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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 : #include <drawinglayer/primitive2d/sceneprimitive2d.hxx>
21 : #include <basegfx/tools/canvastools.hxx>
22 : #include <basegfx/polygon/b2dpolygontools.hxx>
23 : #include <basegfx/polygon/b2dpolygon.hxx>
24 : #include <basegfx/polygon/b2dpolygonclipper.hxx>
25 : #include <basegfx/polygon/b2dpolypolygontools.hxx>
26 : #include <basegfx/matrix/b2dhommatrix.hxx>
27 : #include <drawinglayer/primitive2d/bitmapprimitive2d.hxx>
28 : #include <drawinglayer/processor3d/zbufferprocessor3d.hxx>
29 : #include <drawinglayer/processor3d/shadow3dextractor.hxx>
30 : #include <drawinglayer/geometry/viewinformation2d.hxx>
31 : #include <drawinglayer/primitive2d/drawinglayer_primitivetypes2d.hxx>
32 : #include <svtools/optionsdrawinglayer.hxx>
33 : #include <drawinglayer/processor3d/geometry2dextractor.hxx>
34 : #include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
35 :
36 :
37 :
38 : using namespace com::sun::star;
39 :
40 :
41 :
42 : namespace drawinglayer
43 : {
44 : namespace primitive2d
45 : {
46 110 : bool ScenePrimitive2D::impGetShadow3D(const geometry::ViewInformation2D& /*rViewInformation*/) const
47 : {
48 110 : ::osl::MutexGuard aGuard( m_aMutex );
49 :
50 : // create on demand
51 110 : if(!mbShadow3DChecked && getChildren3D().hasElements())
52 : {
53 15 : basegfx::B3DVector aLightNormal;
54 15 : const double fShadowSlant(getSdrSceneAttribute().getShadowSlant());
55 15 : const basegfx::B3DRange aScene3DRange(primitive3d::getB3DRangeFromPrimitive3DSequence(getChildren3D(), getViewInformation3D()));
56 :
57 15 : if(maSdrLightingAttribute.getLightVector().size())
58 : {
59 : // get light normal from first light and normalize
60 15 : aLightNormal = maSdrLightingAttribute.getLightVector()[0].getDirection();
61 15 : aLightNormal.normalize();
62 : }
63 :
64 : // create shadow extraction processor
65 : processor3d::Shadow3DExtractingProcessor aShadowProcessor(
66 15 : getViewInformation3D(),
67 15 : getObjectTransformation(),
68 : aLightNormal,
69 : fShadowSlant,
70 30 : aScene3DRange);
71 :
72 : // process local primitives
73 15 : aShadowProcessor.process(getChildren3D());
74 :
75 : // fetch result and set checked flag
76 15 : const_cast< ScenePrimitive2D* >(this)->maShadowPrimitives = aShadowProcessor.getPrimitive2DSequence();
77 30 : const_cast< ScenePrimitive2D* >(this)->mbShadow3DChecked = true;
78 : }
79 :
80 : // return if there are shadow primitives
81 110 : return maShadowPrimitives.hasElements();
82 : }
83 :
84 35 : void ScenePrimitive2D::calculateDiscreteSizes(
85 : const geometry::ViewInformation2D& rViewInformation,
86 : basegfx::B2DRange& rDiscreteRange,
87 : basegfx::B2DRange& rVisibleDiscreteRange,
88 : basegfx::B2DRange& rUnitVisibleRange) const
89 : {
90 : // use unit range and transform to discrete coordinates
91 35 : rDiscreteRange = basegfx::B2DRange(0.0, 0.0, 1.0, 1.0);
92 35 : rDiscreteRange.transform(rViewInformation.getObjectToViewTransformation() * getObjectTransformation());
93 :
94 : // clip it against discrete Viewport (if set)
95 35 : rVisibleDiscreteRange = rDiscreteRange;
96 :
97 35 : if(!rViewInformation.getViewport().isEmpty())
98 : {
99 35 : rVisibleDiscreteRange.intersect(rViewInformation.getDiscreteViewport());
100 : }
101 :
102 35 : if(rVisibleDiscreteRange.isEmpty())
103 : {
104 0 : rUnitVisibleRange = rVisibleDiscreteRange;
105 : }
106 : else
107 : {
108 : // create UnitVisibleRange containing unit range values [0.0 .. 1.0] describing
109 : // the relative position of rVisibleDiscreteRange inside rDiscreteRange
110 35 : const double fDiscreteScaleFactorX(basegfx::fTools::equalZero(rDiscreteRange.getWidth()) ? 1.0 : 1.0 / rDiscreteRange.getWidth());
111 35 : const double fDiscreteScaleFactorY(basegfx::fTools::equalZero(rDiscreteRange.getHeight()) ? 1.0 : 1.0 / rDiscreteRange.getHeight());
112 :
113 70 : const double fMinX(basegfx::fTools::equal(rVisibleDiscreteRange.getMinX(), rDiscreteRange.getMinX())
114 : ? 0.0
115 35 : : (rVisibleDiscreteRange.getMinX() - rDiscreteRange.getMinX()) * fDiscreteScaleFactorX);
116 70 : const double fMinY(basegfx::fTools::equal(rVisibleDiscreteRange.getMinY(), rDiscreteRange.getMinY())
117 : ? 0.0
118 35 : : (rVisibleDiscreteRange.getMinY() - rDiscreteRange.getMinY()) * fDiscreteScaleFactorY);
119 :
120 70 : const double fMaxX(basegfx::fTools::equal(rVisibleDiscreteRange.getMaxX(), rDiscreteRange.getMaxX())
121 : ? 1.0
122 35 : : (rVisibleDiscreteRange.getMaxX() - rDiscreteRange.getMinX()) * fDiscreteScaleFactorX);
123 70 : const double fMaxY(basegfx::fTools::equal(rVisibleDiscreteRange.getMaxY(), rDiscreteRange.getMaxY())
124 : ? 1.0
125 35 : : (rVisibleDiscreteRange.getMaxY() - rDiscreteRange.getMinY()) * fDiscreteScaleFactorY);
126 :
127 35 : rUnitVisibleRange = basegfx::B2DRange(fMinX, fMinY, fMaxX, fMaxY);
128 : }
129 35 : }
130 :
131 13 : Primitive2DSequence ScenePrimitive2D::create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const
132 : {
133 13 : Primitive2DSequence aRetval;
134 :
135 : // create 2D shadows from contained 3D primitives. This creates the shadow primitives on demand and tells if
136 : // there are some or not. Do this at start, the shadow might still be visible even when the scene is not
137 13 : if(impGetShadow3D(rViewInformation))
138 : {
139 : // test visibility
140 : const basegfx::B2DRange aShadow2DRange(
141 0 : getB2DRangeFromPrimitive2DSequence(maShadowPrimitives, rViewInformation));
142 : const basegfx::B2DRange aViewRange(
143 0 : rViewInformation.getViewport());
144 :
145 0 : if(aViewRange.isEmpty() || aShadow2DRange.overlaps(aViewRange))
146 : {
147 : // add extracted 2d shadows (before 3d scene creations itself)
148 0 : aRetval = maShadowPrimitives;
149 : }
150 : }
151 :
152 : // get the involved ranges (see helper method calculateDiscreteSizes for details)
153 13 : basegfx::B2DRange aDiscreteRange;
154 13 : basegfx::B2DRange aVisibleDiscreteRange;
155 13 : basegfx::B2DRange aUnitVisibleRange;
156 :
157 13 : calculateDiscreteSizes(rViewInformation, aDiscreteRange, aVisibleDiscreteRange, aUnitVisibleRange);
158 :
159 13 : if(!aVisibleDiscreteRange.isEmpty())
160 : {
161 : // test if discrete view size (pixel) maybe too big and limit it
162 13 : double fViewSizeX(aVisibleDiscreteRange.getWidth());
163 13 : double fViewSizeY(aVisibleDiscreteRange.getHeight());
164 13 : const double fViewVisibleArea(fViewSizeX * fViewSizeY);
165 13 : const SvtOptionsDrawinglayer aDrawinglayerOpt;
166 13 : const double fMaximumVisibleArea(aDrawinglayerOpt.GetQuadratic3DRenderLimit());
167 13 : double fReduceFactor(1.0);
168 :
169 13 : if(fViewVisibleArea > fMaximumVisibleArea)
170 : {
171 0 : fReduceFactor = sqrt(fMaximumVisibleArea / fViewVisibleArea);
172 0 : fViewSizeX *= fReduceFactor;
173 0 : fViewSizeY *= fReduceFactor;
174 : }
175 :
176 13 : if(rViewInformation.getReducedDisplayQuality())
177 : {
178 : // when reducing the visualisation is allowed (e.g. an OverlayObject
179 : // only needed for dragging), reduce resolution extra
180 : // to speed up dragging interactions
181 0 : const double fArea(fViewSizeX * fViewSizeY);
182 0 : double fReducedVisualisationFactor(1.0 / (sqrt(fArea) * (1.0 / 170.0)));
183 :
184 0 : if(fReducedVisualisationFactor > 1.0)
185 : {
186 0 : fReducedVisualisationFactor = 1.0;
187 : }
188 0 : else if(fReducedVisualisationFactor < 0.20)
189 : {
190 0 : fReducedVisualisationFactor = 0.20;
191 : }
192 :
193 0 : if(fReducedVisualisationFactor != 1.0)
194 : {
195 0 : fReduceFactor *= fReducedVisualisationFactor;
196 : }
197 : }
198 :
199 : // determine the oversample value
200 : static sal_uInt16 nDefaultOversampleValue(3);
201 13 : const sal_uInt16 nOversampleValue(aDrawinglayerOpt.IsAntiAliasing() ? nDefaultOversampleValue : 0);
202 :
203 26 : geometry::ViewInformation3D aViewInformation3D(getViewInformation3D());
204 : {
205 : // calculate a transformation from DiscreteRange to evtl. rotated/sheared content.
206 : // Start with full transformation from object to discrete units
207 13 : basegfx::B2DHomMatrix aObjToUnit(rViewInformation.getObjectToViewTransformation() * getObjectTransformation());
208 :
209 : // bring to unit coordinates by applying inverse DiscreteRange
210 13 : aObjToUnit.translate(-aDiscreteRange.getMinX(), -aDiscreteRange.getMinY());
211 13 : aObjToUnit.scale(1.0 / aDiscreteRange.getWidth(), 1.0 / aDiscreteRange.getHeight());
212 :
213 : // calculate transformed user coordinate system
214 26 : const basegfx::B2DPoint aStandardNull(0.0, 0.0);
215 26 : const basegfx::B2DPoint aUnitRangeTopLeft(aObjToUnit * aStandardNull);
216 26 : const basegfx::B2DVector aStandardXAxis(1.0, 0.0);
217 26 : const basegfx::B2DVector aUnitRangeXAxis(aObjToUnit * aStandardXAxis);
218 26 : const basegfx::B2DVector aStandardYAxis(0.0, 1.0);
219 26 : const basegfx::B2DVector aUnitRangeYAxis(aObjToUnit * aStandardYAxis);
220 :
221 13 : if(!aUnitRangeTopLeft.equal(aStandardNull) || !aUnitRangeXAxis.equal(aStandardXAxis) || !aUnitRangeYAxis.equal(aStandardYAxis))
222 : {
223 : // build transformation from unit range to user coordinate system; the unit range
224 : // X and Y axes are the column vectors, the null point is the offset
225 0 : basegfx::B2DHomMatrix aUnitRangeToUser;
226 :
227 : aUnitRangeToUser.set3x2(
228 : aUnitRangeXAxis.getX(), aUnitRangeYAxis.getX(), aUnitRangeTopLeft.getX(),
229 0 : aUnitRangeXAxis.getY(), aUnitRangeYAxis.getY(), aUnitRangeTopLeft.getY());
230 :
231 : // decompose to allow to apply this to the 3D transformation
232 0 : basegfx::B2DVector aScale, aTranslate;
233 : double fRotate, fShearX;
234 0 : aUnitRangeToUser.decompose(aScale, aTranslate, fRotate, fShearX);
235 :
236 : // apply before DeviceToView and after Projection, 3D is in range [-1.0 .. 1.0] in X,Y and Z
237 : // and not yet flipped in Y
238 0 : basegfx::B3DHomMatrix aExtendedProjection(aViewInformation3D.getProjection());
239 :
240 : // bring to unit coordiantes, flip Y, leave Z unchanged
241 0 : aExtendedProjection.scale(0.5, -0.5, 1.0);
242 0 : aExtendedProjection.translate(0.5, 0.5, 0.0);
243 :
244 : // apply extra; Y is flipped now, go with positive shear and rotate values
245 0 : aExtendedProjection.scale(aScale.getX(), aScale.getY(), 1.0);
246 0 : aExtendedProjection.shearXZ(fShearX, 0.0);
247 0 : aExtendedProjection.rotate(0.0, 0.0, fRotate);
248 0 : aExtendedProjection.translate(aTranslate.getX(), aTranslate.getY(), 0.0);
249 :
250 : // back to state after projection
251 0 : aExtendedProjection.translate(-0.5, -0.5, 0.0);
252 0 : aExtendedProjection.scale(2.0, -2.0, 1.0);
253 :
254 0 : aViewInformation3D = geometry::ViewInformation3D(
255 0 : aViewInformation3D.getObjectTransformation(),
256 0 : aViewInformation3D.getOrientation(),
257 : aExtendedProjection,
258 0 : aViewInformation3D.getDeviceToView(),
259 : aViewInformation3D.getViewTime(),
260 0 : aViewInformation3D.getExtendedInformationSequence());
261 13 : }
262 : }
263 :
264 : // calculate logic render size in world coordinates for usage in renderer
265 26 : const basegfx::B2DHomMatrix aInverseOToV(rViewInformation.getInverseObjectToViewTransformation());
266 13 : const double fLogicX((aInverseOToV * basegfx::B2DVector(aDiscreteRange.getWidth() * fReduceFactor, 0.0)).getLength());
267 13 : const double fLogicY((aInverseOToV * basegfx::B2DVector(0.0, aDiscreteRange.getHeight() * fReduceFactor)).getLength());
268 :
269 : // use default 3D primitive processor to create BitmapEx for aUnitVisiblePart and process
270 : processor3d::ZBufferProcessor3D aZBufferProcessor3D(
271 : aViewInformation3D,
272 : rViewInformation,
273 13 : getSdrSceneAttribute(),
274 13 : getSdrLightingAttribute(),
275 : fLogicX,
276 : fLogicY,
277 : aUnitVisibleRange,
278 39 : nOversampleValue);
279 :
280 13 : aZBufferProcessor3D.process(getChildren3D());
281 13 : aZBufferProcessor3D.finish();
282 :
283 13 : const_cast< ScenePrimitive2D* >(this)->maOldRenderedBitmap = aZBufferProcessor3D.getBitmapEx();
284 13 : const Size aBitmapSizePixel(maOldRenderedBitmap.GetSizePixel());
285 :
286 13 : if(aBitmapSizePixel.getWidth() && aBitmapSizePixel.getHeight())
287 : {
288 : // create transform for the created bitmap in discrete coordinates first.
289 13 : basegfx::B2DHomMatrix aNew2DTransform;
290 :
291 13 : aNew2DTransform.set(0, 0, aVisibleDiscreteRange.getWidth());
292 13 : aNew2DTransform.set(1, 1, aVisibleDiscreteRange.getHeight());
293 13 : aNew2DTransform.set(0, 2, aVisibleDiscreteRange.getMinX());
294 13 : aNew2DTransform.set(1, 2, aVisibleDiscreteRange.getMinY());
295 :
296 : // transform back to world coordinates for usage in primitive creation
297 13 : aNew2DTransform *= aInverseOToV;
298 :
299 : // create bitmap primitive and add
300 26 : const Primitive2DReference xRef(new BitmapPrimitive2D(maOldRenderedBitmap, aNew2DTransform));
301 13 : appendPrimitive2DReferenceToPrimitive2DSequence(aRetval, xRef);
302 :
303 : // test: Allow to add an outline in the debugger when tests are needed
304 : static bool bAddOutlineToCreated3DSceneRepresentation(false);
305 :
306 13 : if(bAddOutlineToCreated3DSceneRepresentation)
307 : {
308 0 : basegfx::B2DPolygon aOutline(basegfx::tools::createUnitPolygon());
309 0 : aOutline.transform(aNew2DTransform);
310 0 : const Primitive2DReference xRef2(new PolygonHairlinePrimitive2D(aOutline, basegfx::BColor(1.0, 0.0, 0.0)));
311 0 : appendPrimitive2DReferenceToPrimitive2DSequence(aRetval, xRef2);
312 13 : }
313 13 : }
314 : }
315 :
316 13 : return aRetval;
317 : }
318 :
319 0 : Primitive2DSequence ScenePrimitive2D::getGeometry2D() const
320 : {
321 0 : Primitive2DSequence aRetval;
322 :
323 : // create 2D projected geometry from 3D geometry
324 0 : if(getChildren3D().hasElements())
325 : {
326 : // create 2D geometry extraction processor
327 : processor3d::Geometry2DExtractingProcessor aGeometryProcessor(
328 0 : getViewInformation3D(),
329 0 : getObjectTransformation());
330 :
331 : // process local primitives
332 0 : aGeometryProcessor.process(getChildren3D());
333 :
334 : // fetch result
335 0 : aRetval = aGeometryProcessor.getPrimitive2DSequence();
336 : }
337 :
338 0 : return aRetval;
339 : }
340 :
341 0 : Primitive2DSequence ScenePrimitive2D::getShadow2D(const geometry::ViewInformation2D& rViewInformation) const
342 : {
343 0 : Primitive2DSequence aRetval;
344 :
345 : // create 2D shadows from contained 3D primitives
346 0 : if(impGetShadow3D(rViewInformation))
347 : {
348 : // add extracted 2d shadows (before 3d scene creations itself)
349 0 : aRetval = maShadowPrimitives;
350 : }
351 :
352 0 : return aRetval;
353 : }
354 :
355 0 : bool ScenePrimitive2D::tryToCheckLastVisualisationDirectHit(const basegfx::B2DPoint& rLogicHitPoint, bool& o_rResult) const
356 : {
357 0 : if(!maOldRenderedBitmap.IsEmpty() && !maOldUnitVisiblePart.isEmpty())
358 : {
359 0 : basegfx::B2DHomMatrix aInverseSceneTransform(getObjectTransformation());
360 0 : aInverseSceneTransform.invert();
361 0 : const basegfx::B2DPoint aRelativePoint(aInverseSceneTransform * rLogicHitPoint);
362 :
363 0 : if(maOldUnitVisiblePart.isInside(aRelativePoint))
364 : {
365 : // calculate coordinates relative to visualized part
366 0 : double fDivisorX(maOldUnitVisiblePart.getWidth());
367 0 : double fDivisorY(maOldUnitVisiblePart.getHeight());
368 :
369 0 : if(basegfx::fTools::equalZero(fDivisorX))
370 : {
371 0 : fDivisorX = 1.0;
372 : }
373 :
374 0 : if(basegfx::fTools::equalZero(fDivisorY))
375 : {
376 0 : fDivisorY = 1.0;
377 : }
378 :
379 0 : const double fRelativeX((aRelativePoint.getX() - maOldUnitVisiblePart.getMinX()) / fDivisorX);
380 0 : const double fRelativeY((aRelativePoint.getY() - maOldUnitVisiblePart.getMinY()) / fDivisorY);
381 :
382 : // combine with real BitmapSizePixel to get bitmap coordinates
383 0 : const Size aBitmapSizePixel(maOldRenderedBitmap.GetSizePixel());
384 0 : const sal_Int32 nX(basegfx::fround(fRelativeX * aBitmapSizePixel.Width()));
385 0 : const sal_Int32 nY(basegfx::fround(fRelativeY * aBitmapSizePixel.Height()));
386 :
387 : // try to get a statement about transparency in that pixel
388 0 : o_rResult = (0xff != maOldRenderedBitmap.GetTransparency(nX, nY));
389 0 : return true;
390 0 : }
391 : }
392 :
393 0 : return false;
394 : }
395 :
396 24 : ScenePrimitive2D::ScenePrimitive2D(
397 : const primitive3d::Primitive3DSequence& rxChildren3D,
398 : const attribute::SdrSceneAttribute& rSdrSceneAttribute,
399 : const attribute::SdrLightingAttribute& rSdrLightingAttribute,
400 : const basegfx::B2DHomMatrix& rObjectTransformation,
401 : const geometry::ViewInformation3D& rViewInformation3D)
402 : : BufferedDecompositionPrimitive2D(),
403 : mxChildren3D(rxChildren3D),
404 : maSdrSceneAttribute(rSdrSceneAttribute),
405 : maSdrLightingAttribute(rSdrLightingAttribute),
406 : maObjectTransformation(rObjectTransformation),
407 : maViewInformation3D(rViewInformation3D),
408 : maShadowPrimitives(),
409 : mbShadow3DChecked(false),
410 : mfOldDiscreteSizeX(0.0),
411 : mfOldDiscreteSizeY(0.0),
412 : maOldUnitVisiblePart(),
413 24 : maOldRenderedBitmap()
414 : {
415 24 : }
416 :
417 29 : bool ScenePrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const
418 : {
419 29 : if(BufferedDecompositionPrimitive2D::operator==(rPrimitive))
420 : {
421 29 : const ScenePrimitive2D& rCompare = static_cast<const ScenePrimitive2D&>(rPrimitive);
422 :
423 29 : return (primitive3d::arePrimitive3DSequencesEqual(getChildren3D(), rCompare.getChildren3D())
424 29 : && getSdrSceneAttribute() == rCompare.getSdrSceneAttribute()
425 29 : && getSdrLightingAttribute() == rCompare.getSdrLightingAttribute()
426 29 : && getObjectTransformation() == rCompare.getObjectTransformation()
427 58 : && getViewInformation3D() == rCompare.getViewInformation3D());
428 : }
429 :
430 0 : return false;
431 : }
432 :
433 97 : basegfx::B2DRange ScenePrimitive2D::getB2DRange(const geometry::ViewInformation2D& rViewInformation) const
434 : {
435 : // transform unit range to discrete coordinate range
436 97 : basegfx::B2DRange aRetval(0.0, 0.0, 1.0, 1.0);
437 97 : aRetval.transform(rViewInformation.getObjectToViewTransformation() * getObjectTransformation());
438 :
439 : // force to discrete expanded bounds (it grows, so expanding works perfectly well)
440 97 : aRetval.expand(basegfx::B2DTuple(floor(aRetval.getMinX()), floor(aRetval.getMinY())));
441 97 : aRetval.expand(basegfx::B2DTuple(ceil(aRetval.getMaxX()), ceil(aRetval.getMaxY())));
442 :
443 : // transform back from discrete (view) to world coordinates
444 97 : aRetval.transform(rViewInformation.getInverseObjectToViewTransformation());
445 :
446 : // expand by evtl. existing shadow primitives
447 97 : if(impGetShadow3D(rViewInformation))
448 : {
449 0 : const basegfx::B2DRange aShadow2DRange(getB2DRangeFromPrimitive2DSequence(maShadowPrimitives, rViewInformation));
450 :
451 0 : if(!aShadow2DRange.isEmpty())
452 : {
453 0 : aRetval.expand(aShadow2DRange);
454 : }
455 : }
456 :
457 97 : return aRetval;
458 : }
459 :
460 22 : Primitive2DSequence ScenePrimitive2D::get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const
461 : {
462 22 : ::osl::MutexGuard aGuard( m_aMutex );
463 :
464 : // get the involved ranges (see helper method calculateDiscreteSizes for details)
465 22 : basegfx::B2DRange aDiscreteRange;
466 22 : basegfx::B2DRange aUnitVisibleRange;
467 22 : bool bNeedNewDecomposition(false);
468 22 : bool bDiscreteSizesAreCalculated(false);
469 :
470 22 : if(getBuffered2DDecomposition().hasElements())
471 : {
472 9 : basegfx::B2DRange aVisibleDiscreteRange;
473 9 : calculateDiscreteSizes(rViewInformation, aDiscreteRange, aVisibleDiscreteRange, aUnitVisibleRange);
474 9 : bDiscreteSizesAreCalculated = true;
475 :
476 : // needs to be painted when the new part is not part of the last
477 : // decomposition
478 9 : if(!maOldUnitVisiblePart.isInside(aUnitVisibleRange))
479 : {
480 0 : bNeedNewDecomposition = true;
481 : }
482 :
483 : // display has changed and cannot be reused when resolution got bigger. It
484 : // can be reused when resolution got smaller, though.
485 9 : if(!bNeedNewDecomposition)
486 : {
487 36 : if(basegfx::fTools::more(aDiscreteRange.getWidth(), mfOldDiscreteSizeX) ||
488 27 : basegfx::fTools::more(aDiscreteRange.getHeight(), mfOldDiscreteSizeY))
489 : {
490 0 : bNeedNewDecomposition = true;
491 : }
492 : }
493 : }
494 :
495 22 : if(bNeedNewDecomposition)
496 : {
497 : // conditions of last local decomposition have changed, delete
498 0 : const_cast< ScenePrimitive2D* >(this)->setBuffered2DDecomposition(Primitive2DSequence());
499 : }
500 :
501 22 : if(!getBuffered2DDecomposition().hasElements())
502 : {
503 13 : if(!bDiscreteSizesAreCalculated)
504 : {
505 13 : basegfx::B2DRange aVisibleDiscreteRange;
506 13 : calculateDiscreteSizes(rViewInformation, aDiscreteRange, aVisibleDiscreteRange, aUnitVisibleRange);
507 : }
508 :
509 : // remember last used NewDiscreteSize and NewUnitVisiblePart
510 13 : ScenePrimitive2D* pThat = const_cast< ScenePrimitive2D* >(this);
511 13 : pThat->mfOldDiscreteSizeX = aDiscreteRange.getWidth();
512 13 : pThat->mfOldDiscreteSizeY = aDiscreteRange.getHeight();
513 13 : pThat->maOldUnitVisiblePart = aUnitVisibleRange;
514 : }
515 :
516 : // use parent implementation
517 22 : return BufferedDecompositionPrimitive2D::get2DDecomposition(rViewInformation);
518 : }
519 :
520 : // provide unique ID
521 80 : ImplPrimitive2DIDBlock(ScenePrimitive2D, PRIMITIVE2D_ID_SCENEPRIMITIVE2D)
522 :
523 : } // end of namespace primitive2d
524 : } // end of namespace drawinglayer
525 :
526 : /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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