LCOV - code coverage report
Current view: top level - libreoffice/drawinglayer/source/primitive3d - sdrcubeprimitive3d.cxx (source / functions) Hit Total Coverage
Test: libreoffice_filtered.info Lines: 0 69 0.0 %
Date: 2012-12-27 Functions: 0 5 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/primitive3d/sdrcubeprimitive3d.hxx>
      21             : #include <basegfx/polygon/b3dpolypolygontools.hxx>
      22             : #include <basegfx/polygon/b3dpolygon.hxx>
      23             : #include <basegfx/matrix/b2dhommatrix.hxx>
      24             : #include <drawinglayer/primitive3d/sdrdecompositiontools3d.hxx>
      25             : #include <basegfx/tools/canvastools.hxx>
      26             : #include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
      27             : #include <drawinglayer/attribute/sdrfillattribute.hxx>
      28             : #include <drawinglayer/attribute/sdrlineattribute.hxx>
      29             : #include <drawinglayer/attribute/sdrshadowattribute.hxx>
      30             : 
      31             : //////////////////////////////////////////////////////////////////////////////
      32             : 
      33             : using namespace com::sun::star;
      34             : 
      35             : //////////////////////////////////////////////////////////////////////////////
      36             : 
      37             : namespace drawinglayer
      38             : {
      39             :     namespace primitive3d
      40             :     {
      41           0 :         Primitive3DSequence SdrCubePrimitive3D::create3DDecomposition(const geometry::ViewInformation3D& /*rViewInformation*/) const
      42             :         {
      43           0 :             const basegfx::B3DRange aUnitRange(0.0, 0.0, 0.0, 1.0, 1.0, 1.0);
      44           0 :             Primitive3DSequence aRetval;
      45           0 :             basegfx::B3DPolyPolygon aFill(basegfx::tools::createCubeFillPolyPolygonFromB3DRange(aUnitRange));
      46             : 
      47             :             // normal creation
      48           0 :             if(!getSdrLFSAttribute().getFill().isDefault())
      49             :             {
      50           0 :                 if(::com::sun::star::drawing::NormalsKind_SPECIFIC == getSdr3DObjectAttribute().getNormalsKind()
      51           0 :                     || ::com::sun::star::drawing::NormalsKind_SPHERE == getSdr3DObjectAttribute().getNormalsKind())
      52             :                 {
      53             :                     // create sphere normals
      54           0 :                     const basegfx::B3DPoint aCenter(basegfx::tools::getRange(aFill).getCenter());
      55           0 :                     aFill = basegfx::tools::applyDefaultNormalsSphere(aFill, aCenter);
      56             :                 }
      57             : 
      58           0 :                 if(getSdr3DObjectAttribute().getNormalsInvert())
      59             :                 {
      60             :                     // invert normals
      61           0 :                     aFill = basegfx::tools::invertNormals(aFill);
      62             :                 }
      63             :             }
      64             : 
      65             :             // texture coordinates
      66           0 :             if(!getSdrLFSAttribute().getFill().isDefault())
      67             :             {
      68             :                 // handle texture coordinates X
      69           0 :                 const bool bParallelX(::com::sun::star::drawing::TextureProjectionMode_PARALLEL == getSdr3DObjectAttribute().getTextureProjectionX());
      70           0 :                 const bool bObjectSpecificX(::com::sun::star::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionX());
      71           0 :                 const bool bSphereX(!bParallelX && (::com::sun::star::drawing::TextureProjectionMode_SPHERE == getSdr3DObjectAttribute().getTextureProjectionX()));
      72             : 
      73             :                 // handle texture coordinates Y
      74           0 :                 const bool bParallelY(::com::sun::star::drawing::TextureProjectionMode_PARALLEL == getSdr3DObjectAttribute().getTextureProjectionY());
      75           0 :                 const bool bObjectSpecificY(::com::sun::star::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionY());
      76           0 :                 const bool bSphereY(!bParallelY && (::com::sun::star::drawing::TextureProjectionMode_SPHERE == getSdr3DObjectAttribute().getTextureProjectionY()));
      77             : 
      78           0 :                 if(bParallelX || bParallelY)
      79             :                 {
      80             :                     // apply parallel texture coordinates in X and/or Y
      81           0 :                     const basegfx::B3DRange aRange(basegfx::tools::getRange(aFill));
      82           0 :                     aFill = basegfx::tools::applyDefaultTextureCoordinatesParallel(aFill, aRange, bParallelX, bParallelY);
      83             :                 }
      84             : 
      85           0 :                 if(bSphereX || bSphereY)
      86             :                 {
      87             :                     // apply spherical texture coordinates in X and/or Y
      88           0 :                     const basegfx::B3DRange aRange(basegfx::tools::getRange(aFill));
      89           0 :                     const basegfx::B3DPoint aCenter(aRange.getCenter());
      90           0 :                     aFill = basegfx::tools::applyDefaultTextureCoordinatesSphere(aFill, aCenter, bSphereX, bSphereY);
      91             :                 }
      92             : 
      93           0 :                 if(bObjectSpecificX || bObjectSpecificY)
      94             :                 {
      95             :                     // object-specific
      96           0 :                     for(sal_uInt32 a(0L); a < aFill.count(); a++)
      97             :                     {
      98           0 :                         basegfx::B3DPolygon aTmpPoly(aFill.getB3DPolygon(a));
      99             : 
     100           0 :                         if(aTmpPoly.count() >= 4L)
     101             :                         {
     102           0 :                             for(sal_uInt32 b(0L); b < 4L; b++)
     103             :                             {
     104           0 :                                 basegfx::B2DPoint aPoint(aTmpPoly.getTextureCoordinate(b));
     105             : 
     106           0 :                                 if(bObjectSpecificX)
     107             :                                 {
     108           0 :                                     aPoint.setX((1L == b || 2L == b) ? 1.0 : 0.0);
     109             :                                 }
     110             : 
     111           0 :                                 if(bObjectSpecificY)
     112             :                                 {
     113           0 :                                     aPoint.setY((2L == b || 3L == b) ? 1.0 : 0.0);
     114             :                                 }
     115             : 
     116           0 :                                 aTmpPoly.setTextureCoordinate(b, aPoint);
     117           0 :                             }
     118             : 
     119           0 :                             aFill.setB3DPolygon(a, aTmpPoly);
     120             :                         }
     121           0 :                     }
     122             :                 }
     123             : 
     124             :                 // transform texture coordinates to texture size
     125           0 :                 basegfx::B2DHomMatrix aTexMatrix;
     126           0 :                 aTexMatrix.scale(getTextureSize().getX(), getTextureSize().getY());
     127           0 :                 aFill.transformTextureCoordiantes(aTexMatrix);
     128             :             }
     129             : 
     130             :             // build vector of PolyPolygons
     131           0 :             ::std::vector< basegfx::B3DPolyPolygon > a3DPolyPolygonVector;
     132             : 
     133           0 :             for(sal_uInt32 a(0L); a < aFill.count(); a++)
     134             :             {
     135           0 :                 a3DPolyPolygonVector.push_back(basegfx::B3DPolyPolygon(aFill.getB3DPolygon(a)));
     136             :             }
     137             : 
     138           0 :             if(!getSdrLFSAttribute().getFill().isDefault())
     139             :             {
     140             :                 // add fill
     141             :                 aRetval = create3DPolyPolygonFillPrimitives(
     142             :                     a3DPolyPolygonVector,
     143           0 :                     getTransform(),
     144           0 :                     getTextureSize(),
     145             :                     getSdr3DObjectAttribute(),
     146           0 :                     getSdrLFSAttribute().getFill(),
     147           0 :                     getSdrLFSAttribute().getFillFloatTransGradient());
     148             :             }
     149             :             else
     150             :             {
     151             :                 // create simplified 3d hit test geometry
     152             :                 aRetval = createHiddenGeometryPrimitives3D(
     153             :                     a3DPolyPolygonVector,
     154           0 :                     getTransform(),
     155           0 :                     getTextureSize(),
     156           0 :                     getSdr3DObjectAttribute());
     157             :             }
     158             : 
     159             :             // add line
     160           0 :             if(!getSdrLFSAttribute().getLine().isDefault())
     161             :             {
     162           0 :                 basegfx::B3DPolyPolygon aLine(basegfx::tools::createCubePolyPolygonFromB3DRange(aUnitRange));
     163             :                 const Primitive3DSequence aLines(create3DPolyPolygonLinePrimitives(
     164           0 :                     aLine, getTransform(), getSdrLFSAttribute().getLine()));
     165           0 :                 appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aLines);
     166             :             }
     167             : 
     168             :             // add shadow
     169           0 :             if(!getSdrLFSAttribute().getShadow().isDefault() && aRetval.hasElements())
     170             :             {
     171             :                 const Primitive3DSequence aShadow(createShadowPrimitive3D(
     172           0 :                     aRetval, getSdrLFSAttribute().getShadow(), getSdr3DObjectAttribute().getShadow3D()));
     173           0 :                 appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aShadow);
     174             :             }
     175             : 
     176           0 :             return aRetval;
     177             :         }
     178             : 
     179           0 :         SdrCubePrimitive3D::SdrCubePrimitive3D(
     180             :             const basegfx::B3DHomMatrix& rTransform,
     181             :             const basegfx::B2DVector& rTextureSize,
     182             :             const attribute::SdrLineFillShadowAttribute3D& rSdrLFSAttribute,
     183             :             const attribute::Sdr3DObjectAttribute& rSdr3DObjectAttribute)
     184           0 :         :   SdrPrimitive3D(rTransform, rTextureSize, rSdrLFSAttribute, rSdr3DObjectAttribute)
     185             :         {
     186           0 :         }
     187             : 
     188           0 :         bool SdrCubePrimitive3D::operator==(const BasePrimitive3D& rPrimitive) const
     189             :         {
     190           0 :             return SdrPrimitive3D::operator==(rPrimitive);
     191             :         }
     192             : 
     193           0 :         basegfx::B3DRange SdrCubePrimitive3D::getB3DRange(const geometry::ViewInformation3D& /*rViewInformation*/) const
     194             :         {
     195             :             // use defaut from sdrPrimitive3D which uses transformation expanded by line width/2.
     196             :             // The parent implementation which uses the ranges of the decomposition would be more
     197             :             // corrcet, but for historical reasons it is necessary to do the old method: To get
     198             :             // the range of the non-transformed geometry and transform it then. This leads to different
     199             :             // ranges where the new method is more correct, but the need to keep the old behaviour
     200             :             // has priority here.
     201           0 :             return getStandard3DRange();
     202             :         }
     203             : 
     204             :         // provide unique ID
     205           0 :         ImplPrimitrive3DIDBlock(SdrCubePrimitive3D, PRIMITIVE3D_ID_SDRCUBEPRIMITIVE3D)
     206             : 
     207             :     } // end of namespace primitive3d
     208             : } // end of namespace drawinglayer
     209             : 
     210             : /* vim:set shiftwidth=4 softtabstop=4 expandtab: */

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