LCOV - code coverage report
Current view: top level - drawinglayer/source/processor3d - shadow3dextractor.cxx (source / functions) Hit Total Coverage
Test: commit e02a6cb2c3e2b23b203b422e4e0680877f232636 Lines: 0 104 0.0 %
Date: 2014-04-14 Functions: 0 7 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
       2             : /*
       3             :  * This file is part of the LibreOffice project.
       4             :  *
       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/.
       8             :  *
       9             :  * This file incorporates work covered by the following license notice:
      10             :  *
      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 .
      18             :  */
      19             : 
      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>
      32             : 
      33             : 
      34             : 
      35             : using namespace com::sun::star;
      36             : 
      37             : 
      38             : 
      39             : namespace drawinglayer
      40             : {
      41             :     namespace processor3d
      42             :     {
      43             :         // as tooling, the process() implementation takes over API handling and calls this
      44             :         // virtual render method when the primitive implementation is BasePrimitive3D-based.
      45           0 :         void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate)
      46             :         {
      47             :             // it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
      48           0 :             switch(rCandidate.getPrimitive3DID())
      49             :             {
      50             :                 case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D :
      51             :                 {
      52             :                     // shadow3d object. Call recursive with content and start conversion
      53           0 :                     const primitive3d::ShadowPrimitive3D& rPrimitive = static_cast< const primitive3d::ShadowPrimitive3D& >(rCandidate);
      54             : 
      55             :                     // set new target
      56           0 :                     primitive2d::Primitive2DVector aNewSubList;
      57           0 :                     primitive2d::Primitive2DVector* pLastTargetSequence = mpPrimitive2DSequence;
      58           0 :                     mpPrimitive2DSequence = &aNewSubList;
      59             : 
      60             :                     // activate convert
      61           0 :                     const bool bLastConvert(mbConvert);
      62           0 :                     mbConvert = true;
      63             : 
      64             :                     // set projection flag
      65           0 :                     const bool bLastUseProjection(mbUseProjection);
      66           0 :                     mbUseProjection = rPrimitive.getShadow3D();
      67             : 
      68             :                     // process content
      69           0 :                     process(rPrimitive.getChildren());
      70             : 
      71             :                     // restore values
      72           0 :                     mbUseProjection = bLastUseProjection;
      73           0 :                     mbConvert = bLastConvert;
      74           0 :                     mpPrimitive2DSequence = pLastTargetSequence;
      75             : 
      76             :                     // create 2d shadow primitive with result. This also fetches all entries
      77             :                     // from aNewSubList, so there is no need to delete them
      78             :                     primitive2d::BasePrimitive2D* pNew = new primitive2d::ShadowPrimitive2D(
      79             :                         rPrimitive.getShadowTransform(),
      80             :                         rPrimitive.getShadowColor(),
      81           0 :                         primitive2d::Primitive2DVectorToPrimitive2DSequence(aNewSubList));
      82             : 
      83           0 :                     if(basegfx::fTools::more(rPrimitive.getShadowTransparence(), 0.0))
      84             :                     {
      85             :                         // create simpleTransparencePrimitive, add created primitives
      86           0 :                         const primitive2d::Primitive2DReference xRef(pNew);
      87           0 :                         const primitive2d::Primitive2DSequence aNewTransPrimitiveVector(&xRef, 1);
      88             : 
      89             :                         pNew = new primitive2d::UnifiedTransparencePrimitive2D(
      90             :                             aNewTransPrimitiveVector,
      91           0 :                             rPrimitive.getShadowTransparence());
      92             :                     }
      93             : 
      94           0 :                     mpPrimitive2DSequence->push_back(pNew);
      95             : 
      96           0 :                     break;
      97             :                 }
      98             :                 case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D :
      99             :                 {
     100             :                     // transform group. Remember current transformations
     101           0 :                     const primitive3d::TransformPrimitive3D& rPrimitive = static_cast< const primitive3d::TransformPrimitive3D& >(rCandidate);
     102           0 :                     const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D());
     103             : 
     104             :                     // create new transformation; add new object transform from right side
     105             :                     const geometry::ViewInformation3D aNewViewInformation3D(
     106           0 :                         aLastViewInformation3D.getObjectTransformation() * rPrimitive.getTransformation(),
     107           0 :                         aLastViewInformation3D.getOrientation(),
     108           0 :                         aLastViewInformation3D.getProjection(),
     109           0 :                         aLastViewInformation3D.getDeviceToView(),
     110             :                         aLastViewInformation3D.getViewTime(),
     111           0 :                         aLastViewInformation3D.getExtendedInformationSequence());
     112           0 :                     updateViewInformation(aNewViewInformation3D);
     113             : 
     114           0 :                     if(mbShadowProjectionIsValid)
     115             :                     {
     116             :                         // update buffered WorldToEye and EyeToView
     117           0 :                         maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
     118           0 :                         maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
     119             :                     }
     120             : 
     121             :                     // let break down
     122           0 :                     process(rPrimitive.getChildren());
     123             : 
     124             :                     // restore transformations
     125           0 :                     updateViewInformation(aLastViewInformation3D);
     126             : 
     127           0 :                     if(mbShadowProjectionIsValid)
     128             :                     {
     129             :                         // update buffered WorldToEye and EyeToView
     130           0 :                         maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
     131           0 :                         maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
     132             :                     }
     133           0 :                     break;
     134             :                 }
     135             :                 case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D :
     136             :                 {
     137             :                     // PolygonHairlinePrimitive3D
     138           0 :                     if(mbConvert)
     139             :                     {
     140           0 :                         const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rCandidate);
     141           0 :                         basegfx::B2DPolygon a2DHairline;
     142             : 
     143           0 :                         if(mbUseProjection)
     144             :                         {
     145           0 :                             if(mbShadowProjectionIsValid)
     146             :                             {
     147           0 :                                 a2DHairline = impDoShadowProjection(rPrimitive.getB3DPolygon());
     148             :                             }
     149             :                         }
     150             :                         else
     151             :                         {
     152           0 :                             a2DHairline = basegfx::tools::createB2DPolygonFromB3DPolygon(rPrimitive.getB3DPolygon(), getViewInformation3D().getObjectToView());
     153             :                         }
     154             : 
     155           0 :                         if(a2DHairline.count())
     156             :                         {
     157           0 :                             a2DHairline.transform(getObjectTransformation());
     158             :                             mpPrimitive2DSequence->push_back(
     159             :                                 new primitive2d::PolygonHairlinePrimitive2D(
     160             :                                     a2DHairline,
     161           0 :                                     maPrimitiveColor));
     162           0 :                         }
     163             :                     }
     164           0 :                     break;
     165             :                 }
     166             :                 case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D :
     167             :                 {
     168             :                     // PolyPolygonMaterialPrimitive3D
     169           0 :                     if(mbConvert)
     170             :                     {
     171           0 :                         const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rCandidate);
     172           0 :                         basegfx::B2DPolyPolygon a2DFill;
     173             : 
     174           0 :                         if(mbUseProjection)
     175             :                         {
     176           0 :                             if(mbShadowProjectionIsValid)
     177             :                             {
     178           0 :                                 a2DFill = impDoShadowProjection(rPrimitive.getB3DPolyPolygon());
     179             :                             }
     180             :                         }
     181             :                         else
     182             :                         {
     183           0 :                             a2DFill = basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive.getB3DPolyPolygon(), getViewInformation3D().getObjectToView());
     184             :                         }
     185             : 
     186           0 :                         if(a2DFill.count())
     187             :                         {
     188           0 :                             a2DFill.transform(getObjectTransformation());
     189             :                             mpPrimitive2DSequence->push_back(
     190             :                                 new primitive2d::PolyPolygonColorPrimitive2D(
     191             :                                     a2DFill,
     192           0 :                                     maPrimitiveColor));
     193           0 :                         }
     194             :                     }
     195           0 :                     break;
     196             :                 }
     197             :                 default :
     198             :                 {
     199             :                     // process recursively
     200           0 :                     process(rCandidate.get3DDecomposition(getViewInformation3D()));
     201           0 :                     break;
     202             :                 }
     203             :             }
     204           0 :         }
     205             : 
     206           0 :         Shadow3DExtractingProcessor::Shadow3DExtractingProcessor(
     207             :             const geometry::ViewInformation3D& rViewInformation,
     208             :             const basegfx::B2DHomMatrix& rObjectTransformation,
     209             :             const basegfx::B3DVector& rLightNormal,
     210             :             double fShadowSlant,
     211             :             const basegfx::B3DRange& rContained3DRange)
     212             :         :   BaseProcessor3D(rViewInformation),
     213             :             maPrimitive2DSequence(),
     214             :             mpPrimitive2DSequence(&maPrimitive2DSequence),
     215             :             maObjectTransformation(rObjectTransformation),
     216             :             maWorldToEye(),
     217             :             maEyeToView(),
     218             :             maLightNormal(rLightNormal),
     219             :             maShadowPlaneNormal(),
     220             :             maPlanePoint(),
     221             :             mfLightPlaneScalar(0.0),
     222             :             maPrimitiveColor(),
     223             :             mbShadowProjectionIsValid(false),
     224             :             mbConvert(false),
     225           0 :             mbUseProjection(false)
     226             :         {
     227             :             // normalize light normal, get and normalize shadow plane normal and calculate scalar from it
     228           0 :             maLightNormal.normalize();
     229           0 :             maShadowPlaneNormal = basegfx::B3DVector(0.0, sin(fShadowSlant), cos(fShadowSlant));
     230           0 :             maShadowPlaneNormal.normalize();
     231           0 :             mfLightPlaneScalar = maLightNormal.scalar(maShadowPlaneNormal);
     232             : 
     233             :             // use only when scalar is > 0.0, so the light is in front of the object
     234           0 :             if(basegfx::fTools::more(mfLightPlaneScalar, 0.0))
     235             :             {
     236             :                 // prepare buffered WorldToEye and EyeToView
     237           0 :                 maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
     238           0 :                 maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
     239             : 
     240             :                 // calculate range to get front edge around which to rotate the shadow's projection
     241           0 :                 basegfx::B3DRange aContained3DRange(rContained3DRange);
     242           0 :                 aContained3DRange.transform(getWorldToEye());
     243           0 :                 maPlanePoint.setX(maShadowPlaneNormal.getX() < 0.0 ? aContained3DRange.getMinX() : aContained3DRange.getMaxX());
     244           0 :                 maPlanePoint.setY(maShadowPlaneNormal.getY() > 0.0 ? aContained3DRange.getMinY() : aContained3DRange.getMaxY());
     245           0 :                 maPlanePoint.setZ(aContained3DRange.getMinZ() - (aContained3DRange.getDepth() / 8.0));
     246             : 
     247             :                 // set flag that shadow projection is prepared and allowed
     248           0 :                 mbShadowProjectionIsValid = true;
     249             :             }
     250           0 :         }
     251             : 
     252           0 :         Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor()
     253             :         {
     254             :             OSL_ENSURE(0 == maPrimitive2DSequence.size(),
     255             :                 "OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)");
     256           0 :             for(sal_uInt32 a(0); a < maPrimitive2DSequence.size(); a++)
     257             :             {
     258           0 :                 delete maPrimitive2DSequence[a];
     259             :             }
     260           0 :         }
     261             : 
     262           0 :         basegfx::B2DPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon& rSource)
     263             :         {
     264           0 :             basegfx::B2DPolygon aRetval;
     265             : 
     266           0 :             for(sal_uInt32 a(0L); a < rSource.count(); a++)
     267             :             {
     268             :                 // get point, transform to eye coordinate system
     269           0 :                 basegfx::B3DPoint aCandidate(rSource.getB3DPoint(a));
     270           0 :                 aCandidate *= getWorldToEye();
     271             : 
     272             :                 // we are in eye coordinates
     273             :                 // ray is (aCandidate + fCut * maLightNormal)
     274             :                 // plane is (maPlanePoint, maShadowPlaneNormal)
     275             :                 // maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0
     276             :                 // get cut point of ray with shadow plane
     277           0 :                 const double fCut(basegfx::B3DVector(maPlanePoint - aCandidate).scalar(maShadowPlaneNormal) / mfLightPlaneScalar);
     278           0 :                 aCandidate += maLightNormal * fCut;
     279             : 
     280             :                 // transform to view, use 2d coordinates
     281           0 :                 aCandidate *= getEyeToView();
     282           0 :                 aRetval.append(basegfx::B2DPoint(aCandidate.getX(), aCandidate.getY()));
     283           0 :             }
     284             : 
     285             :             // copy closed flag
     286           0 :             aRetval.setClosed(rSource.isClosed());
     287             : 
     288           0 :             return aRetval;
     289             :         }
     290             : 
     291           0 :         basegfx::B2DPolyPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource)
     292             :         {
     293           0 :             basegfx::B2DPolyPolygon aRetval;
     294             : 
     295           0 :             for(sal_uInt32 a(0L); a < rSource.count(); a++)
     296             :             {
     297           0 :                 aRetval.append(impDoShadowProjection(rSource.getB3DPolygon(a)));
     298             :             }
     299             : 
     300           0 :             return aRetval;
     301             :         }
     302             : 
     303           0 :         const primitive2d::Primitive2DSequence Shadow3DExtractingProcessor::getPrimitive2DSequence() const
     304             :         {
     305           0 :             return Primitive2DVectorToPrimitive2DSequence(maPrimitive2DSequence);
     306             :         }
     307             : 
     308             :     } // end of namespace processor3d
     309             : } // end of namespace drawinglayer
     310             : 
     311             : /* vim:set shiftwidth=4 softtabstop=4 expandtab: */

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