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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 "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 <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 : #include <svx/svdmodel.hxx>
49 :
50 :
51 :
52 : class ImpRemap3DDepth
53 : {
54 : sal_uInt32 mnOrdNum;
55 : double mfMinimalDepth;
56 :
57 : // bit field
58 : bool mbIsScene : 1;
59 :
60 : public:
61 : ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth);
62 : explicit ImpRemap3DDepth(sal_uInt32 nOrdNum);
63 : ~ImpRemap3DDepth();
64 :
65 : // for ::std::sort
66 : bool operator<(const ImpRemap3DDepth& rComp) const;
67 :
68 0 : sal_uInt32 GetOrdNum() const { return mnOrdNum; }
69 0 : bool IsScene() const { return mbIsScene; }
70 : };
71 :
72 0 : ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth)
73 : : mnOrdNum(nOrdNum),
74 : mfMinimalDepth(fMinimalDepth),
75 0 : mbIsScene(false)
76 : {
77 0 : }
78 :
79 0 : ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum)
80 : : mnOrdNum(nOrdNum),
81 : mfMinimalDepth(0.0),
82 0 : mbIsScene(true)
83 : {
84 0 : }
85 :
86 0 : ImpRemap3DDepth::~ImpRemap3DDepth()
87 : {
88 0 : }
89 :
90 0 : bool ImpRemap3DDepth::operator<(const ImpRemap3DDepth& rComp) const
91 : {
92 0 : if(IsScene())
93 : {
94 0 : return false;
95 : }
96 : else
97 : {
98 0 : if(rComp.IsScene())
99 : {
100 0 : return true;
101 : }
102 : else
103 : {
104 0 : return mfMinimalDepth < rComp.mfMinimalDepth;
105 : }
106 : }
107 : }
108 :
109 : // typedefs for a vector of ImpRemap3DDepths
110 : typedef ::std::vector< ImpRemap3DDepth > ImpRemap3DDepthVector;
111 :
112 :
113 :
114 : class Imp3DDepthRemapper
115 : {
116 : ImpRemap3DDepthVector maVector;
117 :
118 : public:
119 : explicit Imp3DDepthRemapper(E3dScene& rScene);
120 : ~Imp3DDepthRemapper();
121 :
122 : sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const;
123 : };
124 :
125 0 : Imp3DDepthRemapper::Imp3DDepthRemapper(E3dScene& rScene)
126 : {
127 : // only called when rScene.GetSubList() and nObjCount > 1L
128 0 : SdrObjList* pList = rScene.GetSubList();
129 0 : const size_t nObjCount(pList->GetObjCount());
130 :
131 0 : for(size_t a = 0; a < nObjCount; ++a)
132 : {
133 0 : SdrObject* pCandidate = pList->GetObj(a);
134 :
135 0 : if(pCandidate)
136 : {
137 0 : if(pCandidate->ISA(E3dCompoundObject))
138 : {
139 : // single 3d object, calc depth
140 0 : const double fMinimalDepth(getMinimalDepthInViewCoordinates(static_cast< const E3dCompoundObject& >(*pCandidate)));
141 0 : ImpRemap3DDepth aEntry(a, fMinimalDepth);
142 0 : maVector.push_back(aEntry);
143 : }
144 : else
145 : {
146 : // scene, use standard entry for scene
147 0 : ImpRemap3DDepth aEntry(a);
148 0 : maVector.push_back(aEntry);
149 : }
150 : }
151 : }
152 :
153 : // now, we need to sort the maVector by it's members minimal depth. The
154 : // smaller, the nearer to the viewer.
155 0 : ::std::sort(maVector.begin(), maVector.end());
156 0 : }
157 :
158 0 : Imp3DDepthRemapper::~Imp3DDepthRemapper()
159 : {
160 0 : }
161 :
162 0 : sal_uInt32 Imp3DDepthRemapper::RemapOrdNum(sal_uInt32 nOrdNum) const
163 : {
164 0 : if(nOrdNum < maVector.size())
165 : {
166 0 : nOrdNum = maVector[(maVector.size() - 1) - nOrdNum].GetOrdNum();
167 : }
168 :
169 0 : return nOrdNum;
170 : }
171 :
172 :
173 : // BaseProperties section
174 :
175 1273 : sdr::properties::BaseProperties* E3dScene::CreateObjectSpecificProperties()
176 : {
177 1273 : return new sdr::properties::E3dSceneProperties(*this);
178 : }
179 :
180 :
181 : // DrawContact section
182 :
183 1273 : sdr::contact::ViewContact* E3dScene::CreateObjectSpecificViewContact()
184 : {
185 1273 : return new sdr::contact::ViewContactOfE3dScene(*this);
186 : }
187 :
188 :
189 :
190 16916078 : TYPEINIT1(E3dScene, E3dObject);
191 :
192 1273 : E3dScene::E3dScene()
193 : : E3dObject(),
194 : aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
195 : mp3DDepthRemapper(0L),
196 1273 : bDrawOnlySelected(false)
197 : {
198 : // Set defaults
199 1273 : E3dDefaultAttributes aDefault;
200 1273 : SetDefaultAttributes(aDefault);
201 1273 : }
202 :
203 0 : E3dScene::E3dScene(E3dDefaultAttributes& rDefault)
204 : : E3dObject(),
205 : aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
206 : mp3DDepthRemapper(0L),
207 0 : bDrawOnlySelected(false)
208 : {
209 : // Set defaults
210 0 : SetDefaultAttributes(rDefault);
211 0 : }
212 :
213 1273 : void E3dScene::SetDefaultAttributes(E3dDefaultAttributes& /*rDefault*/)
214 : {
215 : // For WIN95/NT turn off the FP-Exceptions
216 : #if defined(WNT)
217 : _control87( _MCW_EM, _MCW_EM );
218 : #endif
219 :
220 : // Set defaults
221 1273 : aCamera.SetViewWindow(-2, -2, 4, 4);
222 1273 : aCameraSet.SetDeviceRectangle(-2, 2, -2, 2);
223 1273 : aCamera.SetDeviceWindow(Rectangle(0, 0, 10, 10));
224 1273 : Rectangle aRect(0, 0, 10, 10);
225 1273 : aCameraSet.SetViewportRectangle(aRect);
226 :
227 : // set defaults for Camera from ItemPool
228 1273 : aCamera.SetProjection(GetPerspective());
229 1273 : basegfx::B3DPoint aActualPosition(aCamera.GetPosition());
230 1273 : double fNew = GetDistance();
231 :
232 1273 : if(fabs(fNew - aActualPosition.getZ()) > 1.0)
233 : {
234 1273 : aCamera.SetPosition( basegfx::B3DPoint( aActualPosition.getX(), aActualPosition.getY(), fNew) );
235 : }
236 :
237 1273 : fNew = GetFocalLength() / 100.0;
238 1273 : aCamera.SetFocalLength(fNew);
239 1273 : }
240 :
241 2546 : E3dScene::~E3dScene()
242 : {
243 1273 : ImpCleanup3DDepthMapper();
244 1273 : }
245 :
246 0 : basegfx::B2DPolyPolygon E3dScene::TakeXorPoly() const
247 : {
248 0 : const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(GetViewContact());
249 0 : const drawinglayer::geometry::ViewInformation3D aViewInfo3D(rVCScene.getViewInformation3D());
250 0 : const basegfx::B3DPolyPolygon aCubePolyPolygon(CreateWireframe());
251 :
252 : basegfx::B2DPolyPolygon aRetval(basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(aCubePolyPolygon,
253 0 : aViewInfo3D.getObjectToView()));
254 0 : aRetval.transform(rVCScene.getObjectTransformation());
255 :
256 0 : return aRetval;
257 : }
258 :
259 120603 : void E3dScene::ImpCleanup3DDepthMapper()
260 : {
261 120603 : if(mp3DDepthRemapper)
262 : {
263 0 : delete mp3DDepthRemapper;
264 0 : mp3DDepthRemapper = 0L;
265 : }
266 120603 : }
267 :
268 0 : sal_uInt32 E3dScene::RemapOrdNum(sal_uInt32 nNewOrdNum) const
269 : {
270 0 : if(!mp3DDepthRemapper)
271 : {
272 0 : const size_t nObjCount(GetSubList() ? GetSubList()->GetObjCount() : 0);
273 :
274 0 : if(nObjCount > 1)
275 : {
276 0 : const_cast<E3dScene*>(this)->mp3DDepthRemapper = new Imp3DDepthRemapper((E3dScene&)(*this));
277 : }
278 : }
279 :
280 0 : if(mp3DDepthRemapper)
281 : {
282 0 : return mp3DDepthRemapper->RemapOrdNum(nNewOrdNum);
283 : }
284 :
285 0 : return nNewOrdNum;
286 : }
287 :
288 0 : sal_uInt16 E3dScene::GetObjIdentifier() const
289 : {
290 0 : return E3D_SCENE_ID;
291 : }
292 :
293 1205991 : void E3dScene::SetBoundRectDirty()
294 : {
295 1205991 : E3dScene* pScene = GetScene();
296 :
297 1205991 : if(pScene == this)
298 : {
299 : // avoid resetting aOutRect which in case of a 3D scene used as 2d object
300 : // is model data,not re-creatable view data
301 : }
302 : else
303 : {
304 : // if not the outmost scene it is used as group in 3d, call parent
305 1148552 : E3dObject::SetBoundRectDirty();
306 : }
307 1205991 : }
308 :
309 3224 : void E3dScene::NbcSetSnapRect(const Rectangle& rRect)
310 : {
311 3224 : SetRectsDirty();
312 3224 : E3dObject::NbcSetSnapRect(rRect);
313 3224 : aCamera.SetDeviceWindow(rRect);
314 3224 : aCameraSet.SetViewportRectangle((Rectangle&)rRect);
315 :
316 3224 : ImpCleanup3DDepthMapper();
317 3224 : }
318 :
319 206 : void E3dScene::NbcMove(const Size& rSize)
320 : {
321 206 : Rectangle aNewSnapRect = GetSnapRect();
322 206 : MoveRect(aNewSnapRect, rSize);
323 206 : NbcSetSnapRect(aNewSnapRect);
324 206 : }
325 :
326 0 : void E3dScene::NbcResize(const Point& rRef, const Fraction& rXFact,
327 : const Fraction& rYFact)
328 : {
329 0 : Rectangle aNewSnapRect = GetSnapRect();
330 0 : ResizeRect(aNewSnapRect, rRef, rXFact, rYFact);
331 0 : NbcSetSnapRect(aNewSnapRect);
332 0 : }
333 :
334 : // Set new camera, and thus mark the scene and if possible the bound volume
335 : // as changed
336 :
337 1366 : void E3dScene::SetCamera(const Camera3D& rNewCamera)
338 : {
339 : // Set old camera
340 1366 : aCamera = rNewCamera;
341 1366 : static_cast<sdr::properties::E3dSceneProperties&>(GetProperties()).SetSceneItemsFromCamera();
342 :
343 1366 : SetRectsDirty();
344 :
345 : // Fill new camera from old
346 1366 : Camera3D& rCam = (Camera3D&)GetCamera();
347 :
348 : // Turn off ratio
349 1366 : if(rCam.GetAspectMapping() == AS_NO_MAPPING)
350 1366 : GetCameraSet().SetRatio(0.0);
351 :
352 : // Set Imaging geometry
353 1366 : basegfx::B3DPoint aVRP(rCam.GetViewPoint());
354 2732 : basegfx::B3DVector aVPN(aVRP - rCam.GetVRP());
355 2732 : basegfx::B3DVector aVUV(rCam.GetVUV());
356 :
357 : // use SetViewportValues() to set VRP, VPN and VUV as vectors, too.
358 : // Else these values would not be exported/imported correctly.
359 1366 : GetCameraSet().SetViewportValues(aVRP, aVPN, aVUV);
360 :
361 : // Set perspective
362 1366 : GetCameraSet().SetPerspective(rCam.GetProjection() == PR_PERSPECTIVE);
363 1366 : GetCameraSet().SetViewportRectangle((Rectangle&)rCam.GetDeviceWindow());
364 :
365 2732 : ImpCleanup3DDepthMapper();
366 1366 : }
367 :
368 0 : void E3dScene::NewObjectInserted(const E3dObject* p3DObj)
369 : {
370 0 : E3dObject::NewObjectInserted(p3DObj);
371 :
372 0 : if ( p3DObj == this )
373 0 : return;
374 :
375 0 : ImpCleanup3DDepthMapper();
376 : }
377 :
378 : // Inform parent of changes of a child
379 :
380 110609 : void E3dScene::StructureChanged()
381 : {
382 110609 : E3dObject::StructureChanged();
383 110609 : SetRectsDirty();
384 :
385 110609 : ImpCleanup3DDepthMapper();
386 110609 : }
387 :
388 : // Determine the overall scene object
389 :
390 5305631 : E3dScene* E3dScene::GetScene() const
391 : {
392 5305631 : if(GetParentObj())
393 4041370 : return GetParentObj()->GetScene();
394 : else
395 1264261 : return const_cast<E3dScene*>(this);
396 : }
397 :
398 0 : void E3dScene::removeAllNonSelectedObjects()
399 : {
400 0 : E3DModifySceneSnapRectUpdater aUpdater(this);
401 :
402 0 : for(size_t a = 0; a < maSubList.GetObjCount(); ++a)
403 : {
404 0 : SdrObject* pObj = maSubList.GetObj(a);
405 :
406 0 : if(pObj)
407 : {
408 0 : bool bRemoveObject(false);
409 :
410 0 : if(pObj->ISA(E3dScene))
411 : {
412 0 : E3dScene* pScene = static_cast<E3dScene*>(pObj);
413 :
414 : // iterate over this sub-scene
415 0 : pScene->removeAllNonSelectedObjects();
416 :
417 : // check object count. Empty scenes can be deleted
418 0 : const size_t nObjCount(pScene->GetSubList() ? pScene->GetSubList()->GetObjCount() : 0);
419 :
420 0 : if(!nObjCount)
421 : {
422 : // all objects removed, scene can be removed, too
423 0 : bRemoveObject = true;
424 : }
425 : }
426 0 : else if(pObj->ISA(E3dCompoundObject))
427 : {
428 0 : E3dCompoundObject* pCompound = static_cast<E3dCompoundObject*>(pObj);
429 :
430 0 : if(!pCompound->GetSelected())
431 : {
432 0 : bRemoveObject = true;
433 : }
434 : }
435 :
436 0 : if(bRemoveObject)
437 : {
438 0 : maSubList.NbcRemoveObject(pObj->GetOrdNum());
439 0 : a--;
440 0 : SdrObject::Free(pObj);
441 : }
442 : }
443 0 : }
444 0 : }
445 :
446 0 : E3dScene* E3dScene::Clone() const
447 : {
448 0 : return CloneHelper< E3dScene >();
449 : }
450 :
451 0 : E3dScene& E3dScene::operator=(const E3dScene& rObj)
452 : {
453 0 : if( this == &rObj )
454 0 : return *this;
455 0 : E3dObject::operator=(rObj);
456 :
457 0 : const E3dScene& r3DObj = (const E3dScene&) rObj;
458 0 : aCamera = r3DObj.aCamera;
459 :
460 0 : aCameraSet = r3DObj.aCameraSet;
461 0 : static_cast<sdr::properties::E3dSceneProperties&>(GetProperties()).SetSceneItemsFromCamera();
462 :
463 0 : InvalidateBoundVolume();
464 0 : RebuildLists();
465 0 : SetRectsDirty();
466 :
467 0 : ImpCleanup3DDepthMapper();
468 :
469 : // #i101941#
470 : // After a Scene as model object is cloned, the used
471 : // ViewContactOfE3dScene is created and partially used
472 : // to calculate Bound/SnapRects, but - since quite some
473 : // values are buffered at the VC - not really well
474 : // initialized. It would be possible to always watch for
475 : // preconditions of buffered data, but this would be expensive
476 : // and would create a lot of short living data structures.
477 : // It is currently better to flush that data, e.g. by using
478 : // ActionChanged at the VC which will for this class
479 : // flush that cached data and initalize it's valid reconstruction
480 0 : GetViewContact().ActionChanged();
481 0 : return *this;
482 : }
483 :
484 : // Rebuild Light- and label- object lists rebuild (after loading, allocation)
485 :
486 0 : void E3dScene::RebuildLists()
487 : {
488 : // first delete
489 0 : SdrLayerID nCurrLayerID = GetLayer();
490 :
491 0 : SdrObjListIter a3DIterator(maSubList, IM_FLAT);
492 :
493 : // then examine all the objects in the scene
494 0 : while ( a3DIterator.IsMore() )
495 : {
496 0 : E3dObject* p3DObj = static_cast<E3dObject*>(a3DIterator.Next());
497 0 : p3DObj->NbcSetLayer(nCurrLayerID);
498 0 : NewObjectInserted(p3DObj);
499 0 : }
500 0 : }
501 :
502 0 : SdrObjGeoData *E3dScene::NewGeoData() const
503 : {
504 0 : return new E3DSceneGeoData;
505 : }
506 :
507 0 : void E3dScene::SaveGeoData(SdrObjGeoData& rGeo) const
508 : {
509 0 : E3dObject::SaveGeoData (rGeo);
510 :
511 0 : static_cast<E3DSceneGeoData &>(rGeo).aCamera = aCamera;
512 0 : }
513 :
514 0 : void E3dScene::RestGeoData(const SdrObjGeoData& rGeo)
515 : {
516 : // #i94832# removed E3DModifySceneSnapRectUpdater here.
517 : // It should not be needed, is already part of E3dObject::RestGeoData
518 0 : E3dObject::RestGeoData (rGeo);
519 0 : SetCamera (static_cast<const E3DSceneGeoData &>(rGeo).aCamera);
520 0 : }
521 :
522 : // Something was changed in the style sheet, so change scene
523 :
524 0 : void E3dScene::Notify(SfxBroadcaster &rBC, const SfxHint &rHint)
525 : {
526 0 : SetRectsDirty();
527 0 : E3dObject::Notify(rBC, rHint);
528 0 : }
529 :
530 0 : void E3dScene::RotateScene (const Point& rRef, long /*nAngle*/, double sn, double cs)
531 : {
532 0 : Point UpperLeft, LowerRight, Center, NewCenter;
533 :
534 0 : UpperLeft = aOutRect.TopLeft();
535 0 : LowerRight = aOutRect.BottomRight();
536 :
537 0 : long dxOutRectHalf = labs(UpperLeft.X() - LowerRight.X());
538 0 : dxOutRectHalf /= 2;
539 0 : long dyOutRectHalf = labs(UpperLeft.Y() - LowerRight.Y());
540 0 : dyOutRectHalf /= 2;
541 :
542 : // Only the center is moved. The corners are moved by NbcMove. For the
543 : // rotation a cartesian coordinate system is used in which the pivot
544 : // point is the origin, and the y-axis increases upward, the X-axis to
545 : // the right. This must be especially noted for the Y-values.
546 : // (When considering a flat piece of paper the Y-axis pointing downwards
547 0 : Center.X() = (UpperLeft.X() + dxOutRectHalf) - rRef.X();
548 0 : Center.Y() = -((UpperLeft.Y() + dyOutRectHalf) - rRef.Y());
549 : // A few special cases has to be dealt with first (n * 90 degrees n integer)
550 0 : if (sn==1.0 && cs==0.0) { // 90deg
551 0 : NewCenter.X() = -Center.Y();
552 0 : NewCenter.Y() = -Center.X();
553 0 : } else if (sn==0.0 && cs==-1.0) { // 180deg
554 0 : NewCenter.X() = -Center.X();
555 0 : NewCenter.Y() = -Center.Y();
556 0 : } else if (sn==-1.0 && cs==0.0) { // 270deg
557 0 : NewCenter.X() = Center.Y();
558 0 : NewCenter.Y() = -Center.X();
559 : }
560 : else // Here it is rotated to any angle in the mathematically
561 : // positive direction!
562 : { // xnew = x * cos(alpha) - y * sin(alpha)
563 : // ynew = x * sin(alpha) + y * cos(alpha)
564 : // Bottom Right is not rotated: the pages of aOutRect must
565 : // remain parallel to the coordinate axes.
566 0 : NewCenter.X() = (long) (Center.X() * cs - Center.Y() * sn);
567 0 : NewCenter.Y() = (long) (Center.X() * sn + Center.Y() * cs);
568 : }
569 :
570 0 : Size Differenz;
571 0 : Point DiffPoint = (NewCenter - Center);
572 0 : Differenz.Width() = DiffPoint.X();
573 0 : Differenz.Height() = -DiffPoint.Y(); // Note that the Y-axis is counted ad positive downward.
574 0 : NbcMove (Differenz); // Actually executes the coordinate transformation.
575 0 : }
576 :
577 0 : OUString E3dScene::TakeObjNameSingul() const
578 : {
579 0 : OUStringBuffer sName(ImpGetResStr(STR_ObjNameSingulScene3d));
580 :
581 0 : OUString aName(GetName());
582 0 : if (!aName.isEmpty())
583 : {
584 0 : sName.append(' ');
585 0 : sName.append('\'');
586 0 : sName.append(aName);
587 0 : sName.append('\'');
588 : }
589 0 : return sName.makeStringAndClear();
590 : }
591 :
592 0 : OUString E3dScene::TakeObjNamePlural() const
593 : {
594 0 : return ImpGetResStr(STR_ObjNamePluralScene3d);
595 : }
596 :
597 : // The NbcRotate routine overrides the one of the SdrObject. The idea is
598 : // to be able to rotate the scene relative to the position of the scene
599 : // and then the objects in the scene
600 :
601 292 : void E3dScene::NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix)
602 : {
603 292 : if(maTransformation != rMatrix)
604 : {
605 : // call parent
606 292 : E3dObject::NbcSetTransform(rMatrix);
607 : }
608 292 : }
609 :
610 1591 : void E3dScene::SetTransform(const basegfx::B3DHomMatrix& rMatrix)
611 : {
612 1591 : if(rMatrix != maTransformation)
613 : {
614 : // call parent
615 292 : E3dObject::SetTransform(rMatrix);
616 : }
617 1591 : }
618 :
619 0 : void E3dScene::NbcRotate(const Point& rRef, long nAngle, double sn, double cs)
620 : {
621 : // So currently the glue points are defined relative to the scene aOutRect.
622 : // Before turning the glue points are defined relative to the page. They
623 : // take no part in the rotation of the scene. To ensure this, there is the
624 : // SetGlueReallyAbsolute(sal_True);
625 :
626 : // So that was the scene, now the objects used in the scene
627 : // 3D objects, if there is only one it can still have multiple surfaces but
628 : // the surfaces do not hve to be connected. This allows you to access child
629 : // objects. So going through the entire list and rotate around the Z axis
630 : // through the enter of aOutRect's (Steiner's theorem), so RotateZ
631 :
632 0 : RotateScene (rRef, nAngle, sn, cs); // Rotates the scene
633 0 : double fWinkelInRad = nAngle/100.0 * F_PI180;
634 :
635 0 : basegfx::B3DHomMatrix aRotation;
636 0 : aRotation.rotate(0.0, 0.0, fWinkelInRad);
637 0 : NbcSetTransform(aRotation * GetTransform());
638 :
639 0 : SetRectsDirty(); // This forces a recalculation of all BoundRects
640 0 : NbcRotateGluePoints(rRef,nAngle,sn,cs); // Rotate the glue points (who still
641 : // have coordinates relative to the
642 : // original page)
643 0 : SetGlueReallyAbsolute(false); // from now they are again relative to BoundRect (that is defined as aOutRect)
644 0 : SetRectsDirty();
645 0 : }
646 :
647 2554 : void E3dScene::RecalcSnapRect()
648 : {
649 2554 : E3dScene* pScene = GetScene();
650 :
651 2554 : if(pScene == this)
652 : {
653 : // The Scene is used as a 2D-Objekt, take the SnapRect from the
654 : // 2D Display settings
655 1336 : Camera3D& rCam = (Camera3D&)pScene->GetCamera();
656 1336 : maSnapRect = rCam.GetDeviceWindow();
657 : }
658 : else
659 : {
660 : // The Scene itself is a member of another scene, get the SnapRect
661 : // as a composite object
662 1218 : E3dObject::RecalcSnapRect();
663 : }
664 2554 : }
665 :
666 0 : bool E3dScene::IsBreakObjPossible()
667 : {
668 : // Break scene, if all members are able to break
669 0 : SdrObjListIter a3DIterator(maSubList, IM_DEEPWITHGROUPS);
670 :
671 0 : while ( a3DIterator.IsMore() )
672 : {
673 0 : E3dObject* pObj = static_cast<E3dObject*>(a3DIterator.Next());
674 : DBG_ASSERT(pObj->ISA(E3dObject), "only 3D objects are allowed in scenes!");
675 0 : if(!pObj->IsBreakObjPossible())
676 0 : return false;
677 : }
678 :
679 0 : return true;
680 : }
681 :
682 0 : basegfx::B2DPolyPolygon E3dScene::TakeCreatePoly(const SdrDragStat& /*rDrag*/) const
683 : {
684 0 : return TakeXorPoly();
685 : }
686 :
687 0 : bool E3dScene::BegCreate(SdrDragStat& rStat)
688 : {
689 0 : rStat.SetOrtho4Possible();
690 0 : Rectangle aRect1(rStat.GetStart(), rStat.GetNow());
691 0 : aRect1.Justify();
692 0 : rStat.SetActionRect(aRect1);
693 0 : NbcSetSnapRect(aRect1);
694 0 : return true;
695 : }
696 :
697 0 : bool E3dScene::MovCreate(SdrDragStat& rStat)
698 : {
699 0 : Rectangle aRect1;
700 0 : rStat.TakeCreateRect(aRect1);
701 0 : aRect1.Justify();
702 0 : rStat.SetActionRect(aRect1);
703 0 : NbcSetSnapRect(aRect1);
704 0 : SetBoundRectDirty();
705 0 : bSnapRectDirty=true;
706 0 : return true;
707 : }
708 :
709 0 : bool E3dScene::EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd)
710 : {
711 0 : Rectangle aRect1;
712 0 : rStat.TakeCreateRect(aRect1);
713 0 : aRect1.Justify();
714 0 : NbcSetSnapRect(aRect1);
715 0 : SetRectsDirty();
716 0 : return (eCmd==SDRCREATE_FORCEEND || rStat.GetPointAnz()>=2);
717 : }
718 :
719 0 : bool E3dScene::BckCreate(SdrDragStat& /*rStat*/)
720 : {
721 0 : return false;
722 : }
723 :
724 0 : void E3dScene::BrkCreate(SdrDragStat& /*rStat*/)
725 : {
726 435 : }
727 :
728 : /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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