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31 // MARKER(update_precomp.py): autogen include statement, do not remove
32 #include "precompiled_svx.hxx"
33 #include <svx/sdr/contact/viewcontactofe3dscene.hxx>
34 #include <svx/polysc3d.hxx>
35 #include <svx/sdr/contact/displayinfo.hxx>
36 #include <svx/sdr/contact/viewobjectcontact.hxx>
37 #include <basegfx/polygon/b2dpolygontools.hxx>
38 #include <basegfx/color/bcolor.hxx>
39 #include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
40 #include <svx/sdr/primitive2d/sdrattributecreator.hxx>
41 #include <svx/sdr/contact/viewobjectcontactofe3dscene.hxx>
42 #include <basegfx/matrix/b2dhommatrix.hxx>
43 #include <basegfx/range/b3drange.hxx>
44 #include <drawinglayer/attribute/sdrattribute3d.hxx>
45 #include <drawinglayer/primitive3d/baseprimitive3d.hxx>
46 #include <svx/sdr/contact/viewcontactofe3d.hxx>
47 #include <drawinglayer/primitive2d/sceneprimitive2d.hxx>
48 #include <drawinglayer/primitive3d/transformprimitive3d.hxx>
50 //////////////////////////////////////////////////////////////////////////////
52 using namespace com::sun::star
;
54 //////////////////////////////////////////////////////////////////////////////
58 // pActiveVC is only true if ghosted is still activated and maybe needs to be switched off in this path
59 void createSubPrimitive3DVector(
60 const sdr::contact::ViewContact
& rCandidate
,
61 drawinglayer::primitive3d::Primitive3DSequence
& o_rAllTarget
,
62 drawinglayer::primitive3d::Primitive3DSequence
* o_pVisibleTarget
,
63 const SetOfByte
* pVisibleLayerSet
,
64 const bool bTestSelectedVisibility
)
66 const sdr::contact::ViewContactOfE3dScene
* pViewContactOfE3dScene
= dynamic_cast< const sdr::contact::ViewContactOfE3dScene
* >(&rCandidate
);
68 if(pViewContactOfE3dScene
)
70 const sal_uInt32
nChildrenCount(rCandidate
.GetObjectCount());
74 // provide new collection sequences
75 drawinglayer::primitive3d::Primitive3DSequence aNewAllTarget
;
76 drawinglayer::primitive3d::Primitive3DSequence aNewVisibleTarget
;
78 // add children recursively
79 for(sal_uInt32
a(0L); a
< nChildrenCount
; a
++)
81 createSubPrimitive3DVector(
82 rCandidate
.GetViewContact(a
),
84 o_pVisibleTarget
? &aNewVisibleTarget
: 0,
86 bTestSelectedVisibility
);
89 // create transform primitive for the created content combining content and transformtion
90 const drawinglayer::primitive3d::Primitive3DReference
xReference(new drawinglayer::primitive3d::TransformPrimitive3D(
91 pViewContactOfE3dScene
->GetE3dScene().GetTransform(),
94 // add created content to all target
95 drawinglayer::primitive3d::appendPrimitive3DReferenceToPrimitive3DSequence(o_rAllTarget
, xReference
);
97 // add created content to visibiel target if exists
100 drawinglayer::primitive3d::appendPrimitive3DReferenceToPrimitive3DSequence(*o_pVisibleTarget
, xReference
);
106 // access view independent representation of rCandidate
107 const sdr::contact::ViewContactOfE3d
* pViewContactOfE3d
= dynamic_cast< const sdr::contact::ViewContactOfE3d
* >(&rCandidate
);
109 if(pViewContactOfE3d
)
111 drawinglayer::primitive3d::Primitive3DSequence
xPrimitive3DSeq(pViewContactOfE3d
->getViewIndependentPrimitive3DSequence());
113 if(xPrimitive3DSeq
.hasElements())
115 // add to all target vector
116 drawinglayer::primitive3d::appendPrimitive3DSequenceToPrimitive3DSequence(o_rAllTarget
, xPrimitive3DSeq
);
120 // test visibility. Primitive is visible when both tests are true (AND)
125 // test layer visibility
126 const E3dObject
& rE3dObject
= pViewContactOfE3d
->GetE3dObject();
127 const SdrLayerID
aLayerID(rE3dObject
.GetLayer());
129 bVisible
= pVisibleLayerSet
->IsSet(aLayerID
);
132 if(bVisible
&& bTestSelectedVisibility
)
134 // test selected visibility (see 3D View's DrawMarkedObj implementation)
135 const E3dObject
& rE3dObject
= pViewContactOfE3d
->GetE3dObject();
137 bVisible
= rE3dObject
.GetSelected();
140 if(bVisible
&& o_pVisibleTarget
)
142 // add to visible target vector
143 drawinglayer::primitive3d::appendPrimitive3DSequenceToPrimitive3DSequence(*o_pVisibleTarget
, xPrimitive3DSeq
);
150 } // end of anonymous namespace
152 //////////////////////////////////////////////////////////////////////////////
158 // Create a Object-Specific ViewObjectContact, set ViewContact and
159 // ObjectContact. Always needs to return something.
160 ViewObjectContact
& ViewContactOfE3dScene::CreateObjectSpecificViewObjectContact(ObjectContact
& rObjectContact
)
162 ViewObjectContact
* pRetval
= new ViewObjectContactOfE3dScene(rObjectContact
, *this);
163 DBG_ASSERT(pRetval
, "ViewContactOfE3dScene::CreateObjectSpecificViewObjectContact() failed (!)");
168 ViewContactOfE3dScene::ViewContactOfE3dScene(E3dScene
& rScene
)
169 : ViewContactOfSdrObj(rScene
),
170 mpViewInformation3D(0),
171 mpObjectTransformation(0),
172 mpSdrSceneAttribute(0),
173 mpSdrLightingAttribute(0)
177 ViewContactOfE3dScene::~ViewContactOfE3dScene()
179 delete mpViewInformation3D
;
180 delete mpObjectTransformation
;
181 delete mpSdrSceneAttribute
;
182 delete mpSdrLightingAttribute
;
185 void ViewContactOfE3dScene::createViewInformation3D(const basegfx::B3DRange
& rContentRange
)
187 basegfx::B3DHomMatrix aTransformation
;
188 basegfx::B3DHomMatrix aOrientation
;
189 basegfx::B3DHomMatrix aProjection
;
190 basegfx::B3DHomMatrix aDeviceToView
;
192 // create transformation (scene as group's transformation)
193 // For historical reasons, the outmost scene's transformation is handles as part of the
194 // view transformation. This means that the BoundRect of the contained 3D Objects is
195 // without that transformation and makes it necessary to NOT add the first scene to the
196 // Primitive3DSequence of contained objects.
198 aTransformation
= GetE3dScene().GetTransform();
201 // create orientation (world to camera coordinate system)
203 // calculate orientation from VRP, VPN and VUV
204 const B3dCamera
& rSceneCamera
= GetE3dScene().GetCameraSet();
205 const basegfx::B3DPoint
aVRP(rSceneCamera
.GetVRP());
206 const basegfx::B3DVector
aVPN(rSceneCamera
.GetVRP());
207 const basegfx::B3DVector
aVUV(rSceneCamera
.GetVUV());
209 aOrientation
.orientation(aVRP
, aVPN
, aVUV
);
212 // create projection (camera coordinate system to relative 2d where X,Y and Z are [0.0 .. 1.0])
214 const basegfx::B3DHomMatrix
aWorldToCamera(aOrientation
* aTransformation
);
215 basegfx::B3DRange
aCameraRange(rContentRange
);
216 aCameraRange
.transform(aWorldToCamera
);
218 // remember Z-Values, but change orientation
219 const double fMinZ(-aCameraRange
.getMaxZ());
220 const double fMaxZ(-aCameraRange
.getMinZ());
222 // construct temorary matrix from world to device. Use unit values here to measure expansion
223 basegfx::B3DHomMatrix
aWorldToDevice(aWorldToCamera
);
224 const drawinglayer::attribute::SdrSceneAttribute
& rSdrSceneAttribute
= getSdrSceneAttribute();
226 if(::com::sun::star::drawing::ProjectionMode_PERSPECTIVE
== rSdrSceneAttribute
.getProjectionMode())
228 aWorldToDevice
.frustum(-1.0, 1.0, -1.0, 1.0, fMinZ
, fMaxZ
);
232 aWorldToDevice
.ortho(-1.0, 1.0, -1.0, 1.0, fMinZ
, fMaxZ
);
235 // create B3DRange in device. This will create the real used ranges
236 // in camera space. Do not use the Z-Values, though.
237 basegfx::B3DRange
aDeviceRange(rContentRange
);
238 aDeviceRange
.transform(aWorldToDevice
);
241 if(::com::sun::star::drawing::ProjectionMode_PERSPECTIVE
== rSdrSceneAttribute
.getProjectionMode())
244 aDeviceRange
.getMinX(), aDeviceRange
.getMaxX(),
245 aDeviceRange
.getMinY(), aDeviceRange
.getMaxY(),
251 aDeviceRange
.getMinX(), aDeviceRange
.getMaxX(),
252 aDeviceRange
.getMinY(), aDeviceRange
.getMaxY(),
257 // create device to view transform
259 // create standard deviceToView projection for geometry
260 // input is [-1.0 .. 1.0] in X,Y and Z. bring to [0.0 .. 1.0]. Also
261 // necessary to flip Y due to screen orientation
262 // Z is not needed, but will also be brought to [0.0 .. 1.0]
263 aDeviceToView
.scale(0.5, -0.5, 0.5);
264 aDeviceToView
.translate(0.5, 0.5, 0.5);
267 const uno::Sequence
< beans::PropertyValue
> aEmptyProperties
;
268 mpViewInformation3D
= new drawinglayer::geometry::ViewInformation3D(aTransformation
, aOrientation
, aProjection
, aDeviceToView
, 0.0, aEmptyProperties
);
271 void ViewContactOfE3dScene::createObjectTransformation()
273 // create 2d Object Transformation from relative point in 2d scene to world
274 mpObjectTransformation
= new basegfx::B2DHomMatrix
;
275 const Rectangle
& rRectangle
= GetE3dScene().GetSnapRect();
277 mpObjectTransformation
->set(0, 0, rRectangle
.getWidth());
278 mpObjectTransformation
->set(1, 1, rRectangle
.getHeight());
279 mpObjectTransformation
->set(0, 2, rRectangle
.Left());
280 mpObjectTransformation
->set(1, 2, rRectangle
.Top());
283 void ViewContactOfE3dScene::createSdrSceneAttribute()
285 const SfxItemSet
& rItemSet
= GetE3dScene().GetMergedItemSet();
286 mpSdrSceneAttribute
= drawinglayer::primitive2d::createNewSdrSceneAttribute(rItemSet
);
289 void ViewContactOfE3dScene::createSdrLightingAttribute()
291 const SfxItemSet
& rItemSet
= GetE3dScene().GetMergedItemSet();
292 mpSdrLightingAttribute
= drawinglayer::primitive2d::createNewSdrLightingAttribute(rItemSet
);
295 drawinglayer::primitive2d::Primitive2DSequence
ViewContactOfE3dScene::createScenePrimitive2DSequence(const SetOfByte
* pLayerVisibility
) const
297 drawinglayer::primitive2d::Primitive2DSequence xRetval
;
298 const sal_uInt32
nChildrenCount(GetObjectCount());
302 // create 3d scene primitive with visible content tested against rLayerVisibility
303 drawinglayer::primitive3d::Primitive3DSequence aAllSequence
;
304 drawinglayer::primitive3d::Primitive3DSequence aVisibleSequence
;
305 const bool bTestLayerVisibility(0 != pLayerVisibility
);
306 const bool bTestSelectedVisibility(GetE3dScene().GetDrawOnlySelected());
307 const bool bTestVisibility(bTestLayerVisibility
|| bTestSelectedVisibility
);
309 // add children recursively. Do NOT start with (*this), this would create
310 // a 3D transformPrimitive for the start scene. While this is theoretically not
311 // a bad thing, for historical reasons the transformation of the outmost scene
312 // is seen as part of the ViewTransformation (see text in createViewInformation3D)
313 for(sal_uInt32
a(0L); a
< nChildrenCount
; a
++)
315 createSubPrimitive3DVector(
318 bTestLayerVisibility
? &aVisibleSequence
: 0,
319 bTestLayerVisibility
? pLayerVisibility
: 0,
320 bTestSelectedVisibility
);
323 const sal_uInt32
nAllSize(aAllSequence
.hasElements() ? aAllSequence
.getLength() : 0);
324 const sal_uInt32
nVisibleSize(aVisibleSequence
.hasElements() ? aVisibleSequence
.getLength() : 0);
326 if((bTestVisibility
&& nVisibleSize
) || nAllSize
)
328 // for getting the 3D range using getB3DRangeFromPrimitive3DSequence a ViewInformation3D
329 // needs to be given for evtl. decompositions. At the same time createViewInformation3D
330 // currently is based on creating the target-ViewInformation3D using a given range. To
331 // get the true range, use a neutral ViewInformation3D here. This leaves all matrices
332 // on identity and the time on 0.0.
333 const uno::Sequence
< beans::PropertyValue
> aEmptyProperties
;
334 const drawinglayer::geometry::ViewInformation3D
aNeutralViewInformation3D(aEmptyProperties
);
335 const basegfx::B3DRange
aContentRange(drawinglayer::primitive3d::getB3DRangeFromPrimitive3DSequence(aAllSequence
, aNeutralViewInformation3D
));
337 // create 2d primitive 3dscene with generated sub-list from collector
338 const drawinglayer::primitive2d::Primitive2DReference
xReference(new drawinglayer::primitive2d::ScenePrimitive2D(
339 bTestVisibility
? aVisibleSequence
: aAllSequence
,
340 getSdrSceneAttribute(),
341 getSdrLightingAttribute(),
342 getObjectTransformation(),
343 getViewInformation3D(aContentRange
)));
344 xRetval
= drawinglayer::primitive2d::Primitive2DSequence(&xReference
, 1);
351 drawinglayer::primitive2d::Primitive2DSequence
ViewContactOfE3dScene::createViewIndependentPrimitive2DSequence() const
353 drawinglayer::primitive2d::Primitive2DSequence xRetval
;
357 // create a default ScenePrimitive2D (without visibility test of members)
358 xRetval
= createScenePrimitive2DSequence(0);
361 if(xRetval
.hasElements())
367 // create a gray placeholder hairline polygon in object size as empty 3D scene marker. Use object size
368 // model information directly, NOT getBoundRect()/getSnapRect() since these will
369 // be using the geometry data we get just asked for. AFAIK for empty 3D Scenes, the model data
370 // is SdrObject::aOutRect which i can access directly using GetLastBoundRect() here
371 const Rectangle
aEmptySceneGeometry(GetE3dScene().GetLastBoundRect());
372 const basegfx::B2DPolygon
aOutline(basegfx::tools::createPolygonFromRect(basegfx::B2DRange(
373 aEmptySceneGeometry
.Left(), aEmptySceneGeometry
.Top(),
374 aEmptySceneGeometry
.Right(), aEmptySceneGeometry
.Bottom())));
375 const double fGrayTone(0xc0 / 255.0);
376 const basegfx::BColor
aGrayTone(fGrayTone
, fGrayTone
, fGrayTone
);
377 const drawinglayer::primitive2d::Primitive2DReference
xReference(new drawinglayer::primitive2d::PolygonHairlinePrimitive2D(aOutline
, aGrayTone
));
379 // The replacement object may also get a text like 'empty 3D Scene' here later
380 return drawinglayer::primitive2d::Primitive2DSequence(&xReference
, 1);
384 void ViewContactOfE3dScene::ActionChanged()
387 ViewContactOfSdrObj::ActionChanged();
389 // mark locally cached values as invalid
390 delete mpViewInformation3D
;
391 mpViewInformation3D
= 0;
393 delete mpObjectTransformation
;
394 mpObjectTransformation
= 0;
396 delete mpSdrSceneAttribute
;
397 mpSdrSceneAttribute
= 0;
399 delete mpSdrLightingAttribute
;
400 mpSdrLightingAttribute
= 0;
403 const drawinglayer::geometry::ViewInformation3D
& ViewContactOfE3dScene::getViewInformation3D() const
405 if(!mpViewInformation3D
)
407 // this version will create the content range on demand locally and thus is less
408 // performant than the other one. Since the information is buffered the planned
409 // behaviour is that the version with the given range is used initially.
410 basegfx::B3DRange
aContentRange(getAllContentRange3D());
412 if(aContentRange
.isEmpty())
414 // empty scene, no 3d action should be necessary. Prepare some
416 OSL_ENSURE(false, "No need to get ViewInformation3D from an empty scene (!)");
417 aContentRange
.expand(basegfx::B3DPoint(-100.0, -100.0, -100.0));
418 aContentRange
.expand(basegfx::B3DPoint( 100.0, 100.0, 100.0));
421 const_cast < ViewContactOfE3dScene
* >(this)->createViewInformation3D(aContentRange
);
424 return *mpViewInformation3D
;
427 const drawinglayer::geometry::ViewInformation3D
& ViewContactOfE3dScene::getViewInformation3D(const basegfx::B3DRange
& rContentRange
) const
429 if(!mpViewInformation3D
)
431 const_cast < ViewContactOfE3dScene
* >(this)->createViewInformation3D(rContentRange
);
434 return *mpViewInformation3D
;
437 const basegfx::B2DHomMatrix
& ViewContactOfE3dScene::getObjectTransformation() const
439 if(!mpObjectTransformation
)
441 const_cast < ViewContactOfE3dScene
* >(this)->createObjectTransformation();
444 return *mpObjectTransformation
;
447 const drawinglayer::attribute::SdrSceneAttribute
& ViewContactOfE3dScene::getSdrSceneAttribute() const
449 if(!mpSdrSceneAttribute
)
451 const_cast < ViewContactOfE3dScene
* >(this)->createSdrSceneAttribute();
454 return *mpSdrSceneAttribute
;
457 const drawinglayer::attribute::SdrLightingAttribute
& ViewContactOfE3dScene::getSdrLightingAttribute() const
459 if(!mpSdrLightingAttribute
)
461 const_cast < ViewContactOfE3dScene
* >(this)->createSdrLightingAttribute();
464 return *mpSdrLightingAttribute
;
467 drawinglayer::primitive3d::Primitive3DSequence
ViewContactOfE3dScene::getAllPrimitive3DSequence() const
469 drawinglayer::primitive3d::Primitive3DSequence aAllPrimitive3DSequence
;
470 const sal_uInt32
nChildrenCount(GetObjectCount());
472 // add children recursively. Do NOT start with (*this), this would create
473 // a 3D transformPrimitive for the start scene. While this is theoretically not
474 // a bad thing, for historical reasons the transformation of the outmost scene
475 // is seen as part of the ViewTransformation (see text in createViewInformation3D)
476 for(sal_uInt32
a(0L); a
< nChildrenCount
; a
++)
478 createSubPrimitive3DVector(GetViewContact(a
), aAllPrimitive3DSequence
, 0, 0, false);
481 return aAllPrimitive3DSequence
;
484 basegfx::B3DRange
ViewContactOfE3dScene::getAllContentRange3D() const
486 const drawinglayer::primitive3d::Primitive3DSequence
xAllSequence(getAllPrimitive3DSequence());
487 basegfx::B3DRange aAllContentRange3D
;
489 if(xAllSequence
.hasElements())
491 // for getting the 3D range using getB3DRangeFromPrimitive3DSequence a ViewInformation3D
492 // needs to be given for evtl. decompositions. Use a neutral ViewInformation3D here. This
493 // leaves all matrices on identity and the time on 0.0.
494 const uno::Sequence
< beans::PropertyValue
> aEmptyProperties
;
495 const drawinglayer::geometry::ViewInformation3D
aNeutralViewInformation3D(aEmptyProperties
);
497 aAllContentRange3D
= drawinglayer::primitive3d::getB3DRangeFromPrimitive3DSequence(xAllSequence
, aNeutralViewInformation3D
);
500 return aAllContentRange3D
;
502 } // end of namespace contact
503 } // end of namespace sdr
505 //////////////////////////////////////////////////////////////////////////////