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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/svdstr.hrc"
22 : #include "svx/svdglob.hxx"
23 : #include "svx/svditer.hxx"
24 :
25 : #include <stdlib.h>
26 : #include <svx/globl3d.hxx>
27 : #include <svx/svdpage.hxx>
28 : #include <svl/style.hxx>
29 : #include <svx/scene3d.hxx>
30 : #include <svx/e3dundo.hxx>
31 : #include <svx/svdtrans.hxx>
32 : #include <svx/svxids.hrc>
33 : #include <editeng/colritem.hxx>
34 : #include <svx/e3ditem.hxx>
35 : #include <svx/xlntrit.hxx>
36 : #include <svx/xfltrit.hxx>
37 : #include <svx/svx3ditems.hxx>
38 : #include <svl/whiter.hxx>
39 : #include <svx/xflftrit.hxx>
40 : #include <svx/sdr/properties/e3dsceneproperties.hxx>
41 : #include <svx/sdr/contact/viewcontactofe3dscene.hxx>
42 : #include <svx/svddrag.hxx>
43 : #include <helperminimaldepth3d.hxx>
44 : #include <algorithm>
45 : #include <drawinglayer/geometry/viewinformation3d.hxx>
46 : #include <basegfx/polygon/b2dpolypolygontools.hxx>
47 : #include <svx/e3dsceneupdater.hxx>
48 :
49 : //////////////////////////////////////////////////////////////////////////////
50 :
51 : class ImpRemap3DDepth
52 : {
53 : sal_uInt32 mnOrdNum;
54 : double mfMinimalDepth;
55 :
56 : // bit field
57 : unsigned mbIsScene : 1;
58 :
59 : public:
60 : ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth);
61 : ImpRemap3DDepth(sal_uInt32 nOrdNum);
62 : ~ImpRemap3DDepth();
63 :
64 : // for ::std::sort
65 : bool operator<(const ImpRemap3DDepth& rComp) const;
66 :
67 0 : sal_uInt32 GetOrdNum() const { return mnOrdNum; }
68 0 : sal_Bool IsScene() const { return mbIsScene; }
69 : };
70 :
71 0 : ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth)
72 : : mnOrdNum(nOrdNum),
73 : mfMinimalDepth(fMinimalDepth),
74 0 : mbIsScene(sal_False)
75 : {
76 0 : }
77 :
78 0 : ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum)
79 : : mnOrdNum(nOrdNum),
80 : mfMinimalDepth(0.0),
81 0 : mbIsScene(sal_True)
82 : {
83 0 : }
84 :
85 0 : ImpRemap3DDepth::~ImpRemap3DDepth()
86 : {
87 0 : }
88 :
89 0 : bool ImpRemap3DDepth::operator<(const ImpRemap3DDepth& rComp) const
90 : {
91 0 : if(IsScene())
92 : {
93 0 : return sal_False;
94 : }
95 : else
96 : {
97 0 : if(rComp.IsScene())
98 : {
99 0 : return sal_True;
100 : }
101 : else
102 : {
103 0 : return mfMinimalDepth < rComp.mfMinimalDepth;
104 : }
105 : }
106 : }
107 :
108 : // typedefs for a vector of ImpRemap3DDepths
109 : typedef ::std::vector< ImpRemap3DDepth > ImpRemap3DDepthVector;
110 :
111 : //////////////////////////////////////////////////////////////////////////////
112 :
113 : class Imp3DDepthRemapper
114 : {
115 : ImpRemap3DDepthVector maVector;
116 :
117 : public:
118 : Imp3DDepthRemapper(E3dScene& rScene);
119 : ~Imp3DDepthRemapper();
120 :
121 : sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const;
122 : };
123 :
124 0 : Imp3DDepthRemapper::Imp3DDepthRemapper(E3dScene& rScene)
125 : {
126 : // only called when rScene.GetSubList() and nObjCount > 1L
127 0 : SdrObjList* pList = rScene.GetSubList();
128 0 : const sal_uInt32 nObjCount(pList->GetObjCount());
129 :
130 0 : for(sal_uInt32 a(0L); a < nObjCount; a++)
131 : {
132 0 : SdrObject* pCandidate = pList->GetObj(a);
133 :
134 0 : if(pCandidate)
135 : {
136 0 : if(pCandidate->ISA(E3dCompoundObject))
137 : {
138 : // single 3d object, calc depth
139 0 : const double fMinimalDepth(getMinimalDepthInViewCoordinates(static_cast< const E3dCompoundObject& >(*pCandidate)));
140 0 : ImpRemap3DDepth aEntry(a, fMinimalDepth);
141 0 : maVector.push_back(aEntry);
142 : }
143 : else
144 : {
145 : // scene, use standard entry for scene
146 0 : ImpRemap3DDepth aEntry(a);
147 0 : maVector.push_back(aEntry);
148 : }
149 : }
150 : }
151 :
152 : // now, we need to sort the maVector by it's members minimal depth. The
153 : // smaller, the nearer to the viewer.
154 0 : ::std::sort(maVector.begin(), maVector.end());
155 0 : }
156 :
157 0 : Imp3DDepthRemapper::~Imp3DDepthRemapper()
158 : {
159 0 : }
160 :
161 0 : sal_uInt32 Imp3DDepthRemapper::RemapOrdNum(sal_uInt32 nOrdNum) const
162 : {
163 0 : if(nOrdNum < maVector.size())
164 : {
165 0 : nOrdNum = maVector[(maVector.size() - 1) - nOrdNum].GetOrdNum();
166 : }
167 :
168 0 : return nOrdNum;
169 : }
170 :
171 : //////////////////////////////////////////////////////////////////////////////
172 : // BaseProperties section
173 :
174 0 : sdr::properties::BaseProperties* E3dScene::CreateObjectSpecificProperties()
175 : {
176 0 : return new sdr::properties::E3dSceneProperties(*this);
177 : }
178 :
179 : //////////////////////////////////////////////////////////////////////////////
180 : // DrawContact section
181 :
182 0 : sdr::contact::ViewContact* E3dScene::CreateObjectSpecificViewContact()
183 : {
184 0 : return new sdr::contact::ViewContactOfE3dScene(*this);
185 : }
186 :
187 : //////////////////////////////////////////////////////////////////////////////
188 :
189 0 : TYPEINIT1(E3dScene, E3dObject);
190 :
191 0 : E3dScene::E3dScene()
192 : : E3dObject(),
193 : aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
194 : mp3DDepthRemapper(0L),
195 0 : bDrawOnlySelected(false)
196 : {
197 : // Set defaults
198 0 : E3dDefaultAttributes aDefault;
199 0 : SetDefaultAttributes(aDefault);
200 0 : }
201 :
202 0 : E3dScene::E3dScene(E3dDefaultAttributes& rDefault)
203 : : E3dObject(),
204 : aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
205 : mp3DDepthRemapper(0L),
206 0 : bDrawOnlySelected(false)
207 : {
208 : // Set defaults
209 0 : SetDefaultAttributes(rDefault);
210 0 : }
211 :
212 0 : void E3dScene::SetDefaultAttributes(E3dDefaultAttributes& /*rDefault*/)
213 : {
214 : // For WIN95/NT turn off the FP-Exceptions
215 : #if defined(WNT)
216 : _control87( _MCW_EM, _MCW_EM );
217 : #endif
218 :
219 : // Set defaults
220 0 : aCamera.SetViewWindow(-2, -2, 4, 4);
221 0 : aCameraSet.SetDeviceRectangle(-2, 2, -2, 2);
222 0 : aCamera.SetDeviceWindow(Rectangle(0, 0, 10, 10));
223 0 : Rectangle aRect(0, 0, 10, 10);
224 0 : aCameraSet.SetViewportRectangle(aRect);
225 :
226 : // set defaults for Camera from ItemPool
227 0 : aCamera.SetProjection(GetPerspective());
228 0 : basegfx::B3DPoint aActualPosition(aCamera.GetPosition());
229 0 : double fNew = GetDistance();
230 :
231 0 : if(fabs(fNew - aActualPosition.getZ()) > 1.0)
232 : {
233 0 : aCamera.SetPosition( basegfx::B3DPoint( aActualPosition.getX(), aActualPosition.getY(), fNew) );
234 : }
235 :
236 0 : fNew = GetFocalLength() / 100.0;
237 0 : aCamera.SetFocalLength(fNew);
238 0 : }
239 :
240 0 : E3dScene::~E3dScene()
241 : {
242 0 : ImpCleanup3DDepthMapper();
243 0 : }
244 :
245 0 : basegfx::B2DPolyPolygon E3dScene::TakeXorPoly() const
246 : {
247 0 : const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(GetViewContact());
248 0 : const drawinglayer::geometry::ViewInformation3D aViewInfo3D(rVCScene.getViewInformation3D());
249 0 : const basegfx::B3DPolyPolygon aCubePolyPolygon(CreateWireframe());
250 :
251 : basegfx::B2DPolyPolygon aRetval(basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(aCubePolyPolygon,
252 0 : aViewInfo3D.getObjectToView()));
253 0 : aRetval.transform(rVCScene.getObjectTransformation());
254 :
255 0 : return aRetval;
256 : }
257 :
258 0 : void E3dScene::ImpCleanup3DDepthMapper()
259 : {
260 0 : if(mp3DDepthRemapper)
261 : {
262 0 : delete mp3DDepthRemapper;
263 0 : mp3DDepthRemapper = 0L;
264 : }
265 0 : }
266 :
267 0 : sal_uInt32 E3dScene::RemapOrdNum(sal_uInt32 nNewOrdNum) const
268 : {
269 0 : if(!mp3DDepthRemapper)
270 : {
271 0 : const sal_uInt32 nObjCount(GetSubList() ? GetSubList()->GetObjCount() : 0L);
272 :
273 0 : if(nObjCount > 1L)
274 : {
275 0 : ((E3dScene*)this)->mp3DDepthRemapper = new Imp3DDepthRemapper((E3dScene&)(*this));
276 : }
277 : }
278 :
279 0 : if(mp3DDepthRemapper)
280 : {
281 0 : return mp3DDepthRemapper->RemapOrdNum(nNewOrdNum);
282 : }
283 :
284 0 : return nNewOrdNum;
285 : }
286 :
287 0 : sal_uInt16 E3dScene::GetObjIdentifier() const
288 : {
289 0 : return E3D_SCENE_ID;
290 : }
291 :
292 0 : void E3dScene::SetBoundRectDirty()
293 : {
294 0 : E3dScene* pScene = GetScene();
295 :
296 0 : if(pScene == this)
297 : {
298 : // avoid resetting aOutRect which in case of a 3D scene used as 2d object
299 : // is model data,not re-creatable view data
300 : }
301 : else
302 : {
303 : // if not the outmost scene it is used as group in 3d, call parent
304 0 : E3dObject::SetBoundRectDirty();
305 : }
306 0 : }
307 :
308 0 : void E3dScene::NbcSetSnapRect(const Rectangle& rRect)
309 : {
310 0 : SetRectsDirty();
311 0 : E3dObject::NbcSetSnapRect(rRect);
312 0 : aCamera.SetDeviceWindow(rRect);
313 0 : aCameraSet.SetViewportRectangle((Rectangle&)rRect);
314 :
315 0 : ImpCleanup3DDepthMapper();
316 0 : }
317 :
318 0 : void E3dScene::NbcMove(const Size& rSize)
319 : {
320 0 : Rectangle aNewSnapRect = GetSnapRect();
321 0 : MoveRect(aNewSnapRect, rSize);
322 0 : NbcSetSnapRect(aNewSnapRect);
323 0 : }
324 :
325 0 : void E3dScene::NbcResize(const Point& rRef, const Fraction& rXFact,
326 : const Fraction& rYFact)
327 : {
328 0 : Rectangle aNewSnapRect = GetSnapRect();
329 0 : ResizeRect(aNewSnapRect, rRef, rXFact, rYFact);
330 0 : NbcSetSnapRect(aNewSnapRect);
331 0 : }
332 :
333 : // Set new camera, and thus mark the scene and if possible the bound volume
334 : // as changed
335 :
336 0 : void E3dScene::SetCamera(const Camera3D& rNewCamera)
337 : {
338 : // Set old camera
339 0 : aCamera = rNewCamera;
340 0 : ((sdr::properties::E3dSceneProperties&)GetProperties()).SetSceneItemsFromCamera();
341 :
342 0 : SetRectsDirty();
343 :
344 : // Fill new camera from old
345 0 : Camera3D& rCam = (Camera3D&)GetCamera();
346 :
347 : // Turn off ratio
348 0 : if(rCam.GetAspectMapping() == AS_NO_MAPPING)
349 0 : GetCameraSet().SetRatio(0.0);
350 :
351 : // Set Imaging geometry
352 0 : basegfx::B3DPoint aVRP(rCam.GetViewPoint());
353 0 : basegfx::B3DVector aVPN(aVRP - rCam.GetVRP());
354 0 : basegfx::B3DVector aVUV(rCam.GetVUV());
355 :
356 : // use SetViewportValues() to set VRP, VPN and VUV as vectors, too.
357 : // Else these values would not be exported/imported correctly.
358 0 : GetCameraSet().SetViewportValues(aVRP, aVPN, aVUV);
359 :
360 : // Set perspective
361 0 : GetCameraSet().SetPerspective(rCam.GetProjection() == PR_PERSPECTIVE);
362 0 : GetCameraSet().SetViewportRectangle((Rectangle&)rCam.GetDeviceWindow());
363 :
364 0 : ImpCleanup3DDepthMapper();
365 0 : }
366 :
367 0 : void E3dScene::NewObjectInserted(const E3dObject* p3DObj)
368 : {
369 0 : E3dObject::NewObjectInserted(p3DObj);
370 :
371 0 : if ( p3DObj == this )
372 0 : return;
373 :
374 0 : ImpCleanup3DDepthMapper();
375 : }
376 :
377 : // Inform parent of changes of a child
378 :
379 0 : void E3dScene::StructureChanged()
380 : {
381 0 : E3dObject::StructureChanged();
382 0 : SetRectsDirty();
383 :
384 0 : ImpCleanup3DDepthMapper();
385 0 : }
386 :
387 : // Determine the overall scene object
388 :
389 0 : E3dScene* E3dScene::GetScene() const
390 : {
391 0 : if(GetParentObj())
392 0 : return GetParentObj()->GetScene();
393 : else
394 0 : return (E3dScene*)this;
395 : }
396 :
397 0 : void E3dScene::removeAllNonSelectedObjects()
398 : {
399 0 : E3DModifySceneSnapRectUpdater aUpdater(this);
400 :
401 0 : for(sal_uInt32 a(0); a < maSubList.GetObjCount(); a++)
402 : {
403 0 : SdrObject* pObj = maSubList.GetObj(a);
404 :
405 0 : if(pObj)
406 : {
407 0 : bool bRemoveObject(false);
408 :
409 0 : if(pObj->ISA(E3dScene))
410 : {
411 0 : E3dScene* pScene = (E3dScene*)pObj;
412 :
413 : // iterate over this sub-scene
414 0 : pScene->removeAllNonSelectedObjects();
415 :
416 : // check object count. Empty scenes can be deleted
417 0 : const sal_uInt32 nObjCount(pScene->GetSubList() ? pScene->GetSubList()->GetObjCount() : 0);
418 :
419 0 : if(!nObjCount)
420 : {
421 : // all objects removed, scene can be removed, too
422 0 : bRemoveObject = true;
423 : }
424 : }
425 0 : else if(pObj->ISA(E3dCompoundObject))
426 : {
427 0 : E3dCompoundObject* pCompound = (E3dCompoundObject*)pObj;
428 :
429 0 : if(!pCompound->GetSelected())
430 : {
431 0 : bRemoveObject = true;
432 : }
433 : }
434 :
435 0 : if(bRemoveObject)
436 : {
437 0 : maSubList.NbcRemoveObject(pObj->GetOrdNum());
438 0 : a--;
439 0 : SdrObject::Free(pObj);
440 : }
441 : }
442 0 : }
443 0 : }
444 :
445 0 : E3dScene* E3dScene::Clone() const
446 : {
447 0 : return CloneHelper< E3dScene >();
448 : }
449 :
450 0 : E3dScene& E3dScene::operator=(const E3dScene& rObj)
451 : {
452 0 : if( this == &rObj )
453 0 : return *this;
454 0 : E3dObject::operator=(rObj);
455 :
456 0 : const E3dScene& r3DObj = (const E3dScene&) rObj;
457 0 : aCamera = r3DObj.aCamera;
458 :
459 0 : aCameraSet = r3DObj.aCameraSet;
460 0 : ((sdr::properties::E3dSceneProperties&)GetProperties()).SetSceneItemsFromCamera();
461 :
462 0 : InvalidateBoundVolume();
463 0 : RebuildLists();
464 0 : SetRectsDirty();
465 :
466 0 : ImpCleanup3DDepthMapper();
467 :
468 : // #i101941#
469 : // After a Scene as model object is cloned, the used
470 : // ViewContactOfE3dScene is created and partially used
471 : // to calculate Bound/SnapRects, but - since quite some
472 : // values are buffered at the VC - not really well
473 : // initialized. It would be possible to always watch for
474 : // preconditions of buffered data, but this would be expensive
475 : // and would create a lot of short living data structures.
476 : // It is currently better to flush that data, e.g. by using
477 : // ActionChanged at the VC which will for this class
478 : // flush that cached data and initalize it's valid reconstruction
479 0 : GetViewContact().ActionChanged();
480 0 : return *this;
481 : }
482 :
483 : // Rebuild Light- and label- object lists rebuild (after loading, allocation)
484 :
485 0 : void E3dScene::RebuildLists()
486 : {
487 : // first delete
488 0 : SdrLayerID nCurrLayerID = GetLayer();
489 :
490 0 : SdrObjListIter a3DIterator(maSubList, IM_FLAT);
491 :
492 : // then examine all the objects in the scene
493 0 : while ( a3DIterator.IsMore() )
494 : {
495 0 : E3dObject* p3DObj = (E3dObject*) a3DIterator.Next();
496 0 : p3DObj->NbcSetLayer(nCurrLayerID);
497 0 : NewObjectInserted(p3DObj);
498 0 : }
499 0 : }
500 :
501 0 : SdrObjGeoData *E3dScene::NewGeoData() const
502 : {
503 0 : return new E3DSceneGeoData;
504 : }
505 :
506 0 : void E3dScene::SaveGeoData(SdrObjGeoData& rGeo) const
507 : {
508 0 : E3dObject::SaveGeoData (rGeo);
509 :
510 0 : ((E3DSceneGeoData &) rGeo).aCamera = aCamera;
511 0 : }
512 :
513 0 : void E3dScene::RestGeoData(const SdrObjGeoData& rGeo)
514 : {
515 : // #i94832# removed E3DModifySceneSnapRectUpdater here.
516 : // It should not be needed, is already part of E3dObject::RestGeoData
517 0 : E3dObject::RestGeoData (rGeo);
518 0 : SetCamera (((E3DSceneGeoData &) rGeo).aCamera);
519 0 : }
520 :
521 : // Something was changed in the style sheet, so change scene
522 :
523 0 : void E3dScene::Notify(SfxBroadcaster &rBC, const SfxHint &rHint)
524 : {
525 0 : SetRectsDirty();
526 0 : E3dObject::Notify(rBC, rHint);
527 0 : }
528 :
529 0 : void E3dScene::RotateScene (const Point& rRef, long /*nWink*/, double sn, double cs)
530 : {
531 0 : Point UpperLeft, LowerRight, Center, NewCenter;
532 :
533 0 : UpperLeft = aOutRect.TopLeft();
534 0 : LowerRight = aOutRect.BottomRight();
535 :
536 0 : long dxOutRectHalf = labs(UpperLeft.X() - LowerRight.X());
537 0 : dxOutRectHalf /= 2;
538 0 : long dyOutRectHalf = labs(UpperLeft.Y() - LowerRight.Y());
539 0 : dyOutRectHalf /= 2;
540 :
541 : // Only the center is moved. The corners are moved by NbcMove. For the
542 : // rotation a cartesian coordinate system is used in which the pivot
543 : // point is the origin, and the y-axis increases upward, the X-axis to
544 : // the right. This must be especially noted for the Y-values.
545 : // (When considering a flat piece of paper the Y-axis pointing downwards
546 0 : Center.X() = (UpperLeft.X() + dxOutRectHalf) - rRef.X();
547 0 : Center.Y() = -((UpperLeft.Y() + dyOutRectHalf) - rRef.Y());
548 : // A few special cases has to be dealt with first (n * 90 degrees n integer)
549 0 : if (sn==1.0 && cs==0.0) { // 90deg
550 0 : NewCenter.X() = -Center.Y();
551 0 : NewCenter.Y() = -Center.X();
552 0 : } else if (sn==0.0 && cs==-1.0) { // 180deg
553 0 : NewCenter.X() = -Center.X();
554 0 : NewCenter.Y() = -Center.Y();
555 0 : } else if (sn==-1.0 && cs==0.0) { // 270deg
556 0 : NewCenter.X() = Center.Y();
557 0 : NewCenter.Y() = -Center.X();
558 : }
559 : else // Here it is rotated to any angle in the mathematically
560 : // positive direction!
561 : { // xnew = x * cos(alpha) - y * sin(alpha)
562 : // ynew = x * sin(alpha) + y * cos(alpha)
563 : // Bottom Right is not rotated: the pages of aOutRect must
564 : // remain parallel to the coordinate axes.
565 0 : NewCenter.X() = (long) (Center.X() * cs - Center.Y() * sn);
566 0 : NewCenter.Y() = (long) (Center.X() * sn + Center.Y() * cs);
567 : }
568 :
569 0 : Size Differenz;
570 0 : Point DiffPoint = (NewCenter - Center);
571 0 : Differenz.Width() = DiffPoint.X();
572 0 : Differenz.Height() = -DiffPoint.Y(); // Note that the Y-axis is counted ad positive downward.
573 0 : NbcMove (Differenz); // Actually executes the coordinate transformation.
574 0 : }
575 :
576 0 : void E3dScene::TakeObjNameSingul(XubString& rName) const
577 : {
578 0 : rName=ImpGetResStr(STR_ObjNameSingulScene3d);
579 :
580 0 : String aName( GetName() );
581 0 : if(aName.Len())
582 : {
583 0 : rName += sal_Unicode(' ');
584 0 : rName += sal_Unicode('\'');
585 0 : rName += aName;
586 0 : rName += sal_Unicode('\'');
587 0 : }
588 0 : }
589 :
590 0 : void E3dScene::TakeObjNamePlural(XubString& rName) const
591 : {
592 0 : rName=ImpGetResStr(STR_ObjNamePluralScene3d);
593 0 : }
594 :
595 : // The NbcRotate routine overloads the one of the SdrObject. The idea is
596 : // to be able to rotate the scene relative to the position of the scene
597 : // and then the objects in the scene
598 :
599 0 : void E3dScene::NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix)
600 : {
601 0 : if(maTransformation != rMatrix)
602 : {
603 : // call parent
604 0 : E3dObject::NbcSetTransform(rMatrix);
605 : }
606 0 : }
607 :
608 0 : void E3dScene::SetTransform(const basegfx::B3DHomMatrix& rMatrix)
609 : {
610 0 : if(rMatrix != maTransformation)
611 : {
612 : // call parent
613 0 : E3dObject::SetTransform(rMatrix);
614 : }
615 0 : }
616 :
617 0 : void E3dScene::NbcRotate(const Point& rRef, long nWink, double sn, double cs)
618 : {
619 : // So currently the glue points are defined relative to the scene aOutRect.
620 : // Before turning the glue points are defined relative to the page. They
621 : // take no part in the rotation of the scene. To ensure this, there is the
622 : // SetGlueReallyAbsolute(sal_True);
623 :
624 : // So that was the scene, now the objects used in the scene
625 : // 3D objects, if there is only one it can still have multiple surfaces but
626 : // the surfaces do not hve to be connected. This allows you to access child
627 : // objects. So going through the entire list and rotate around the Z axis
628 : // through the enter of aOutRect's (Steiner's theorem), so RotateZ
629 :
630 0 : RotateScene (rRef, nWink, sn, cs); // Rotates the scene
631 0 : double fWinkelInRad = nWink/100 * F_PI180;
632 :
633 0 : basegfx::B3DHomMatrix aRotation;
634 0 : aRotation.rotate(0.0, 0.0, fWinkelInRad);
635 0 : NbcSetTransform(aRotation * GetTransform());
636 :
637 0 : SetRectsDirty(); // This forces a recalculation of all BoundRects
638 0 : NbcRotateGluePoints(rRef,nWink,sn,cs); // Rotate the glue points (who still
639 : // have coordinates relative to the
640 : // original page)
641 0 : SetGlueReallyAbsolute(sal_False); // from now they are again relative to BoundRect (that is defined as aOutRect)
642 0 : SetRectsDirty();
643 0 : }
644 :
645 0 : void E3dScene::RecalcSnapRect()
646 : {
647 0 : E3dScene* pScene = GetScene();
648 :
649 0 : if(pScene == this)
650 : {
651 : // The Scene is used as a 2D-Objekt, take the SnapRect from the
652 : // 2D Display settings
653 0 : Camera3D& rCam = (Camera3D&)pScene->GetCamera();
654 0 : maSnapRect = rCam.GetDeviceWindow();
655 : }
656 : else
657 : {
658 : // The Scene itself is a member of another scene, get the SnapRect
659 : // as a composite object
660 0 : E3dObject::RecalcSnapRect();
661 : }
662 0 : }
663 :
664 0 : sal_Bool E3dScene::IsBreakObjPossible()
665 : {
666 : // Break scene, if all members are able to break
667 0 : SdrObjListIter a3DIterator(maSubList, IM_DEEPWITHGROUPS);
668 :
669 0 : while ( a3DIterator.IsMore() )
670 : {
671 0 : E3dObject* pObj = (E3dObject*) a3DIterator.Next();
672 : DBG_ASSERT(pObj->ISA(E3dObject), "only 3D objects are allowed in scenes!");
673 0 : if(!pObj->IsBreakObjPossible())
674 0 : return sal_False;
675 : }
676 :
677 0 : return sal_True;
678 : }
679 :
680 0 : basegfx::B2DPolyPolygon E3dScene::TakeCreatePoly(const SdrDragStat& /*rDrag*/) const
681 : {
682 0 : return TakeXorPoly();
683 : }
684 :
685 0 : bool E3dScene::BegCreate(SdrDragStat& rStat)
686 : {
687 0 : rStat.SetOrtho4Possible();
688 0 : Rectangle aRect1(rStat.GetStart(), rStat.GetNow());
689 0 : aRect1.Justify();
690 0 : rStat.SetActionRect(aRect1);
691 0 : NbcSetSnapRect(aRect1);
692 0 : return sal_True;
693 : }
694 :
695 0 : bool E3dScene::MovCreate(SdrDragStat& rStat)
696 : {
697 0 : Rectangle aRect1;
698 0 : rStat.TakeCreateRect(aRect1);
699 0 : aRect1.Justify();
700 0 : rStat.SetActionRect(aRect1);
701 0 : NbcSetSnapRect(aRect1);
702 0 : SetBoundRectDirty();
703 0 : bSnapRectDirty=sal_True;
704 0 : return sal_True;
705 : }
706 :
707 0 : bool E3dScene::EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd)
708 : {
709 0 : Rectangle aRect1;
710 0 : rStat.TakeCreateRect(aRect1);
711 0 : aRect1.Justify();
712 0 : NbcSetSnapRect(aRect1);
713 0 : SetRectsDirty();
714 0 : return (eCmd==SDRCREATE_FORCEEND || rStat.GetPointAnz()>=2);
715 : }
716 :
717 0 : bool E3dScene::BckCreate(SdrDragStat& /*rStat*/)
718 : {
719 0 : return sal_False;
720 : }
721 :
722 0 : void E3dScene::BrkCreate(SdrDragStat& /*rStat*/)
723 : {
724 0 : }
725 :
726 : /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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