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#include <processor3d/shadow3dextractor.hxx>
#include <primitive3d/shadowprimitive3d.hxx>
#include <drawinglayer/primitive2d/shadowprimitive2d.hxx>
#include <drawinglayer/primitive2d/unifiedtransparenceprimitive2d.hxx>
#include <drawinglayer/primitive3d/transformprimitive3d.hxx>
#include <drawinglayer/primitive3d/polygonprimitive3d.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <drawinglayer/primitive3d/polypolygonprimitive3d.hxx>
#include <basegfx/polygon/b2dpolypolygontools.hxx>
#include <drawinglayer/primitive2d/PolygonHairlinePrimitive2D.hxx>
#include <drawinglayer/primitive2d/PolyPolygonColorPrimitive2D.hxx>
#include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
#include <osl/diagnose.h>
#include <rtl/ref.hxx>
#include <utility>
using namespace com::sun::star;
namespace drawinglayer::processor3d
{
// as tooling, the process() implementation takes over API handling and calls this
// virtual render method when the primitive implementation is BasePrimitive3D-based.
void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate)
{
// it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
switch(rCandidate.getPrimitive3DID())
{
case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D :
{
// shadow3d object. Call recursive with content and start conversion
const primitive3d::ShadowPrimitive3D& rPrimitive = static_cast< const primitive3d::ShadowPrimitive3D& >(rCandidate);
// set new target
primitive2d::Primitive2DContainer aNewSubList;
primitive2d::Primitive2DContainer* pLastTargetSequence = mpPrimitive2DSequence;
mpPrimitive2DSequence = &aNewSubList;
// activate convert
const bool bLastConvert(mbConvert);
mbConvert = true;
// set projection flag
const bool bLastUseProjection(mbUseProjection);
mbUseProjection = rPrimitive.getShadow3D();
// process content
process(rPrimitive.getChildren());
// restore values
mbUseProjection = bLastUseProjection;
mbConvert = bLastConvert;
mpPrimitive2DSequence = pLastTargetSequence;
// create 2d shadow primitive with result. This also fetches all entries
// from aNewSubList, so there is no need to delete them
rtl::Reference<primitive2d::BasePrimitive2D> pNew = new primitive2d::ShadowPrimitive2D(
rPrimitive.getShadowTransform(),
rPrimitive.getShadowColor(),
0, // shadow3d doesn't have rPrimitive.getShadowBlur() yet.
std::move(aNewSubList));
if(basegfx::fTools::more(rPrimitive.getShadowTransparence(), 0.0))
{
// create simpleTransparencePrimitive, add created primitives
primitive2d::Primitive2DContainer aNewTransPrimitiveVector { pNew };
pNew = new primitive2d::UnifiedTransparencePrimitive2D(
std::move(aNewTransPrimitiveVector),
rPrimitive.getShadowTransparence());
}
mpPrimitive2DSequence->push_back(pNew);
break;
}
case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D :
{
// transform group. Remember current transformations
const primitive3d::TransformPrimitive3D& rPrimitive = static_cast< const primitive3d::TransformPrimitive3D& >(rCandidate);
const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D());
// create new transformation; add new object transform from right side
const geometry::ViewInformation3D aNewViewInformation3D(
aLastViewInformation3D.getObjectTransformation() * rPrimitive.getTransformation(),
aLastViewInformation3D.getOrientation(),
aLastViewInformation3D.getProjection(),
aLastViewInformation3D.getDeviceToView(),
aLastViewInformation3D.getViewTime(),
aLastViewInformation3D.getExtendedInformationSequence());
updateViewInformation(aNewViewInformation3D);
if(mbShadowProjectionIsValid)
{
// update buffered WorldToEye and EyeToView
maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
}
// let break down
process(rPrimitive.getChildren());
// restore transformations
updateViewInformation(aLastViewInformation3D);
if(mbShadowProjectionIsValid)
{
// update buffered WorldToEye and EyeToView
maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
}
break;
}
case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D :
{
// PolygonHairlinePrimitive3D
if(mbConvert)
{
const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rCandidate);
basegfx::B2DPolygon a2DHairline;
if(mbUseProjection)
{
if(mbShadowProjectionIsValid)
{
a2DHairline = impDoShadowProjection(rPrimitive.getB3DPolygon());
}
}
else
{
a2DHairline = basegfx::utils::createB2DPolygonFromB3DPolygon(rPrimitive.getB3DPolygon(), getViewInformation3D().getObjectToView());
}
if(a2DHairline.count())
{
a2DHairline.transform(getObjectTransformation());
mpPrimitive2DSequence->push_back(
new primitive2d::PolygonHairlinePrimitive2D(
std::move(a2DHairline),
basegfx::BColor()));
}
}
break;
}
case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D :
{
// PolyPolygonMaterialPrimitive3D
if(mbConvert)
{
const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rCandidate);
basegfx::B2DPolyPolygon a2DFill;
if(mbUseProjection)
{
if(mbShadowProjectionIsValid)
{
a2DFill = impDoShadowProjection(rPrimitive.getB3DPolyPolygon());
}
}
else
{
a2DFill = basegfx::utils::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive.getB3DPolyPolygon(), getViewInformation3D().getObjectToView());
}
if(a2DFill.count())
{
a2DFill.transform(getObjectTransformation());
mpPrimitive2DSequence->push_back(
new primitive2d::PolyPolygonColorPrimitive2D(
std::move(a2DFill),
basegfx::BColor()));
}
}
break;
}
default :
{
// process recursively
process(rCandidate.get3DDecomposition(getViewInformation3D()));
break;
}
}
}
Shadow3DExtractingProcessor::Shadow3DExtractingProcessor(
const geometry::ViewInformation3D& rViewInformation,
basegfx::B2DHomMatrix aObjectTransformation,
const basegfx::B3DVector& rLightNormal,
double fShadowSlant,
const basegfx::B3DRange& rContained3DRange)
: BaseProcessor3D(rViewInformation),
mpPrimitive2DSequence(&maPrimitive2DSequence),
maObjectTransformation(std::move(aObjectTransformation)),
maLightNormal(rLightNormal),
mfLightPlaneScalar(0.0),
mbShadowProjectionIsValid(false),
mbConvert(false),
mbUseProjection(false)
{
// normalize light normal, get and normalize shadow plane normal and calculate scalar from it
maLightNormal.normalize();
maShadowPlaneNormal = basegfx::B3DVector(0.0, sin(fShadowSlant), cos(fShadowSlant));
maShadowPlaneNormal.normalize();
mfLightPlaneScalar = maLightNormal.scalar(maShadowPlaneNormal);
// use only when scalar is > 0.0, so the light is in front of the object
if(mfLightPlaneScalar <= 0.0 || basegfx::fTools::equalZero(mfLightPlaneScalar))
return;
// prepare buffered WorldToEye and EyeToView
maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
// calculate range to get front edge around which to rotate the shadow's projection
basegfx::B3DRange aContained3DRange(rContained3DRange);
aContained3DRange.transform(getWorldToEye());
maPlanePoint.setX(maShadowPlaneNormal.getX() < 0.0 ? aContained3DRange.getMinX() : aContained3DRange.getMaxX());
maPlanePoint.setY(maShadowPlaneNormal.getY() > 0.0 ? aContained3DRange.getMinY() : aContained3DRange.getMaxY());
maPlanePoint.setZ(aContained3DRange.getMinZ() - (aContained3DRange.getDepth() / 8.0));
// set flag that shadow projection is prepared and allowed
mbShadowProjectionIsValid = true;
}
Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor()
{
OSL_ENSURE(maPrimitive2DSequence.empty(),
"OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)");
}
basegfx::B2DPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon& rSource)
{
basegfx::B2DPolygon aRetval;
for(sal_uInt32 a(0); a < rSource.count(); a++)
{
// get point, transform to eye coordinate system
basegfx::B3DPoint aCandidate(rSource.getB3DPoint(a));
aCandidate *= getWorldToEye();
// we are in eye coordinates
// ray is (aCandidate + fCut * maLightNormal)
// plane is (maPlanePoint, maShadowPlaneNormal)
// maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0
// get cut point of ray with shadow plane
const double fCut(basegfx::B3DVector(maPlanePoint - aCandidate).scalar(maShadowPlaneNormal) / mfLightPlaneScalar);
aCandidate += maLightNormal * fCut;
// transform to view, use 2d coordinates
aCandidate *= maEyeToView;
aRetval.append(basegfx::B2DPoint(aCandidate.getX(), aCandidate.getY()));
}
// copy closed flag
aRetval.setClosed(rSource.isClosed());
return aRetval;
}
basegfx::B2DPolyPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource)
{
basegfx::B2DPolyPolygon aRetval;
for(sal_uInt32 a(0); a < rSource.count(); a++)
{
aRetval.append(impDoShadowProjection(rSource.getB3DPolygon(a)));
}
return aRetval;
}
const primitive2d::Primitive2DContainer& Shadow3DExtractingProcessor::getPrimitive2DSequence() const
{
return maPrimitive2DSequence;
}
} // end of namespace
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
↑ V530 The return value of function 'normalize' is required to be utilized.
↑ V530 The return value of function 'normalize' is required to be utilized.