LibreOffice Module drawinglayer (master) 1
shadow3dextractor.cxx
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1/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
2/*
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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
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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
32#include <osl/diagnose.h>
33#include <rtl/ref.hxx>
34#include <utility>
35
36
37using namespace com::sun::star;
38
39
41{
42 // as tooling, the process() implementation takes over API handling and calls this
43 // virtual render method when the primitive implementation is BasePrimitive3D-based.
45 {
46 // it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
47 switch(rCandidate.getPrimitive3DID())
48 {
50 {
51 // shadow3d object. Call recursive with content and start conversion
52 const primitive3d::ShadowPrimitive3D& rPrimitive = static_cast< const primitive3d::ShadowPrimitive3D& >(rCandidate);
53
54 // set new target
57 mpPrimitive2DSequence = &aNewSubList;
58
59 // activate convert
60 const bool bLastConvert(mbConvert);
61 mbConvert = true;
62
63 // set projection flag
64 const bool bLastUseProjection(mbUseProjection);
65 mbUseProjection = rPrimitive.getShadow3D();
66
67 // process content
68 process(rPrimitive.getChildren());
69
70 // restore values
71 mbUseProjection = bLastUseProjection;
72 mbConvert = bLastConvert;
73 mpPrimitive2DSequence = pLastTargetSequence;
74
75 // create 2d shadow primitive with result. This also fetches all entries
76 // from aNewSubList, so there is no need to delete them
78 rPrimitive.getShadowTransform(),
79 rPrimitive.getShadowColor(),
80 0, // shadow3d doesn't have rPrimitive.getShadowBlur() yet.
81 std::move(aNewSubList));
82
83 if(basegfx::fTools::more(rPrimitive.getShadowTransparence(), 0.0))
84 {
85 // create simpleTransparencePrimitive, add created primitives
86 primitive2d::Primitive2DContainer aNewTransPrimitiveVector { pNew };
87
89 std::move(aNewTransPrimitiveVector),
90 rPrimitive.getShadowTransparence());
91 }
92
93 mpPrimitive2DSequence->push_back(pNew);
94
95 break;
96 }
98 {
99 // transform group. Remember current transformations
100 const primitive3d::TransformPrimitive3D& rPrimitive = static_cast< const primitive3d::TransformPrimitive3D& >(rCandidate);
101 const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D());
102
103 // create new transformation; add new object transform from right side
104 const geometry::ViewInformation3D aNewViewInformation3D(
105 aLastViewInformation3D.getObjectTransformation() * rPrimitive.getTransformation(),
106 aLastViewInformation3D.getOrientation(),
107 aLastViewInformation3D.getProjection(),
108 aLastViewInformation3D.getDeviceToView(),
109 aLastViewInformation3D.getViewTime(),
110 aLastViewInformation3D.getExtendedInformationSequence());
111 updateViewInformation(aNewViewInformation3D);
112
114 {
115 // update buffered WorldToEye and EyeToView
118 }
119
120 // let break down
121 process(rPrimitive.getChildren());
122
123 // restore transformations
124 updateViewInformation(aLastViewInformation3D);
125
127 {
128 // update buffered WorldToEye and EyeToView
131 }
132 break;
133 }
135 {
136 // PolygonHairlinePrimitive3D
137 if(mbConvert)
138 {
139 const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rCandidate);
140 basegfx::B2DPolygon a2DHairline;
141
143 {
145 {
146 a2DHairline = impDoShadowProjection(rPrimitive.getB3DPolygon());
147 }
148 }
149 else
150 {
151 a2DHairline = basegfx::utils::createB2DPolygonFromB3DPolygon(rPrimitive.getB3DPolygon(), getViewInformation3D().getObjectToView());
152 }
153
154 if(a2DHairline.count())
155 {
156 a2DHairline.transform(getObjectTransformation());
157 mpPrimitive2DSequence->push_back(
159 std::move(a2DHairline),
160 basegfx::BColor()));
161 }
162 }
163 break;
164 }
166 {
167 // PolyPolygonMaterialPrimitive3D
168 if(mbConvert)
169 {
170 const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rCandidate);
172
174 {
176 {
177 a2DFill = impDoShadowProjection(rPrimitive.getB3DPolyPolygon());
178 }
179 }
180 else
181 {
183 }
184
185 if(a2DFill.count())
186 {
188 mpPrimitive2DSequence->push_back(
190 std::move(a2DFill),
191 basegfx::BColor()));
192 }
193 }
194 break;
195 }
196 default :
197 {
198 // process recursively
200 break;
201 }
202 }
203 }
204
206 const geometry::ViewInformation3D& rViewInformation,
207 basegfx::B2DHomMatrix aObjectTransformation,
208 const basegfx::B3DVector& rLightNormal,
209 double fShadowSlant,
210 const basegfx::B3DRange& rContained3DRange)
211 : BaseProcessor3D(rViewInformation),
212 mpPrimitive2DSequence(&maPrimitive2DSequence),
213 maObjectTransformation(std::move(aObjectTransformation)),
214 maLightNormal(rLightNormal),
215 mfLightPlaneScalar(0.0),
216 mbShadowProjectionIsValid(false),
217 mbConvert(false),
218 mbUseProjection(false)
219 {
220 // normalize light normal, get and normalize shadow plane normal and calculate scalar from it
222 maShadowPlaneNormal = basegfx::B3DVector(0.0, sin(fShadowSlant), cos(fShadowSlant));
225
226 // use only when scalar is > 0.0, so the light is in front of the object
228 return;
229
230 // prepare buffered WorldToEye and EyeToView
233
234 // calculate range to get front edge around which to rotate the shadow's projection
235 basegfx::B3DRange aContained3DRange(rContained3DRange);
236 aContained3DRange.transform(getWorldToEye());
237 maPlanePoint.setX(maShadowPlaneNormal.getX() < 0.0 ? aContained3DRange.getMinX() : aContained3DRange.getMaxX());
238 maPlanePoint.setY(maShadowPlaneNormal.getY() > 0.0 ? aContained3DRange.getMinY() : aContained3DRange.getMaxY());
239 maPlanePoint.setZ(aContained3DRange.getMinZ() - (aContained3DRange.getDepth() / 8.0));
240
241 // set flag that shadow projection is prepared and allowed
243 }
244
246 {
247 OSL_ENSURE(maPrimitive2DSequence.empty(),
248 "OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)");
249 }
250
252 {
253 basegfx::B2DPolygon aRetval;
254
255 for(sal_uInt32 a(0); a < rSource.count(); a++)
256 {
257 // get point, transform to eye coordinate system
258 basegfx::B3DPoint aCandidate(rSource.getB3DPoint(a));
259 aCandidate *= getWorldToEye();
260
261 // we are in eye coordinates
262 // ray is (aCandidate + fCut * maLightNormal)
263 // plane is (maPlanePoint, maShadowPlaneNormal)
264 // maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0
265 // get cut point of ray with shadow plane
266 const double fCut(basegfx::B3DVector(maPlanePoint - aCandidate).scalar(maShadowPlaneNormal) / mfLightPlaneScalar);
267 aCandidate += maLightNormal * fCut;
268
269 // transform to view, use 2d coordinates
270 aCandidate *= maEyeToView;
271 aRetval.append(basegfx::B2DPoint(aCandidate.getX(), aCandidate.getY()));
272 }
273
274 // copy closed flag
275 aRetval.setClosed(rSource.isClosed());
276
277 return aRetval;
278 }
279
281 {
283
284 for(sal_uInt32 a(0); a < rSource.count(); a++)
285 {
286 aRetval.append(impDoShadowProjection(rSource.getB3DPolygon(a)));
287 }
288
289 return aRetval;
290 }
291
293 {
295 }
296
297} // end of namespace
298
299/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
void append(const B2DPolygon &rPolygon, sal_uInt32 nCount=1)
void transform(const basegfx::B2DHomMatrix &rMatrix)
sal_uInt32 count() const
void transform(const basegfx::B2DHomMatrix &rMatrix)
void append(const basegfx::B2DPoint &rPoint, sal_uInt32 nCount)
sal_uInt32 count() const
void setClosed(bool bNew)
sal_uInt32 count() const
B3DPolygon const & getB3DPolygon(sal_uInt32 nIndex) const
bool isClosed() const
B3DPoint const & getB3DPoint(sal_uInt32 nIndex) const
sal_uInt32 count() const
double getMinZ() const
BASEGFX_DLLPUBLIC void transform(const B3DHomMatrix &rMatrix)
double getMinX() const
double getDepth() const
double getMinY() const
double getMaxX() const
double getMaxY() const
B3DVector & normalize()
double scalar(const B3DVector &rVec) const
void setX(TYPE fX)
TYPE getX() const
TYPE getY() const
void setY(TYPE fY)
void setZ(TYPE fZ)
const css::uno::Sequence< css::beans::PropertyValue > & getExtendedInformationSequence() const
Get the uno::Sequence< beans::PropertyValue > which contains only ViewInformation not offered directl...
const basegfx::B3DHomMatrix & getDeviceToView() const
const basegfx::B3DHomMatrix & getObjectTransformation() const
data access
const basegfx::B3DHomMatrix & getProjection() const
const basegfx::B3DHomMatrix & getOrientation() const
virtual Primitive3DContainer get3DDecomposition(const geometry::ViewInformation3D &rViewInformation) const
The default implementation returns an empty sequence.
virtual sal_uInt32 getPrimitive3DID() const =0
provide unique ID for fast identifying of known primitive implementations in renderers.
const Primitive3DContainer & getChildren() const
data read access
const basegfx::B3DPolyPolygon & getB3DPolyPolygon() const
data read access
const basegfx::B3DPolygon & getB3DPolygon() const
data read access
const basegfx::BColor & getShadowColor() const
const basegfx::B2DHomMatrix & getShadowTransform() const
data read access
const basegfx::B3DHomMatrix & getTransformation() const
data read access
void process(const primitive3d::Primitive3DContainer &rSource)
const geometry::ViewInformation3D & getViewInformation3D() const
void updateViewInformation(const geometry::ViewInformation3D &rViewInformation3D)
const primitive2d::Primitive2DContainer & getPrimitive2DSequence() const
data read access
basegfx::B2DPolygon impDoShadowProjection(const basegfx::B3DPolygon &rSource)
local helpers
basegfx::B3DHomMatrix maWorldToEye
prepared data (transformations) for 2D/3D shadow calculations
virtual void processBasePrimitive3D(const primitive3d::BasePrimitive3D &rCandidate) override
const basegfx::B3DHomMatrix & getWorldToEye() const
Shadow3DExtractingProcessor(const geometry::ViewInformation3D &rViewInformation, basegfx::B2DHomMatrix aObjectTransformation, const basegfx::B3DVector &rLightNormal, double fShadowSlant, const basegfx::B3DRange &rContained3DRange)
bool mbShadowProjectionIsValid
flag if shadow plane projection preparation led to valid results
primitive2d::Primitive2DContainer maPrimitive2DSequence
result holding vector (2D) and target vector for stacking (inited to &maPrimitive2DSequence)
primitive2d::Primitive2DContainer * mpPrimitive2DSequence
bool mbUseProjection
flag if conversion shall use projection
const basegfx::B2DHomMatrix & getObjectTransformation() const
#define PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D
#define PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D
#define PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D
#define PRIMITIVE3D_ID_SHADOWPRIMITIVE3D
uno_Any a
bool more(const T &rfValA, const T &rfValB)
B2DPolyPolygon createB2DPolyPolygonFromB3DPolyPolygon(const B3DPolyPolygon &rCandidate, const B3DHomMatrix &rMat)
B2DPolygon createB2DPolygonFromB3DPolygon(const B3DPolygon &rCandidate, const B3DHomMatrix &rMat)