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1 /*************************************************************************
3 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
4 *
5 * Copyright 2008 by Sun Microsystems, Inc.
7 * OpenOffice.org - a multi-platform office productivity suite
9 * $RCSfile: scene3d.cxx,v $
10 * $Revision: 1.34.18.1 $
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31 // MARKER(update_precomp.py): autogen include statement, do not remove
32 #include "precompiled_svx.hxx"
34 #include "svdstr.hrc"
35 #include "svdglob.hxx"
36 #include "svditer.hxx"
38 #if defined( UNX ) || defined( ICC )
39 #include <stdlib.h>
40 #endif
41 #include "globl3d.hxx"
42 #include <svx/svdpage.hxx>
43 #include <svtools/style.hxx>
44 #include <svx/scene3d.hxx>
45 #include <svx/e3dundo.hxx>
46 #include <svx/svdtrans.hxx>
47 #include <svx/svxids.hrc>
48 #include <svx/colritem.hxx>
49 #include <svx/e3ditem.hxx>
50 #include <svx/xlntrit.hxx>
51 #include <svx/xfltrit.hxx>
52 #include <svx/svx3ditems.hxx>
53 #include <svtools/whiter.hxx>
54 #include <svx/xflftrit.hxx>
55 #include <svx/sdr/properties/e3dsceneproperties.hxx>
56 #include <svx/sdr/contact/viewcontactofe3dscene.hxx>
57 #include <svx/svddrag.hxx>
58 #include <helperminimaldepth3d.hxx>
59 #include <algorithm>
60 #include <drawinglayer/geometry/viewinformation3d.hxx>
61 #include <basegfx/polygon/b2dpolypolygontools.hxx>
62 #include <svx/e3dsceneupdater.hxx>
64 #define ITEMVALUE(ItemSet,Id,Cast) ((const Cast&)(ItemSet).Get(Id)).GetValue()
66 //////////////////////////////////////////////////////////////////////////////
67 // #110988#
69 class ImpRemap3DDepth
71 sal_uInt32 mnOrdNum;
72 double mfMinimalDepth;
74 // bitfield
75 unsigned mbIsScene : 1;
77 public:
78 ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth);
79 ImpRemap3DDepth(sal_uInt32 nOrdNum);
80 ~ImpRemap3DDepth();
82 // for ::std::sort
83 bool operator<(const ImpRemap3DDepth& rComp) const;
85 sal_uInt32 GetOrdNum() const { return mnOrdNum; }
86 sal_Bool IsScene() const { return mbIsScene; }
89 ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth)
90 : mnOrdNum(nOrdNum),
91 mfMinimalDepth(fMinimalDepth),
92 mbIsScene(sal_False)
96 ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum)
97 : mnOrdNum(nOrdNum),
98 mbIsScene(sal_True)
102 ImpRemap3DDepth::~ImpRemap3DDepth()
106 bool ImpRemap3DDepth::operator<(const ImpRemap3DDepth& rComp) const
108 if(IsScene())
110 return sal_False;
112 else
114 if(rComp.IsScene())
116 return sal_True;
118 else
120 return mfMinimalDepth < rComp.mfMinimalDepth;
125 // typedefs for a vector of ImpRemap3DDepths
126 typedef ::std::vector< ImpRemap3DDepth > ImpRemap3DDepthVector;
128 //////////////////////////////////////////////////////////////////////////////
129 // #110988#
131 class Imp3DDepthRemapper
133 ImpRemap3DDepthVector maVector;
135 public:
136 Imp3DDepthRemapper(E3dScene& rScene);
137 ~Imp3DDepthRemapper();
139 sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const;
142 Imp3DDepthRemapper::Imp3DDepthRemapper(E3dScene& rScene)
144 // only called when rScene.GetSubList() and nObjCount > 1L
145 SdrObjList* pList = rScene.GetSubList();
146 const sal_uInt32 nObjCount(pList->GetObjCount());
148 for(sal_uInt32 a(0L); a < nObjCount; a++)
150 SdrObject* pCandidate = pList->GetObj(a);
152 if(pCandidate)
154 if(pCandidate->ISA(E3dCompoundObject))
156 // single 3d object, calc depth
157 const double fMinimalDepth(getMinimalDepthInViewCoordinates(static_cast< const E3dCompoundObject& >(*pCandidate)));
158 ImpRemap3DDepth aEntry(a, fMinimalDepth);
159 maVector.push_back(aEntry);
161 else
163 // scene, use standard entry for scene
164 ImpRemap3DDepth aEntry(a);
165 maVector.push_back(aEntry);
170 // now, we need to sort the maVector by it's members minimal depth. The
171 // smaller, the nearer to the viewer.
172 ::std::sort(maVector.begin(), maVector.end());
175 Imp3DDepthRemapper::~Imp3DDepthRemapper()
179 sal_uInt32 Imp3DDepthRemapper::RemapOrdNum(sal_uInt32 nOrdNum) const
181 if(nOrdNum < maVector.size())
183 nOrdNum = maVector[(maVector.size() - 1) - nOrdNum].GetOrdNum();
186 return nOrdNum;
189 //////////////////////////////////////////////////////////////////////////////
190 // BaseProperties section
192 sdr::properties::BaseProperties* E3dScene::CreateObjectSpecificProperties()
194 return new sdr::properties::E3dSceneProperties(*this);
197 //////////////////////////////////////////////////////////////////////////////
198 // #110094# DrawContact section
200 sdr::contact::ViewContact* E3dScene::CreateObjectSpecificViewContact()
202 return new sdr::contact::ViewContactOfE3dScene(*this);
205 ////////////////////////////////////////////////////////////////////////////////////////////////////
207 TYPEINIT1(E3dScene, E3dObject);
209 /*************************************************************************
211 |* E3dScene-Konstruktor
213 \************************************************************************/
215 E3dScene::E3dScene()
216 : E3dObject(),
217 aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
218 mp3DDepthRemapper(0L),
219 bDrawOnlySelected(false)
221 // Defaults setzen
222 E3dDefaultAttributes aDefault;
223 SetDefaultAttributes(aDefault);
226 E3dScene::E3dScene(E3dDefaultAttributes& rDefault)
227 : E3dObject(),
228 aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
229 mp3DDepthRemapper(0L),
230 bDrawOnlySelected(false)
232 // Defaults setzen
233 SetDefaultAttributes(rDefault);
236 void E3dScene::SetDefaultAttributes(E3dDefaultAttributes& /*rDefault*/)
238 // Fuer OS/2 die FP-Exceptions abschalten
239 #if defined(OS2)
240 #define SC_FPEXCEPTIONS_ON() _control87( MCW_EM, 0 )
241 #define SC_FPEXCEPTIONS_OFF() _control87( MCW_EM, MCW_EM )
242 SC_FPEXCEPTIONS_OFF();
243 #endif
245 // Fuer WIN95/NT die FP-Exceptions abschalten
246 #if defined(WNT) || defined(WIN)
247 #define SC_FPEXCEPTIONS_ON() _control87( _MCW_EM, 0 )
248 #define SC_FPEXCEPTIONS_OFF() _control87( _MCW_EM, _MCW_EM )
249 SC_FPEXCEPTIONS_OFF();
250 #endif
252 // Defaults setzen
253 aCamera.SetViewWindow(-2, -2, 4, 4);
254 aCameraSet.SetDeviceRectangle(-2, 2, -2, 2);
255 aCamera.SetDeviceWindow(Rectangle(0, 0, 10, 10));
256 Rectangle aRect(0, 0, 10, 10);
257 aCameraSet.SetViewportRectangle(aRect);
259 // set defaults for Camera from ItemPool
260 aCamera.SetProjection(GetPerspective());
261 basegfx::B3DPoint aActualPosition(aCamera.GetPosition());
262 double fNew = GetDistance();
264 if(fabs(fNew - aActualPosition.getZ()) > 1.0)
266 aCamera.SetPosition( basegfx::B3DPoint( aActualPosition.getX(), aActualPosition.getY(), fNew) );
269 fNew = GetFocalLength() / 100.0;
270 aCamera.SetFocalLength(fNew);
273 /*************************************************************************
275 |* Destruktor
277 \************************************************************************/
279 E3dScene::~E3dScene()
281 // #110988#
282 ImpCleanup3DDepthMapper();
285 basegfx::B2DPolyPolygon E3dScene::TakeXorPoly() const
287 const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(GetViewContact());
288 const drawinglayer::geometry::ViewInformation3D aViewInfo3D(rVCScene.getViewInformation3D());
289 const basegfx::B3DPolyPolygon aCubePolyPolygon(CreateWireframe());
291 basegfx::B2DPolyPolygon aRetval(basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(aCubePolyPolygon,
292 aViewInfo3D.getObjectToView()));
293 aRetval.transform(rVCScene.getObjectTransformation());
295 return aRetval;
298 // #110988#
299 void E3dScene::ImpCleanup3DDepthMapper()
301 if(mp3DDepthRemapper)
303 delete mp3DDepthRemapper;
304 mp3DDepthRemapper = 0L;
308 // #110988#
309 sal_uInt32 E3dScene::RemapOrdNum(sal_uInt32 nNewOrdNum) const
311 if(!mp3DDepthRemapper)
313 const sal_uInt32 nObjCount(GetSubList() ? GetSubList()->GetObjCount() : 0L);
315 if(nObjCount > 1L)
317 ((E3dScene*)this)->mp3DDepthRemapper = new Imp3DDepthRemapper((E3dScene&)(*this));
321 if(mp3DDepthRemapper)
323 return mp3DDepthRemapper->RemapOrdNum(nNewOrdNum);
326 return nNewOrdNum;
329 /*************************************************************************
331 |* Identifier zurueckgeben
333 \************************************************************************/
335 UINT16 E3dScene::GetObjIdentifier() const
337 return E3D_SCENE_ID;
340 /*************************************************************************
342 |* SetSnapRect
344 \************************************************************************/
346 void E3dScene::NbcSetSnapRect(const Rectangle& rRect)
348 SetRectsDirty();
349 E3dObject::NbcSetSnapRect(rRect);
350 aCamera.SetDeviceWindow(rRect);
351 aCameraSet.SetViewportRectangle((Rectangle&)rRect);
353 // #110988#
354 ImpCleanup3DDepthMapper();
357 /*************************************************************************
359 |* Objekt verschieben
361 \************************************************************************/
363 void E3dScene::NbcMove(const Size& rSize)
365 Rectangle aNewSnapRect = GetSnapRect();
366 MoveRect(aNewSnapRect, rSize);
367 NbcSetSnapRect(aNewSnapRect);
370 /*************************************************************************
372 |* Objekt Resizen
374 \************************************************************************/
376 void E3dScene::NbcResize(const Point& rRef, const Fraction& rXFact,
377 const Fraction& rYFact)
379 Rectangle aNewSnapRect = GetSnapRect();
380 ResizeRect(aNewSnapRect, rRef, rXFact, rYFact);
381 NbcSetSnapRect(aNewSnapRect);
384 /*************************************************************************
386 |* Neue Kamera setzen, und dabei die Szene und ggf. das BoundVolume
387 |* als geaendert markieren
389 \************************************************************************/
391 void E3dScene::SetCamera(const Camera3D& rNewCamera)
393 // Alte Kamera setzen
394 aCamera = rNewCamera;
395 ((sdr::properties::E3dSceneProperties&)GetProperties()).SetSceneItemsFromCamera();
397 SetRectsDirty();
399 // Neue Kamera aus alter fuellen
400 Camera3D& rCam = (Camera3D&)GetCamera();
402 // Ratio abschalten
403 if(rCam.GetAspectMapping() == AS_NO_MAPPING)
404 GetCameraSet().SetRatio(0.0);
406 // Abbildungsgeometrie setzen
407 basegfx::B3DPoint aVRP(rCam.GetViewPoint());
408 basegfx::B3DVector aVPN(aVRP - rCam.GetVRP());
409 basegfx::B3DVector aVUV(rCam.GetVUV());
411 // #91047# use SetViewportValues() to set VRP, VPN and VUV as vectors, too.
412 // Else these values would not be exported/imported correctly.
413 GetCameraSet().SetViewportValues(aVRP, aVPN, aVUV);
415 // Perspektive setzen
416 GetCameraSet().SetPerspective(rCam.GetProjection() == PR_PERSPECTIVE);
417 GetCameraSet().SetViewportRectangle((Rectangle&)rCam.GetDeviceWindow());
419 // #110988#
420 ImpCleanup3DDepthMapper();
423 /*************************************************************************
425 |* 3D-Objekt einfuegen
427 \************************************************************************/
429 void E3dScene::NewObjectInserted(const E3dObject* p3DObj)
431 E3dObject::NewObjectInserted(p3DObj);
433 if ( p3DObj == this )
434 return;
436 // #110988#
437 ImpCleanup3DDepthMapper();
440 /*************************************************************************
442 |* Parent ueber Aenderung eines Childs informieren
444 \************************************************************************/
446 void E3dScene::StructureChanged()
448 E3dObject::StructureChanged();
449 SetRectsDirty();
451 // #110988#
452 ImpCleanup3DDepthMapper();
455 /*************************************************************************
457 |* Uebergeordnetes Szenenobjekt bestimmen
459 \************************************************************************/
461 E3dScene* E3dScene::GetScene() const
463 if(GetParentObj())
464 return GetParentObj()->GetScene();
465 else
466 return (E3dScene*)this;
469 void E3dScene::removeAllNonSelectedObjects()
471 E3DModifySceneSnapRectUpdater aUpdater(this);
473 for(sal_uInt32 a(0); a < maSubList.GetObjCount(); a++)
475 SdrObject* pObj = maSubList.GetObj(a);
477 if(pObj)
479 bool bRemoveObject(false);
481 if(pObj->ISA(E3dScene))
483 E3dScene* pScene = (E3dScene*)pObj;
485 // iterate over this sub-scene
486 pScene->removeAllNonSelectedObjects();
488 // check object count. Empty scenes can be deleted
489 const sal_uInt32 nObjCount(pScene->GetSubList() ? pScene->GetSubList()->GetObjCount() : 0);
491 if(!nObjCount)
493 // all objects removed, scene can be removed, too
494 bRemoveObject = true;
497 else if(pObj->ISA(E3dCompoundObject))
499 E3dCompoundObject* pCompound = (E3dCompoundObject*)pObj;
501 if(!pCompound->GetSelected())
503 bRemoveObject = true;
507 if(bRemoveObject)
509 maSubList.NbcRemoveObject(pObj->GetOrdNum());
510 a--;
511 SdrObject::Free(pObj);
517 /*************************************************************************
519 |* Zuweisungsoperator
521 \************************************************************************/
523 void E3dScene::operator=(const SdrObject& rObj)
525 E3dObject::operator=(rObj);
527 const E3dScene& r3DObj = (const E3dScene&) rObj;
528 aCamera = r3DObj.aCamera;
530 // neu ab 377:
531 aCameraSet = r3DObj.aCameraSet;
532 ((sdr::properties::E3dSceneProperties&)GetProperties()).SetSceneItemsFromCamera();
534 // SetSnapRect(r3DObj.GetSnapRect());
535 InvalidateBoundVolume();
536 RebuildLists();
537 SetRectsDirty();
539 // #110988#
540 ImpCleanup3DDepthMapper();
542 // #i101941#
543 // After a Scene as model object is cloned, the used
544 // ViewContactOfE3dScene is created and partially used
545 // to calculate Bound/SnapRects, but - since quite some
546 // values are buffered at the VC - not really well
547 // initialized. It would be possible to always watch for
548 // preconditions of buffered data, but this would be expensive
549 // and would create a lot of short living data structures.
550 // It is currently better to flush that data, e.g. by using
551 // ActionChanged at the VC which will for this class
552 // flush that cached data and initalize it's valid reconstruction
553 GetViewContact().ActionChanged();
556 /*************************************************************************
558 |* Licht- und Labelobjektlisten neu aufbauen (nach Laden, Zuweisung)
560 \************************************************************************/
562 void E3dScene::RebuildLists()
564 // zuerst loeschen
565 SdrLayerID nCurrLayerID = GetLayer();
567 SdrObjListIter a3DIterator(maSubList, IM_FLAT);
569 // dann alle Objekte in der Szene pruefen
570 while ( a3DIterator.IsMore() )
572 E3dObject* p3DObj = (E3dObject*) a3DIterator.Next();
573 p3DObj->NbcSetLayer(nCurrLayerID);
574 NewObjectInserted(p3DObj);
578 /*************************************************************************
580 |* erstelle neues GeoData-Objekt
582 \************************************************************************/
584 SdrObjGeoData *E3dScene::NewGeoData() const
586 return new E3DSceneGeoData;
589 /*************************************************************************
591 |* uebergebe aktuelle werte an das GeoData-Objekt
593 \************************************************************************/
595 void E3dScene::SaveGeoData(SdrObjGeoData& rGeo) const
597 E3dObject::SaveGeoData (rGeo);
599 ((E3DSceneGeoData &) rGeo).aCamera = aCamera;
602 /*************************************************************************
604 |* uebernehme werte aus dem GeoData-Objekt
606 \************************************************************************/
608 void E3dScene::RestGeoData(const SdrObjGeoData& rGeo)
610 // #i94832# removed E3DModifySceneSnapRectUpdater here.
611 // It should not be needed, is already part of E3dObject::RestGeoData
612 E3dObject::RestGeoData (rGeo);
613 SetCamera (((E3DSceneGeoData &) rGeo).aCamera);
616 /*************************************************************************
618 |* Am StyleSheet wurde etwas geaendert, also Scene aendern
620 \************************************************************************/
622 void E3dScene::Notify(SfxBroadcaster &rBC, const SfxHint &rHint)
624 SetRectsDirty();
625 E3dObject::Notify(rBC, rHint);
628 /*************************************************************************
630 \************************************************************************/
632 void E3dScene::RotateScene (const Point& rRef, long /*nWink*/, double sn, double cs)
634 Point UpperLeft, LowerRight, Center, NewCenter;
636 UpperLeft = aOutRect.TopLeft();
637 LowerRight = aOutRect.BottomRight();
639 long dxOutRectHalf = labs(UpperLeft.X() - LowerRight.X());
640 dxOutRectHalf /= 2;
641 long dyOutRectHalf = labs(UpperLeft.Y() - LowerRight.Y());
642 dyOutRectHalf /= 2;
644 Rectangle RectQuelle(aOutRect), RectZiel(aOutRect);
646 // Nur der Mittelpunkt wird bewegt. Die Ecken werden von NbcMove bewegt.
647 // Fuer das Drehen wird von mir ein kartesisches Koordinatensystem verwendet in dem der Drehpunkt
648 // der Nullpunkt ist und die Y- Achse nach oben ansteigt, die X-Achse nach rechts.
649 // Dies muss bei den Y-Werten beachtet werden. (Auf dem Blatt zeigt die Y-Achse nach unten
650 Center.X() = (UpperLeft.X() + dxOutRectHalf) - rRef.X();
651 Center.Y() = -((UpperLeft.Y() + dyOutRectHalf) - rRef.Y());
652 // Ein paar Spezialfaelle zuerst abhandeln (n*90 Grad n ganzzahlig)
653 if (sn==1.0 && cs==0.0) { // 90deg
654 NewCenter.X() = -Center.Y();
655 NewCenter.Y() = -Center.X();
656 } else if (sn==0.0 && cs==-1.0) { // 180deg
657 NewCenter.X() = -Center.X();
658 NewCenter.Y() = -Center.Y();
659 } else if (sn==-1.0 && cs==0.0) { // 270deg
660 NewCenter.X() = Center.Y();
661 NewCenter.Y() = -Center.X();
663 else // Hier wird um einen beliebigen Winkel in mathematisch positiver Richtung gedreht!
664 { // xneu = x * cos(alpha) - y * sin(alpha)
665 // yneu = x * sin(alpha) + y * cos(alpha)
666 // Unten Rechts wird nicht gedreht: die Seiten von RectQuelle muessen parallel
667 // zu den Koordinatenachsen bleiben.
668 NewCenter.X() = (long) (Center.X() * cs - Center.Y() * sn);
669 NewCenter.Y() = (long) (Center.X() * sn + Center.Y() * cs);
672 Size Differenz;
673 Point DiffPoint = (NewCenter - Center);
674 Differenz.Width() = DiffPoint.X();
675 Differenz.Height() = -DiffPoint.Y(); // Man beachte dass die Y-Achse nach unten positiv gezaehlt wird.
676 NbcMove (Differenz); // fuehrt die eigentliche Koordinatentransformation durch.
679 /*************************************************************************
681 |* Get the name of the object (singular)
683 \************************************************************************/
685 void E3dScene::TakeObjNameSingul(XubString& rName) const
687 rName=ImpGetResStr(STR_ObjNameSingulScene3d);
689 String aName( GetName() );
690 if(aName.Len())
692 rName += sal_Unicode(' ');
693 rName += sal_Unicode('\'');
694 rName += aName;
695 rName += sal_Unicode('\'');
699 /*************************************************************************
701 |* Get the name of the object (plural)
703 \************************************************************************/
705 void E3dScene::TakeObjNamePlural(XubString& rName) const
707 rName=ImpGetResStr(STR_ObjNamePluralScene3d);
710 /*************************************************************************
712 |* Die NbcRotate-Routine ueberlaedt die des SdrObject. Die Idee ist die Scene
713 |* drehen zu koennen und relativ zur Lage der Scene dann auch die Objekte
714 |* in der Scene
716 \************************************************************************/
718 void E3dScene::NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix)
720 if(maTransformation != rMatrix)
722 // call parent
723 E3dObject::NbcSetTransform(rMatrix);
727 void E3dScene::SetTransform(const basegfx::B3DHomMatrix& rMatrix)
729 if(rMatrix != maTransformation)
731 // call parent
732 E3dObject::SetTransform(rMatrix);
736 void E3dScene::NbcRotate(const Point& rRef, long nWink, double sn, double cs)
738 // Also derzeit sind die Klebepunkte relativ zum aOutRect der Szene definiert. Vor dem Drehen
739 // werden die Klebepunkte relativ zur Seite definiert. Sie nehmen an der Drehung der Szene noch nicht Teil
740 // dafuer gibt es den
741 SetGlueReallyAbsolute(TRUE);
743 // So dass war die Szene, ab jetzt kommen die Objekte in der Szene
744 // 3D-Objekte gibt es nur ein einziges das kann zwar mehrere Flaechen haben aber die Flaechen
745 // muessen ja nicht zusammenhaengend sein
746 // es ermoeglicht den Zugriff auf Kindobjekte
747 // Ich gehe also die gesamte Liste durch und rotiere um die Z-Achse die durch den
748 // Mittelpunkt von aOutRect geht (Satz von Steiner), also RotateZ
750 RotateScene (rRef, nWink, sn, cs); // Rotiert die Szene
751 double fWinkelInRad = nWink/100 * F_PI180;
753 basegfx::B3DHomMatrix aRotation;
754 aRotation.rotate(0.0, 0.0, fWinkelInRad);
755 NbcSetTransform(aRotation * GetTransform());
757 SetRectsDirty(); // Veranlasst eine Neuberechnung aller BoundRects
758 NbcRotateGluePoints(rRef,nWink,sn,cs); // Rotiert die Klebepunkte (die haben noch Koordinaten relativ
759 // zum Urpsung des Blattes
760 SetGlueReallyAbsolute(FALSE); // ab jetzt sind sie wieder relativ zum BoundRect (also dem aOutRect definiert)
761 SetRectsDirty();
764 /*************************************************************************
766 |* SnapRect berechnen
768 \************************************************************************/
770 void E3dScene::RecalcSnapRect()
772 E3dScene* pScene = GetScene();
774 if(pScene == this)
776 // Szene wird als 2D-Objekt benutzt, nimm SnapRect aus der
777 // 2D Bildschrimdarstellung
778 Camera3D& rCam = (Camera3D&)pScene->GetCamera();
779 maSnapRect = rCam.GetDeviceWindow();
781 else
783 // Szene ist selbst Mitglied einer anderen Szene, hole das
784 // SnapRect als zusammengesetztes Objekt
785 E3dObject::RecalcSnapRect();
789 /*************************************************************************
791 |* Aufbrechen
793 \************************************************************************/
795 BOOL E3dScene::IsBreakObjPossible()
797 // Szene ist aufzubrechen, wenn alle Mitglieder aufzubrechen sind
798 SdrObjListIter a3DIterator(maSubList, IM_DEEPWITHGROUPS);
800 while ( a3DIterator.IsMore() )
802 E3dObject* pObj = (E3dObject*) a3DIterator.Next();
803 DBG_ASSERT(pObj->ISA(E3dObject), "AW: In Szenen sind nur 3D-Objekte erlaubt!");
804 if(!pObj->IsBreakObjPossible())
805 return FALSE;
808 return TRUE;
811 basegfx::B3DVector E3dScene::GetShadowPlaneDirection() const
813 double fWink = (double)GetShadowSlant() * F_PI180;
814 basegfx::B3DVector aShadowPlaneDir(0.0, sin(fWink), cos(fWink));
815 aShadowPlaneDir.normalize();
816 return aShadowPlaneDir;
819 void E3dScene::SetShadowPlaneDirection(const basegfx::B3DVector& rVec)
821 UINT16 nSceneShadowSlant = (UINT16)((atan2(rVec.getY(), rVec.getZ()) / F_PI180) + 0.5);
822 GetProperties().SetObjectItemDirect(Svx3DShadowSlantItem(nSceneShadowSlant));
825 basegfx::B2DPolyPolygon E3dScene::TakeCreatePoly(const SdrDragStat& /*rDrag*/) const
827 return TakeXorPoly();
830 FASTBOOL E3dScene::BegCreate(SdrDragStat& rStat)
832 rStat.SetOrtho4Possible();
833 Rectangle aRect1(rStat.GetStart(), rStat.GetNow());
834 aRect1.Justify();
835 rStat.SetActionRect(aRect1);
836 NbcSetSnapRect(aRect1);
837 return TRUE;
840 FASTBOOL E3dScene::MovCreate(SdrDragStat& rStat)
842 Rectangle aRect1;
843 rStat.TakeCreateRect(aRect1);
844 aRect1.Justify();
845 rStat.SetActionRect(aRect1);
846 NbcSetSnapRect(aRect1);
847 SetBoundRectDirty();
848 bSnapRectDirty=TRUE;
849 return TRUE;
852 FASTBOOL E3dScene::EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd)
854 Rectangle aRect1;
855 rStat.TakeCreateRect(aRect1);
856 aRect1.Justify();
857 NbcSetSnapRect(aRect1);
858 SetRectsDirty();
859 return (eCmd==SDRCREATE_FORCEEND || rStat.GetPointAnz()>=2);
862 FASTBOOL E3dScene::BckCreate(SdrDragStat& /*rStat*/)
864 return FALSE;
867 void E3dScene::BrkCreate(SdrDragStat& /*rStat*/)
871 // eof