LCOV - code coverage report
Current view: top level - libreoffice/drawinglayer/source/primitive3d - sdrextrudeprimitive3d.cxx (source / functions) Hit Total Coverage
Test: libreoffice_filtered.info Lines: 0 201 0.0 %
Date: 2012-12-27 Functions: 0 10 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/sdrextrudeprimitive3d.hxx>
      21             : #include <basegfx/matrix/b2dhommatrix.hxx>
      22             : #include <basegfx/polygon/b2dpolygontools.hxx>
      23             : #include <basegfx/polygon/b3dpolypolygontools.hxx>
      24             : #include <drawinglayer/primitive3d/sdrdecompositiontools3d.hxx>
      25             : #include <basegfx/tools/canvastools.hxx>
      26             : #include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
      27             : #include <drawinglayer/geometry/viewinformation3d.hxx>
      28             : #include <drawinglayer/attribute/sdrfillattribute.hxx>
      29             : #include <drawinglayer/attribute/sdrlineattribute.hxx>
      30             : #include <drawinglayer/attribute/sdrshadowattribute.hxx>
      31             : 
      32             : //////////////////////////////////////////////////////////////////////////////
      33             : 
      34             : using namespace com::sun::star;
      35             : 
      36             : //////////////////////////////////////////////////////////////////////////////
      37             : 
      38             : namespace drawinglayer
      39             : {
      40             :     namespace primitive3d
      41             :     {
      42           0 :         Primitive3DSequence SdrExtrudePrimitive3D::create3DDecomposition(const geometry::ViewInformation3D& rViewInformation) const
      43             :         {
      44           0 :             Primitive3DSequence aRetval;
      45             : 
      46             :             // get slices
      47           0 :             const Slice3DVector& rSliceVector = getSlices();
      48             : 
      49           0 :             if(!rSliceVector.empty())
      50             :             {
      51             :                 sal_uInt32 a;
      52             : 
      53             :                 // decide what to create
      54           0 :                 const ::com::sun::star::drawing::NormalsKind eNormalsKind(getSdr3DObjectAttribute().getNormalsKind());
      55           0 :                 const bool bCreateNormals(::com::sun::star::drawing::NormalsKind_SPECIFIC == eNormalsKind);
      56           0 :                 const bool bCreateTextureCoordiantesX(::com::sun::star::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionX());
      57           0 :                 const bool bCreateTextureCoordiantesY(::com::sun::star::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionY());
      58           0 :                 basegfx::B2DHomMatrix aTexTransform;
      59             : 
      60           0 :                 if(!getSdrLFSAttribute().getFill().isDefault() && (bCreateTextureCoordiantesX || bCreateTextureCoordiantesY))
      61             :                 {
      62           0 :                     const basegfx::B2DPolygon aFirstPolygon(maCorrectedPolyPolygon.getB2DPolygon(0L));
      63           0 :                     const double fFrontLength(basegfx::tools::getLength(aFirstPolygon));
      64           0 :                     const double fFrontArea(basegfx::tools::getArea(aFirstPolygon));
      65           0 :                     const double fSqrtFrontArea(sqrt(fFrontArea));
      66           0 :                     double fRelativeTextureWidth = basegfx::fTools::equalZero(fSqrtFrontArea) ? 1.0 : fFrontLength / fSqrtFrontArea;
      67           0 :                     fRelativeTextureWidth = (double)((sal_uInt32)(fRelativeTextureWidth - 0.5));
      68             : 
      69           0 :                     if(fRelativeTextureWidth < 1.0)
      70             :                     {
      71           0 :                         fRelativeTextureWidth = 1.0;
      72             :                     }
      73             : 
      74           0 :                     aTexTransform.translate(-0.5, -0.5);
      75           0 :                     aTexTransform.scale(-1.0, -1.0);
      76           0 :                     aTexTransform.translate(0.5, 0.5);
      77           0 :                     aTexTransform.scale(fRelativeTextureWidth, 1.0);
      78             :                 }
      79             : 
      80             :                 // create geometry
      81           0 :                 ::std::vector< basegfx::B3DPolyPolygon > aFill;
      82             :                 extractPlanesFromSlice(aFill, rSliceVector,
      83           0 :                     bCreateNormals, getSmoothHorizontalNormals(), getSmoothNormals(), getSmoothLids(), false,
      84           0 :                     0.5, 0.6, bCreateTextureCoordiantesX || bCreateTextureCoordiantesY, aTexTransform);
      85             : 
      86             :                 // get full range
      87           0 :                 const basegfx::B3DRange aRange(getRangeFrom3DGeometry(aFill));
      88             : 
      89             :                 // normal creation
      90           0 :                 if(!getSdrLFSAttribute().getFill().isDefault())
      91             :                 {
      92           0 :                     if(::com::sun::star::drawing::NormalsKind_SPHERE == eNormalsKind)
      93             :                     {
      94           0 :                         applyNormalsKindSphereTo3DGeometry(aFill, aRange);
      95             :                     }
      96           0 :                     else if(::com::sun::star::drawing::NormalsKind_FLAT == eNormalsKind)
      97             :                     {
      98           0 :                         applyNormalsKindFlatTo3DGeometry(aFill);
      99             :                     }
     100             : 
     101           0 :                     if(getSdr3DObjectAttribute().getNormalsInvert())
     102             :                     {
     103           0 :                         applyNormalsInvertTo3DGeometry(aFill);
     104             :                     }
     105             :                 }
     106             : 
     107             :                 // texture coordinates
     108           0 :                 if(!getSdrLFSAttribute().getFill().isDefault())
     109             :                 {
     110             :                     applyTextureTo3DGeometry(
     111             :                         getSdr3DObjectAttribute().getTextureProjectionX(),
     112             :                         getSdr3DObjectAttribute().getTextureProjectionY(),
     113             :                         aFill,
     114             :                         aRange,
     115           0 :                         getTextureSize());
     116             :                 }
     117             : 
     118           0 :                 if(!getSdrLFSAttribute().getFill().isDefault())
     119             :                 {
     120             :                     // add fill
     121             :                     aRetval = create3DPolyPolygonFillPrimitives(
     122             :                         aFill,
     123           0 :                         getTransform(),
     124           0 :                         getTextureSize(),
     125             :                         getSdr3DObjectAttribute(),
     126           0 :                         getSdrLFSAttribute().getFill(),
     127           0 :                         getSdrLFSAttribute().getFillFloatTransGradient());
     128             :                 }
     129             :                 else
     130             :                 {
     131             :                     // create simplified 3d hit test geometry
     132             :                     aRetval = createHiddenGeometryPrimitives3D(
     133             :                         aFill,
     134           0 :                         getTransform(),
     135           0 :                         getTextureSize(),
     136           0 :                         getSdr3DObjectAttribute());
     137             :                 }
     138             : 
     139             :                 // add line
     140           0 :                 if(!getSdrLFSAttribute().getLine().isDefault())
     141             :                 {
     142           0 :                     if(getSdr3DObjectAttribute().getReducedLineGeometry())
     143             :                     {
     144             :                         // create geometric outlines with reduced line geometry for chart.
     145           0 :                         const basegfx::B3DPolyPolygon aVerLine(extractVerticalLinesFromSlice(rSliceVector));
     146           0 :                         const sal_uInt32 nCount(aVerLine.count());
     147           0 :                         basegfx::B3DPolyPolygon aReducedLoops;
     148           0 :                         basegfx::B3DPolyPolygon aNewLineGeometry;
     149             : 
     150             :                         // sort out doubles (front and back planes when no edge rounding is done). Since
     151             :                         // this is a line geometry merged from PolyPolygons, loop over all Polygons
     152           0 :                         for(a = 0; a < nCount; a++)
     153             :                         {
     154           0 :                             const sal_uInt32 nReducedCount(aReducedLoops.count());
     155           0 :                             const basegfx::B3DPolygon aCandidate(aVerLine.getB3DPolygon(a));
     156           0 :                             bool bAdd(true);
     157             : 
     158           0 :                             if(nReducedCount)
     159             :                             {
     160           0 :                                 for(sal_uInt32 b(0); bAdd && b < nReducedCount; b++)
     161             :                                 {
     162           0 :                                     if(aCandidate == aReducedLoops.getB3DPolygon(b))
     163             :                                     {
     164           0 :                                         bAdd = false;
     165             :                                     }
     166             :                                 }
     167             :                             }
     168             : 
     169           0 :                             if(bAdd)
     170             :                             {
     171           0 :                                 aReducedLoops.append(aCandidate);
     172             :                             }
     173           0 :                         }
     174             : 
     175             :                         // from here work with reduced loops and reduced count without changing them
     176           0 :                         const sal_uInt32 nReducedCount(aReducedLoops.count());
     177             : 
     178           0 :                         if(nReducedCount > 1)
     179             :                         {
     180           0 :                             for(sal_uInt32 b(1); b < nReducedCount; b++)
     181             :                             {
     182             :                                 // get loop pair
     183           0 :                                 const basegfx::B3DPolygon aCandA(aReducedLoops.getB3DPolygon(b - 1));
     184           0 :                                 const basegfx::B3DPolygon aCandB(aReducedLoops.getB3DPolygon(b));
     185             : 
     186             :                                 // for each loop pair create the connection edges
     187             :                                 createReducedOutlines(
     188             :                                     rViewInformation,
     189           0 :                                     getTransform(),
     190             :                                     aCandA,
     191             :                                     aCandB,
     192           0 :                                     aNewLineGeometry);
     193           0 :                             }
     194             :                         }
     195             : 
     196             :                         // add reduced loops themselves
     197           0 :                         aNewLineGeometry.append(aReducedLoops);
     198             : 
     199             :                         // to create vertical edges at non-C1/C2 steady loops, use maCorrectedPolyPolygon
     200             :                         // directly since the 3D Polygons do not suport this.
     201             :                         //
     202             :                         // Unfortunately there is no bezier polygon provided by the chart module; one reason is
     203             :                         // that the API for extrude wants a 3D polygon geometry (for historical reasons, i guess)
     204             :                         // and those have no beziers. Another reason is that he chart module uses self-created
     205             :                         // stuff to create the 2D geometry (in ShapeFactory::createPieSegment), but this geometry
     206             :                         // does not contain bezier infos, either. The only way which is possible for now is to 'detect'
     207             :                         // candidates for vertical edges of pie segments by looking for the angles in the polygon.
     208             :                         //
     209             :                         // This is all not very well designed ATM. Ideally, the ReducedLineGeometry is responsible
     210             :                         // for creating the outer geometry edges (createReducedOutlines), but for special edges
     211             :                         // like the vertical ones for pie center and both start/end, the incarnation with the
     212             :                         // knowledge about that it needs to create those and IS a pie segment -> in this case,
     213             :                         // the chart itself.
     214           0 :                         const sal_uInt32 nPolyCount(maCorrectedPolyPolygon.count());
     215             : 
     216           0 :                         for(sal_uInt32 c(0); c < nPolyCount; c++)
     217             :                         {
     218           0 :                             const basegfx::B2DPolygon aCandidate(maCorrectedPolyPolygon.getB2DPolygon(c));
     219           0 :                             const sal_uInt32 nPointCount(aCandidate.count());
     220             : 
     221           0 :                             if(nPointCount > 2)
     222             :                             {
     223           0 :                                 sal_uInt32 nIndexA(nPointCount);
     224           0 :                                 sal_uInt32 nIndexB(nPointCount);
     225           0 :                                 sal_uInt32 nIndexC(nPointCount);
     226             : 
     227           0 :                                 for(sal_uInt32 d(0); d < nPointCount; d++)
     228             :                                 {
     229           0 :                                     const sal_uInt32 nPrevInd((d + nPointCount - 1) % nPointCount);
     230           0 :                                     const sal_uInt32 nNextInd((d + 1) % nPointCount);
     231           0 :                                     const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(d));
     232           0 :                                     const basegfx::B2DVector aPrev(aCandidate.getB2DPoint(nPrevInd) - aPoint);
     233           0 :                                     const basegfx::B2DVector aNext(aCandidate.getB2DPoint(nNextInd) - aPoint);
     234           0 :                                     const double fAngle(aPrev.angle(aNext));
     235             : 
     236             :                                     // take each angle which deviates more than 10% from going straight as
     237             :                                     // special edge. This will detect the two outer edges of pie segments,
     238             :                                     // but not always the center one (think about a near 180 degree pie)
     239           0 :                                     if(F_PI - fabs(fAngle) > F_PI * 0.1)
     240             :                                     {
     241           0 :                                         if(nPointCount == nIndexA)
     242             :                                         {
     243           0 :                                             nIndexA = d;
     244             :                                         }
     245           0 :                                         else if(nPointCount == nIndexB)
     246             :                                         {
     247           0 :                                             nIndexB = d;
     248             :                                         }
     249           0 :                                         else if(nPointCount == nIndexC)
     250             :                                         {
     251           0 :                                             nIndexC = d;
     252           0 :                                             d = nPointCount;
     253             :                                         }
     254             :                                     }
     255           0 :                                 }
     256             : 
     257           0 :                                 const bool bIndexAUsed(nIndexA != nPointCount);
     258           0 :                                 const bool bIndexBUsed(nIndexB != nPointCount);
     259           0 :                                 bool bIndexCUsed(nIndexC != nPointCount);
     260             : 
     261           0 :                                 if(bIndexCUsed)
     262             :                                 {
     263             :                                     // already three special edges found, so the center one was already detected
     264             :                                     // and does not need to be searched
     265             :                                 }
     266           0 :                                 else if(bIndexAUsed && bIndexBUsed)
     267             :                                 {
     268             :                                     // outer edges detected (they are approx. 90 degrees), but center one not.
     269             :                                     // Look with the knowledge that it's in-between the two found ones
     270           0 :                                     if(((nIndexA + 2) % nPointCount) == nIndexB)
     271             :                                     {
     272           0 :                                         nIndexC = (nIndexA + 1) % nPointCount;
     273             :                                     }
     274           0 :                                     else if(((nIndexA + nPointCount - 2) % nPointCount) == nIndexB)
     275             :                                     {
     276           0 :                                         nIndexC = (nIndexA + nPointCount - 1) % nPointCount;
     277             :                                     }
     278             : 
     279           0 :                                     bIndexCUsed = (nIndexC != nPointCount);
     280             :                                 }
     281             : 
     282           0 :                                 if(bIndexAUsed)
     283             :                                 {
     284           0 :                                     const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(nIndexA));
     285           0 :                                     const basegfx::B3DPoint aStart(aPoint.getX(), aPoint.getY(), 0.0);
     286           0 :                                     const basegfx::B3DPoint aEnd(aPoint.getX(), aPoint.getY(), getDepth());
     287           0 :                                     basegfx::B3DPolygon aToBeAdded;
     288             : 
     289           0 :                                     aToBeAdded.append(aStart);
     290           0 :                                     aToBeAdded.append(aEnd);
     291           0 :                                     aNewLineGeometry.append(aToBeAdded);
     292             :                                 }
     293             : 
     294           0 :                                 if(bIndexBUsed)
     295             :                                 {
     296           0 :                                     const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(nIndexB));
     297           0 :                                     const basegfx::B3DPoint aStart(aPoint.getX(), aPoint.getY(), 0.0);
     298           0 :                                     const basegfx::B3DPoint aEnd(aPoint.getX(), aPoint.getY(), getDepth());
     299           0 :                                     basegfx::B3DPolygon aToBeAdded;
     300             : 
     301           0 :                                     aToBeAdded.append(aStart);
     302           0 :                                     aToBeAdded.append(aEnd);
     303           0 :                                     aNewLineGeometry.append(aToBeAdded);
     304             :                                 }
     305             : 
     306           0 :                                 if(bIndexCUsed)
     307             :                                 {
     308           0 :                                     const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(nIndexC));
     309           0 :                                     const basegfx::B3DPoint aStart(aPoint.getX(), aPoint.getY(), 0.0);
     310           0 :                                     const basegfx::B3DPoint aEnd(aPoint.getX(), aPoint.getY(), getDepth());
     311           0 :                                     basegfx::B3DPolygon aToBeAdded;
     312             : 
     313           0 :                                     aToBeAdded.append(aStart);
     314           0 :                                     aToBeAdded.append(aEnd);
     315           0 :                                     aNewLineGeometry.append(aToBeAdded);
     316             :                                 }
     317             :                             }
     318           0 :                         }
     319             : 
     320             :                         // append loops themselves
     321           0 :                         aNewLineGeometry.append(aReducedLoops);
     322             : 
     323           0 :                         if(aNewLineGeometry.count())
     324             :                         {
     325             :                             const Primitive3DSequence aLines(create3DPolyPolygonLinePrimitives(
     326           0 :                                 aNewLineGeometry, getTransform(), getSdrLFSAttribute().getLine()));
     327           0 :                             appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aLines);
     328           0 :                         }
     329             :                     }
     330             :                     else
     331             :                     {
     332             :                         // extract line geometry from slices
     333           0 :                         const basegfx::B3DPolyPolygon aHorLine(extractHorizontalLinesFromSlice(rSliceVector, false));
     334           0 :                         const basegfx::B3DPolyPolygon aVerLine(extractVerticalLinesFromSlice(rSliceVector));
     335             : 
     336             :                         // add horizontal lines
     337             :                         const Primitive3DSequence aHorLines(create3DPolyPolygonLinePrimitives(
     338           0 :                             aHorLine, getTransform(), getSdrLFSAttribute().getLine()));
     339           0 :                         appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aHorLines);
     340             : 
     341             :                         // add vertical lines
     342             :                         const Primitive3DSequence aVerLines(create3DPolyPolygonLinePrimitives(
     343           0 :                             aVerLine, getTransform(), getSdrLFSAttribute().getLine()));
     344           0 :                         appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aVerLines);
     345             :                     }
     346             :                 }
     347             : 
     348             :                 // add shadow
     349           0 :                 if(!getSdrLFSAttribute().getShadow().isDefault() && aRetval.hasElements())
     350             :                 {
     351             :                     const Primitive3DSequence aShadow(createShadowPrimitive3D(
     352           0 :                         aRetval, getSdrLFSAttribute().getShadow(), getSdr3DObjectAttribute().getShadow3D()));
     353           0 :                     appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aShadow);
     354           0 :                 }
     355             :             }
     356             : 
     357           0 :             return aRetval;
     358             :         }
     359             : 
     360           0 :         void SdrExtrudePrimitive3D::impCreateSlices()
     361             :         {
     362             :             // prepare the polygon. No double points, correct orientations and a correct
     363             :             // outmost polygon are needed
     364             :             // Also important: subdivide here to ensure equal point count for all slices (!)
     365           0 :             maCorrectedPolyPolygon = basegfx::tools::adaptiveSubdivideByAngle(getPolyPolygon());
     366           0 :             maCorrectedPolyPolygon.removeDoublePoints();
     367           0 :             maCorrectedPolyPolygon = basegfx::tools::correctOrientations(maCorrectedPolyPolygon);
     368           0 :             maCorrectedPolyPolygon = basegfx::tools::correctOutmostPolygon(maCorrectedPolyPolygon);
     369             : 
     370             :             // prepare slices as geometry
     371           0 :             createExtrudeSlices(maSlices, maCorrectedPolyPolygon, getBackScale(), getDiagonal(), getDepth(), getCharacterMode(), getCloseFront(), getCloseBack());
     372           0 :         }
     373             : 
     374           0 :         const Slice3DVector& SdrExtrudePrimitive3D::getSlices() const
     375             :         {
     376             :             // This can be made dependent of  getSdrLFSAttribute().getFill() and getSdrLFSAttribute().getLine()
     377             :             // again when no longer geometry is needed for non-visible 3D objects as it is now for chart
     378           0 :             if(getPolyPolygon().count() && !maSlices.size())
     379             :             {
     380           0 :                 ::osl::Mutex m_mutex;
     381           0 :                 const_cast< SdrExtrudePrimitive3D& >(*this).impCreateSlices();
     382             :             }
     383             : 
     384           0 :             return maSlices;
     385             :         }
     386             : 
     387           0 :         SdrExtrudePrimitive3D::SdrExtrudePrimitive3D(
     388             :             const basegfx::B3DHomMatrix& rTransform,
     389             :             const basegfx::B2DVector& rTextureSize,
     390             :             const attribute::SdrLineFillShadowAttribute3D& rSdrLFSAttribute,
     391             :             const attribute::Sdr3DObjectAttribute& rSdr3DObjectAttribute,
     392             :             const basegfx::B2DPolyPolygon& rPolyPolygon,
     393             :             double fDepth,
     394             :             double fDiagonal,
     395             :             double fBackScale,
     396             :             bool bSmoothNormals,
     397             :             bool bSmoothHorizontalNormals,
     398             :             bool bSmoothLids,
     399             :             bool bCharacterMode,
     400             :             bool bCloseFront,
     401             :             bool bCloseBack)
     402             :         :   SdrPrimitive3D(rTransform, rTextureSize, rSdrLFSAttribute, rSdr3DObjectAttribute),
     403             :             maCorrectedPolyPolygon(),
     404             :             maSlices(),
     405             :             maPolyPolygon(rPolyPolygon),
     406             :             mfDepth(fDepth),
     407             :             mfDiagonal(fDiagonal),
     408             :             mfBackScale(fBackScale),
     409             :             mpLastRLGViewInformation(0),
     410             :             mbSmoothNormals(bSmoothNormals),
     411             :             mbSmoothHorizontalNormals(bSmoothHorizontalNormals),
     412             :             mbSmoothLids(bSmoothLids),
     413             :             mbCharacterMode(bCharacterMode),
     414             :             mbCloseFront(bCloseFront),
     415           0 :             mbCloseBack(bCloseBack)
     416             :         {
     417             :             // make sure depth is positive
     418           0 :             if(basegfx::fTools::lessOrEqual(getDepth(), 0.0))
     419             :             {
     420           0 :                 mfDepth = 0.0;
     421             :             }
     422             : 
     423             :             // make sure the percentage value getDiagonal() is between 0.0 and 1.0
     424           0 :             if(basegfx::fTools::lessOrEqual(getDiagonal(), 0.0))
     425             :             {
     426           0 :                 mfDiagonal = 0.0;
     427             :             }
     428           0 :             else if(basegfx::fTools::moreOrEqual(getDiagonal(), 1.0))
     429             :             {
     430           0 :                 mfDiagonal = 1.0;
     431             :             }
     432             : 
     433             :             // no close front/back when polygon is not closed
     434           0 :             if(getPolyPolygon().count() && !getPolyPolygon().getB2DPolygon(0L).isClosed())
     435             :             {
     436           0 :                 mbCloseFront = mbCloseBack = false;
     437             :             }
     438             : 
     439             :             // no edge rounding when not closing
     440           0 :             if(!getCloseFront() && !getCloseBack())
     441             :             {
     442           0 :                 mfDiagonal = 0.0;
     443             :             }
     444           0 :         }
     445             : 
     446           0 :         SdrExtrudePrimitive3D::~SdrExtrudePrimitive3D()
     447             :         {
     448           0 :             if(mpLastRLGViewInformation)
     449             :             {
     450           0 :                 delete mpLastRLGViewInformation;
     451             :             }
     452           0 :         }
     453             : 
     454           0 :         bool SdrExtrudePrimitive3D::operator==(const BasePrimitive3D& rPrimitive) const
     455             :         {
     456           0 :             if(SdrPrimitive3D::operator==(rPrimitive))
     457             :             {
     458           0 :                 const SdrExtrudePrimitive3D& rCompare = static_cast< const SdrExtrudePrimitive3D& >(rPrimitive);
     459             : 
     460           0 :                 return (getPolyPolygon() == rCompare.getPolyPolygon()
     461           0 :                     && getDepth() == rCompare.getDepth()
     462           0 :                     && getDiagonal() == rCompare.getDiagonal()
     463           0 :                     && getBackScale() == rCompare.getBackScale()
     464           0 :                     && getSmoothNormals() == rCompare.getSmoothNormals()
     465           0 :                     && getSmoothHorizontalNormals() == rCompare.getSmoothHorizontalNormals()
     466           0 :                     && getSmoothLids() == rCompare.getSmoothLids()
     467           0 :                     && getCharacterMode() == rCompare.getCharacterMode()
     468           0 :                     && getCloseFront() == rCompare.getCloseFront()
     469           0 :                     && getCloseBack() == rCompare.getCloseBack());
     470             :             }
     471             : 
     472           0 :             return false;
     473             :         }
     474             : 
     475           0 :         basegfx::B3DRange SdrExtrudePrimitive3D::getB3DRange(const geometry::ViewInformation3D& /*rViewInformation*/) const
     476             :         {
     477             :             // use defaut from sdrPrimitive3D which uses transformation expanded by line width/2
     478             :             // The parent implementation which uses the ranges of the decomposition would be more
     479             :             // corrcet, but for historical reasons it is necessary to do the old method: To get
     480             :             // the range of the non-transformed geometry and transform it then. This leads to different
     481             :             // ranges where the new method is more correct, but the need to keep the old behaviour
     482             :             // has priority here.
     483           0 :             return get3DRangeFromSlices(getSlices());
     484             :         }
     485             : 
     486           0 :         Primitive3DSequence SdrExtrudePrimitive3D::get3DDecomposition(const geometry::ViewInformation3D& rViewInformation) const
     487             :         {
     488           0 :             if(getSdr3DObjectAttribute().getReducedLineGeometry())
     489             :             {
     490           0 :                 if(!mpLastRLGViewInformation ||
     491           0 :                     (getBuffered3DDecomposition().hasElements()
     492           0 :                         && *mpLastRLGViewInformation != rViewInformation))
     493             :                 {
     494             :                     // conditions of last local decomposition with reduced lines have changed. Remember
     495             :                     // new one and clear current decompositiopn
     496           0 :                     ::osl::Mutex m_mutex;
     497           0 :                     SdrExtrudePrimitive3D* pThat = const_cast< SdrExtrudePrimitive3D* >(this);
     498           0 :                     pThat->setBuffered3DDecomposition(Primitive3DSequence());
     499           0 :                     delete pThat->mpLastRLGViewInformation;
     500           0 :                     pThat->mpLastRLGViewInformation = new geometry::ViewInformation3D(rViewInformation);
     501             :                 }
     502             :             }
     503             : 
     504             :             // no test for buffering needed, call parent
     505           0 :             return SdrPrimitive3D::get3DDecomposition(rViewInformation);
     506             :         }
     507             : 
     508             :         // provide unique ID
     509           0 :         ImplPrimitrive3DIDBlock(SdrExtrudePrimitive3D, PRIMITIVE3D_ID_SDREXTRUDEPRIMITIVE3D)
     510             : 
     511             :     } // end of namespace primitive3d
     512             : } // end of namespace drawinglayer
     513             : 
     514             : /* vim:set shiftwidth=4 softtabstop=4 expandtab: */

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