.translate(0.5, 0.5, 0.5);
238 const uno::Sequence
< beans::PropertyValue
> aEmptyProperties
;
239 maViewInformation3D
= drawinglayer::geometry::ViewInformation3D(
240 aTransformation
, aOrientation
, aProjection
,
241 aDeviceToView
, 0.0, aEmptyProperties
);
244 void ViewContactOfE3dScene::createObjectTransformation()
246 // create 2d Object Transformation from relative point in 2d scene to world
247 tools::Rectangle aRectangle
= GetE3dScene().GetSnapRect();
248 // Hack for calc, transform position of object according
249 // to current zoom so as objects relative position to grid
251 aRectangle
+= GetE3dScene().GetGridOffset();
252 maObjectTransformation
.set(0, 0, aRectangle
.getWidth());
253 maObjectTransformation
.set(1, 1, aRectangle
.getHeight());
254 maObjectTransformation
.set(0, 2, aRectangle
.Left());
255 maObjectTransformation
.set(1, 2, aRectangle
.Top());
258 void ViewContactOfE3dScene::createSdrSceneAttribute()
260 const SfxItemSet
& rItemSet
= GetE3dScene().GetMergedItemSet();
261 maSdrSceneAttribute
= drawinglayer::primitive2d::createNewSdrSceneAttribute(rItemSet
);
264 void ViewContactOfE3dScene::createSdrLightingAttribute()
266 const SfxItemSet
& rItemSet
= GetE3dScene().GetMergedItemSet();
267 maSdrLightingAttribute
= drawinglayer::primitive2d::createNewSdrLightingAttribute(rItemSet
);
270 drawinglayer::primitive2d::Primitive2DContainer
ViewContactOfE3dScene::createScenePrimitive2DSequence(
271 const SdrLayerIDSet
* pLayerVisibility
) const
273 drawinglayer::primitive2d::Primitive2DContainer xRetval
;
274 const sal_uInt32
nChildrenCount(GetObjectCount());
278 // create 3d scene primitive with visible content tested against rLayerVisibility
279 drawinglayer::primitive3d::Primitive3DContainer aAllSequence
;
280 drawinglayer::primitive3d::Primitive3DContainer aVisibleSequence
;
281 const bool bTestLayerVisibility(nullptr != pLayerVisibility
);
282 const bool bTestSelectedVisibility(GetE3dScene().GetDrawOnlySelected());
283 const bool bTestVisibility(bTestLayerVisibility
|| bTestSelectedVisibility
);
285 // add children recursively. Do NOT start with (*this), this would create
286 // a 3D transformPrimitive for the start scene. While this is theoretically not
287 // a bad thing, for historical reasons the transformation of the outmost scene
288 // is seen as part of the ViewTransformation (see text in createViewInformation3D)
289 for(sal_uInt32
a(0L); a
< nChildrenCount
; a
++)
291 createSubPrimitive3DVector(
294 bTestLayerVisibility
? &aVisibleSequence
: nullptr,
295 bTestLayerVisibility
? pLayerVisibility
: nullptr,
296 bTestSelectedVisibility
);
299 const size_t nAllSize(!aAllSequence
.empty() ? aAllSequence
.size() : 0);
300 const size_t nVisibleSize(!aVisibleSequence
.empty() ? aVisibleSequence
.size() : 0);
302 if((bTestVisibility
&& nVisibleSize
) || nAllSize
)
304 // for getting the 3D range using getB3DRangeFromPrimitive3DContainer a ViewInformation3D
305 // needs to be given for evtl. decompositions. At the same time createViewInformation3D
306 // currently is based on creating the target-ViewInformation3D using a given range. To
307 // get the true range, use a neutral ViewInformation3D here. This leaves all matrices
308 // on identity and the time on 0.0.
309 const uno::Sequence
< beans::PropertyValue
> aEmptyProperties
;
310 const drawinglayer::geometry::ViewInformation3D
aNeutralViewInformation3D(aEmptyProperties
);
311 const basegfx::B3DRange
aContentRange(aAllSequence
.getB3DRange(aNeutralViewInformation3D
));
313 // create 2d primitive 3dscene with generated sub-list from collector
314 const drawinglayer::primitive2d::Primitive2DReference
xReference(
315 new drawinglayer::primitive2d::ScenePrimitive2D(
316 bTestVisibility
? aVisibleSequence
: aAllSequence
,
317 getSdrSceneAttribute(),
318 getSdrLightingAttribute(),
319 getObjectTransformation(),
320 getViewInformation3D(aContentRange
)));
322 xRetval
= drawinglayer::primitive2d::Primitive2DContainer
{ xReference
};
326 // always append an invisible outline for the cases where no visible content exists
328 drawinglayer::primitive2d::createHiddenGeometryPrimitives2D(
329 getObjectTransformation()));
334 drawinglayer::primitive2d::Primitive2DContainer
ViewContactOfE3dScene::createViewIndependentPrimitive2DSequence() const
336 drawinglayer::primitive2d::Primitive2DContainer xRetval
;
340 // create a default ScenePrimitive2D (without visibility test of members)
341 xRetval
= createScenePrimitive2DSequence(nullptr);
347 void ViewContactOfE3dScene::ActionChanged()
350 ViewContactOfSdrObj::ActionChanged();
352 // mark locally cached values as invalid
353 maViewInformation3D
= drawinglayer::geometry::ViewInformation3D();
354 maObjectTransformation
.identity();
355 maSdrSceneAttribute
= drawinglayer::attribute::SdrSceneAttribute();
356 maSdrLightingAttribute
= drawinglayer::attribute::SdrLightingAttribute();
359 const drawinglayer::geometry::ViewInformation3D
& ViewContactOfE3dScene::getViewInformation3D() const
361 if(maViewInformation3D
.isDefault())
363 // this version will create the content range on demand locally and thus is less
364 // performant than the other one. Since the information is buffered the planned
365 // behaviour is that the version with the given range is used initially.
366 basegfx::B3DRange
aContentRange(getAllContentRange3D());
368 if(aContentRange
.isEmpty())
370 // empty scene, no 3d action should be necessary. Prepare some
372 OSL_FAIL("No need to get ViewInformation3D from an empty scene (!)");
373 aContentRange
.expand(basegfx::B3DPoint(-100.0, -100.0, -100.0));
374 aContentRange
.expand(basegfx::B3DPoint( 100.0, 100.0, 100.0));
377 const_cast < ViewContactOfE3dScene
* >(this)->createViewInformation3D(aContentRange
);
380 return maViewInformation3D
;
383 const drawinglayer::geometry::ViewInformation3D
& ViewContactOfE3dScene::getViewInformation3D(const basegfx::B3DRange
& rContentRange
) const
385 if(maViewInformation3D
.isDefault())
387 const_cast < ViewContactOfE3dScene
* >(this)->createViewInformation3D(rContentRange
);
390 return maViewInformation3D
;
393 const basegfx::B2DHomMatrix
& ViewContactOfE3dScene::getObjectTransformation() const
395 if(maObjectTransformation
.isIdentity())
397 const_cast < ViewContactOfE3dScene
* >(this)->createObjectTransformation();
400 return maObjectTransformation
;
403 const drawinglayer::attribute::SdrSceneAttribute
& ViewContactOfE3dScene::getSdrSceneAttribute() const
405 if(maSdrSceneAttribute
.isDefault())
407 const_cast < ViewContactOfE3dScene
* >(this)->createSdrSceneAttribute();
410 return maSdrSceneAttribute
;
413 const drawinglayer::attribute::SdrLightingAttribute
& ViewContactOfE3dScene::getSdrLightingAttribute() const
415 if(maSdrLightingAttribute
.isDefault())
417 const_cast < ViewContactOfE3dScene
* >(this)->createSdrLightingAttribute();
420 return maSdrLightingAttribute
;
423 drawinglayer::primitive3d::Primitive3DContainer
ViewContactOfE3dScene::getAllPrimitive3DContainer() const
425 drawinglayer::primitive3d::Primitive3DContainer aAllPrimitive3DContainer
;
426 const sal_uInt32
nChildrenCount(GetObjectCount());
428 // add children recursively. Do NOT start with (*this), this would create
429 // a 3D transformPrimitive for the start scene. While this is theoretically not
430 // a bad thing, for historical reasons the transformation of the outmost scene
431 // is seen as part of the ViewTransformation (see text in createViewInformation3D)
432 for(sal_uInt32
a(0L); a
< nChildrenCount
; a
++)
434 createSubPrimitive3DVector(GetViewContact(a
), aAllPrimitive3DContainer
, nullptr, nullptr, false);
437 return aAllPrimitive3DContainer
;
440 basegfx::B3DRange
ViewContactOfE3dScene::getAllContentRange3D() const
442 const drawinglayer::primitive3d::Primitive3DContainer
xAllSequence(getAllPrimitive3DContainer());
443 basegfx::B3DRange aAllContentRange3D
;
445 if(!xAllSequence
.empty())
447 // for getting the 3D range using getB3DRangeFromPrimitive3DContainer a ViewInformation3D
448 // needs to be given for evtl. decompositions. Use a neutral ViewInformation3D here. This
449 // leaves all matrices on identity and the time on 0.0.
450 const uno::Sequence
< beans::PropertyValue
> aEmptyProperties
;
451 const drawinglayer::geometry::ViewInformation3D
aNeutralViewInformation3D(aEmptyProperties
);
453 aAllContentRange3D
= xAllSequence
.getB3DRange(aNeutralViewInformation3D
);
456 return aAllContentRange3D
;
461 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */