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 : #ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SCENEPRIMITIVE2D_HXX
21 : #define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SCENEPRIMITIVE2D_HXX
22 :
23 : #include <drawinglayer/drawinglayerdllapi.h>
24 :
25 : #include <drawinglayer/primitive2d/baseprimitive2d.hxx>
26 : #include <drawinglayer/primitive3d/baseprimitive3d.hxx>
27 : #include <drawinglayer/geometry/viewinformation3d.hxx>
28 : #include <basegfx/matrix/b2dhommatrix.hxx>
29 : #include <vcl/bitmapex.hxx>
30 : #include <drawinglayer/attribute/sdrsceneattribute3d.hxx>
31 : #include <drawinglayer/attribute/sdrlightingattribute3d.hxx>
32 : #include <drawinglayer/attribute/sdrlightattribute3d.hxx>
33 :
34 :
35 :
36 : namespace drawinglayer
37 : {
38 : namespace primitive2d
39 : {
40 : /** ScenePrimitive2D class
41 :
42 : This primitive defines a 3D scene as a 2D primitive and is the anchor point
43 : for a 3D visualisation. The decomposition is view-dependent and will try to
44 : re-use already rendered 3D content.
45 :
46 : The rendering is done using the default-3D renderer from basegfx which supports
47 : AntiAliasing.
48 :
49 : The 2D primitive's geometric range is defined completely by the
50 : ObjectTransformation combined with evtl. 2D shadows from the 3D objects. The
51 : shadows of 3D objects are 2D polygons, projected with the 3D transformation.
52 :
53 : This is the class a renderer may process directly when he wants to implement
54 : an own (e.g. system-specific) 3D renderer.
55 : */
56 72 : class DRAWINGLAYER_DLLPUBLIC ScenePrimitive2D : public BufferedDecompositionPrimitive2D
57 : {
58 : private:
59 : /// the 3D geometry definition
60 : primitive3d::Primitive3DSequence mxChildren3D;
61 :
62 : /// 3D scene attribute set
63 : attribute::SdrSceneAttribute maSdrSceneAttribute;
64 :
65 : /// lighting attribute set
66 : attribute::SdrLightingAttribute maSdrLightingAttribute;
67 :
68 : /// object transformation for scene for 2D definition
69 : basegfx::B2DHomMatrix maObjectTransformation;
70 :
71 : /// scene transformation set and object transformation
72 : geometry::ViewInformation3D maViewInformation3D;
73 :
74 : /// the primitiveSequence for on-demand created shadow primitives (see mbShadow3DChecked)
75 : Primitive2DSequence maShadowPrimitives;
76 :
77 : /// bitfield
78 : /** flag if given 3D geometry is already cheched for shadow definitions and 2d shadows
79 : are created in maShadowPrimitives
80 : */
81 : bool mbShadow3DChecked : 1;
82 :
83 : /// the last used NewDiscreteSize and NewUnitVisiblePart definitions for decomposition
84 : double mfOldDiscreteSizeX;
85 : double mfOldDiscreteSizeY;
86 : basegfx::B2DRange maOldUnitVisiblePart;
87 :
88 : /** the last created BitmapEx, e.g. for fast HitTest. This does not really need
89 : memory since BitmapEx is internally RefCounted
90 : */
91 : BitmapEx maOldRenderedBitmap;
92 :
93 : /// private helpers
94 : bool impGetShadow3D(const geometry::ViewInformation2D& rViewInformation) const;
95 : void calculateDiscreteSizes(
96 : const geometry::ViewInformation2D& rViewInformation,
97 : basegfx::B2DRange& rDiscreteRange,
98 : basegfx::B2DRange& rVisibleDiscreteRange,
99 : basegfx::B2DRange& rUnitVisibleRange) const;
100 :
101 : protected:
102 : /// local decomposition.
103 : virtual Primitive2DSequence create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const SAL_OVERRIDE;
104 :
105 : public:
106 : /// public helpers
107 : /** Geometry extractor. Shadow will be added as in create2DDecomposition, but
108 : the 3D content is not converted to a bitmap visualisation but to projected 2D gemetry. This
109 : helper is useful e.g. for Contour extraction or HitTests.
110 : */
111 : Primitive2DSequence getGeometry2D() const;
112 : Primitive2DSequence getShadow2D(const geometry::ViewInformation2D& rViewInformation) const;
113 :
114 : /** Fast HitTest which uses the last buffered BitmapEx from the last
115 : rendered area if available. The return value describes if the check
116 : could be done with the current information, so do NOT use o_rResult
117 : when it returns false. o_rResult will be changed on return true and
118 : then contains a definitive answer if content of this scene is hit or
119 : not. On return false, it is normally necessary to use the geometric
120 : HitTest (see CutFindProcessor usages). The given HitPoint
121 : has to be in logic coordinates in scene's ObjectCoordinateSystem.
122 : */
123 : bool tryToCheckLastVisualisationDirectHit(const basegfx::B2DPoint& rLogicHitPoint, bool& o_rResult) const;
124 :
125 : /// constructor
126 : ScenePrimitive2D(
127 : const primitive3d::Primitive3DSequence& rxChildren3D,
128 : const attribute::SdrSceneAttribute& rSdrSceneAttribute,
129 : const attribute::SdrLightingAttribute& rSdrLightingAttribute,
130 : const basegfx::B2DHomMatrix& rObjectTransformation,
131 : const geometry::ViewInformation3D& rViewInformation3D);
132 :
133 : /// data read access
134 210 : const primitive3d::Primitive3DSequence& getChildren3D() const { return mxChildren3D; }
135 164 : const attribute::SdrSceneAttribute& getSdrSceneAttribute() const { return maSdrSceneAttribute; }
136 141 : const attribute::SdrLightingAttribute& getSdrLightingAttribute() const { return maSdrLightingAttribute; }
137 318 : const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; }
138 187 : const geometry::ViewInformation3D& getViewInformation3D() const { return maViewInformation3D; }
139 :
140 : /// compare operator
141 : virtual bool operator==(const BasePrimitive2D& rPrimitive) const SAL_OVERRIDE;
142 :
143 : /// get range
144 : virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const SAL_OVERRIDE;
145 :
146 : /// provide unique ID
147 : DeclPrimitive2DIDBlock()
148 :
149 : /// get local decomposition. Overloaded since this decomposition is view-dependent
150 : virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const SAL_OVERRIDE;
151 : };
152 : } // end of namespace primitive2d
153 : } // end of namespace drawinglayer
154 :
155 :
156 :
157 : #endif //INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SCENEPRIMITIVE2D_HXX
158 :
159 : /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
|