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 :
21 : #include <svx/helperhittest3d.hxx>
22 : #include <basegfx/point/b2dpoint.hxx>
23 : #include <svx/svdpage.hxx>
24 : #include <svx/scene3d.hxx>
25 : #include <svx/svditer.hxx>
26 : #include <drawinglayer/processor3d/cutfindprocessor3d.hxx>
27 : #include <svx/sdr/contact/viewcontactofe3d.hxx>
28 : #include <svx/sdr/contact/viewcontactofe3dscene.hxx>
29 : #include <com/sun/star/uno/Sequence.h>
30 :
31 : //////////////////////////////////////////////////////////////////////////////
32 :
33 : using namespace com::sun::star;
34 :
35 : //////////////////////////////////////////////////////////////////////////////
36 :
37 : class ImplPairDephAndObject
38 : {
39 : private:
40 : const E3dCompoundObject* mpObject;
41 : double mfDepth;
42 :
43 : public:
44 0 : ImplPairDephAndObject(const E3dCompoundObject* pObject, double fDepth)
45 : : mpObject(pObject),
46 0 : mfDepth(fDepth)
47 0 : {}
48 :
49 : // for ::std::sort
50 0 : bool operator<(const ImplPairDephAndObject& rComp) const
51 : {
52 0 : return (mfDepth < rComp.mfDepth);
53 : }
54 :
55 : // data read access
56 0 : const E3dCompoundObject* getObject() const { return mpObject; }
57 : double getDepth() const { return mfDepth; }
58 : };
59 :
60 : //////////////////////////////////////////////////////////////////////////////
61 :
62 0 : void getAllHit3DObjectWithRelativePoint(
63 : const basegfx::B3DPoint& rFront,
64 : const basegfx::B3DPoint& rBack,
65 : const E3dCompoundObject& rObject,
66 : const drawinglayer::geometry::ViewInformation3D& rObjectViewInformation3D,
67 : ::std::vector< basegfx::B3DPoint >& o_rResult,
68 : bool bAnyHit)
69 : {
70 0 : o_rResult.clear();
71 :
72 0 : if(!rFront.equal(rBack))
73 : {
74 : // rObject is a E3dCompoundObject, so it cannot be a scene (which is a E3dObject)
75 0 : const sdr::contact::ViewContactOfE3d& rVCObject = static_cast< sdr::contact::ViewContactOfE3d& >(rObject.GetViewContact());
76 0 : const drawinglayer::primitive3d::Primitive3DSequence aPrimitives(rVCObject.getViewIndependentPrimitive3DSequence());
77 :
78 0 : if(aPrimitives.hasElements())
79 : {
80 : // make BoundVolume empty and overlapping test for speedup
81 0 : const basegfx::B3DRange aObjectRange(drawinglayer::primitive3d::getB3DRangeFromPrimitive3DSequence(aPrimitives, rObjectViewInformation3D));
82 :
83 0 : if(!aObjectRange.isEmpty())
84 : {
85 0 : const basegfx::B3DRange aFrontBackRange(rFront, rBack);
86 :
87 0 : if(aObjectRange.overlaps(aFrontBackRange))
88 : {
89 : // bound volumes hit, geometric cut tests needed
90 0 : drawinglayer::processor3d::CutFindProcessor aCutFindProcessor(rObjectViewInformation3D, rFront, rBack, bAnyHit);
91 0 : aCutFindProcessor.process(aPrimitives);
92 0 : o_rResult = aCutFindProcessor.getCutPoints();
93 : }
94 : }
95 0 : }
96 : }
97 0 : }
98 :
99 : //////////////////////////////////////////////////////////////////////////////
100 :
101 0 : E3dScene* fillViewInformation3DForCompoundObject(drawinglayer::geometry::ViewInformation3D& o_rViewInformation3D, const E3dCompoundObject& rCandidate)
102 : {
103 : // Search for root scene (outmost scene) of the 3d object since e.g. in chart, multiple scenes may
104 : // be placed between object and outmost scene. On that search, remember the in-between scene's
105 : // transformation for the correct complete ObjectTransformation. For historical reasons, the
106 : // root scene's own object transformation is part of the scene's ViewTransformation, o do not
107 : // add it. For more details, see ViewContactOfE3dScene::createViewInformation3D.
108 0 : E3dScene* pParentScene = dynamic_cast< E3dScene* >(rCandidate.GetParentObj());
109 0 : E3dScene* pRootScene = 0;
110 0 : basegfx::B3DHomMatrix aInBetweenSceneMatrix;
111 :
112 0 : while(pParentScene)
113 : {
114 0 : E3dScene* pParentParentScene = dynamic_cast< E3dScene* >(pParentScene->GetParentObj());
115 :
116 0 : if(pParentParentScene)
117 : {
118 : // pParentScene is a in-between scene
119 0 : aInBetweenSceneMatrix = pParentScene->GetTransform() * aInBetweenSceneMatrix;
120 : }
121 : else
122 : {
123 : // pParentScene is the root scene
124 0 : pRootScene = pParentScene;
125 : }
126 :
127 0 : pParentScene = pParentParentScene;
128 : }
129 :
130 0 : if(pRootScene)
131 : {
132 0 : const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(pRootScene->GetViewContact());
133 :
134 0 : if(aInBetweenSceneMatrix.isIdentity())
135 : {
136 0 : o_rViewInformation3D = rVCScene.getViewInformation3D();
137 : }
138 : else
139 : {
140 : // build new ViewInformation containing all transforms for the candidate
141 0 : const drawinglayer::geometry::ViewInformation3D aViewInfo3D(rVCScene.getViewInformation3D());
142 :
143 : o_rViewInformation3D = drawinglayer::geometry::ViewInformation3D(
144 0 : aViewInfo3D.getObjectTransformation() * aInBetweenSceneMatrix,
145 0 : aViewInfo3D.getOrientation(),
146 0 : aViewInfo3D.getProjection(),
147 0 : aViewInfo3D.getDeviceToView(),
148 : aViewInfo3D.getViewTime(),
149 0 : aViewInfo3D.getExtendedInformationSequence());
150 : }
151 : }
152 : else
153 : {
154 0 : const uno::Sequence< beans::PropertyValue > aEmptyParameters;
155 0 : o_rViewInformation3D = drawinglayer::geometry::ViewInformation3D(aEmptyParameters);
156 : }
157 :
158 0 : return pRootScene;
159 : }
160 :
161 : //////////////////////////////////////////////////////////////////////////////
162 :
163 0 : SVX_DLLPUBLIC void getAllHit3DObjectsSortedFrontToBack(
164 : const basegfx::B2DPoint& rPoint,
165 : const E3dScene& rScene,
166 : ::std::vector< const E3dCompoundObject* >& o_rResult)
167 : {
168 0 : o_rResult.clear();
169 0 : SdrObjList* pList = rScene.GetSubList();
170 :
171 0 : if(pList && pList->GetObjCount())
172 : {
173 : // prepare relative HitPoint. To do so, get the VC of the 3DScene and from there
174 : // the Scene's 2D transformation. Multiplying with the inverse transformation
175 : // will create a point relative to the 3D scene as unit-2d-object
176 0 : const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(rScene.GetViewContact());
177 0 : basegfx::B2DHomMatrix aInverseSceneTransform(rVCScene.getObjectTransformation());
178 0 : aInverseSceneTransform.invert();
179 0 : const basegfx::B2DPoint aRelativePoint(aInverseSceneTransform * rPoint);
180 :
181 : // check if test point is inside scene's area at all
182 0 : if(aRelativePoint.getX() >= 0.0 && aRelativePoint.getX() <= 1.0 && aRelativePoint.getY() >= 0.0 && aRelativePoint.getY() <= 1.0)
183 : {
184 0 : SdrObjListIter aIterator(*pList, IM_DEEPNOGROUPS);
185 0 : ::std::vector< ImplPairDephAndObject > aDepthAndObjectResults;
186 0 : const uno::Sequence< beans::PropertyValue > aEmptyParameters;
187 0 : drawinglayer::geometry::ViewInformation3D aViewInfo3D(aEmptyParameters);
188 :
189 0 : while(aIterator.IsMore())
190 : {
191 0 : const E3dCompoundObject* pCandidate = dynamic_cast< const E3dCompoundObject* >(aIterator.Next());
192 :
193 0 : if(pCandidate)
194 : {
195 0 : fillViewInformation3DForCompoundObject(aViewInfo3D, *pCandidate);
196 :
197 : // create HitPoint Front and Back, transform to object coordinates
198 0 : basegfx::B3DHomMatrix aViewToObject(aViewInfo3D.getObjectToView());
199 0 : aViewToObject.invert();
200 0 : const basegfx::B3DPoint aFront(aViewToObject * basegfx::B3DPoint(aRelativePoint.getX(), aRelativePoint.getY(), 0.0));
201 0 : const basegfx::B3DPoint aBack(aViewToObject * basegfx::B3DPoint(aRelativePoint.getX(), aRelativePoint.getY(), 1.0));
202 :
203 0 : if(!aFront.equal(aBack))
204 : {
205 : // get all hit points with object
206 0 : ::std::vector< basegfx::B3DPoint > aHitsWithObject;
207 0 : getAllHit3DObjectWithRelativePoint(aFront, aBack, *pCandidate, aViewInfo3D, aHitsWithObject, false);
208 :
209 0 : for(sal_uInt32 a(0); a < aHitsWithObject.size(); a++)
210 : {
211 0 : const basegfx::B3DPoint aPointInViewCoordinates(aViewInfo3D.getObjectToView() * aHitsWithObject[a]);
212 0 : aDepthAndObjectResults.push_back(ImplPairDephAndObject(pCandidate, aPointInViewCoordinates.getZ()));
213 0 : }
214 0 : }
215 : }
216 : }
217 :
218 : // fill nRetval
219 0 : const sal_uInt32 nCount(aDepthAndObjectResults.size());
220 :
221 0 : if(nCount)
222 : {
223 : // sort aDepthAndObjectResults by depth
224 0 : ::std::sort(aDepthAndObjectResults.begin(), aDepthAndObjectResults.end());
225 :
226 : // copy SdrObject pointers to return result set
227 0 : ::std::vector< ImplPairDephAndObject >::iterator aIterator2(aDepthAndObjectResults.begin());
228 :
229 0 : for(;aIterator2 != aDepthAndObjectResults.end(); ++aIterator2)
230 : {
231 0 : o_rResult.push_back(aIterator2->getObject());
232 : }
233 0 : }
234 0 : }
235 : }
236 0 : }
237 :
238 : //////////////////////////////////////////////////////////////////////////////
239 :
240 0 : bool checkHitSingle3DObject(
241 : const basegfx::B2DPoint& rPoint,
242 : const E3dCompoundObject& rCandidate)
243 : {
244 0 : const uno::Sequence< beans::PropertyValue > aEmptyParameters;
245 0 : drawinglayer::geometry::ViewInformation3D aViewInfo3D(aEmptyParameters);
246 0 : E3dScene* pRootScene = fillViewInformation3DForCompoundObject(aViewInfo3D, rCandidate);
247 :
248 0 : if(pRootScene)
249 : {
250 : // prepare relative HitPoint. To do so, get the VC of the 3DScene and from there
251 : // the Scene's 2D transformation. Multiplying with the inverse transformation
252 : // will create a point relative to the 3D scene as unit-2d-object
253 0 : const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(pRootScene->GetViewContact());
254 0 : basegfx::B2DHomMatrix aInverseSceneTransform(rVCScene.getObjectTransformation());
255 0 : aInverseSceneTransform.invert();
256 0 : const basegfx::B2DPoint aRelativePoint(aInverseSceneTransform * rPoint);
257 :
258 : // check if test point is inside scene's area at all
259 0 : if(aRelativePoint.getX() >= 0.0 && aRelativePoint.getX() <= 1.0 && aRelativePoint.getY() >= 0.0 && aRelativePoint.getY() <= 1.0)
260 : {
261 : // create HitPoint Front and Back, transform to object coordinates
262 0 : basegfx::B3DHomMatrix aViewToObject(aViewInfo3D.getObjectToView());
263 0 : aViewToObject.invert();
264 0 : const basegfx::B3DPoint aFront(aViewToObject * basegfx::B3DPoint(aRelativePoint.getX(), aRelativePoint.getY(), 0.0));
265 0 : const basegfx::B3DPoint aBack(aViewToObject * basegfx::B3DPoint(aRelativePoint.getX(), aRelativePoint.getY(), 1.0));
266 :
267 0 : if(!aFront.equal(aBack))
268 : {
269 : // get all hit points with object
270 0 : ::std::vector< basegfx::B3DPoint > aHitsWithObject;
271 0 : getAllHit3DObjectWithRelativePoint(aFront, aBack, rCandidate, aViewInfo3D, aHitsWithObject, true);
272 :
273 0 : if(!aHitsWithObject.empty())
274 : {
275 0 : return true;
276 0 : }
277 0 : }
278 0 : }
279 : }
280 :
281 0 : return false;
282 : }
283 :
284 : /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
|