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#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_EMBEDDED3DPRIMITIVE2D_HXX
#define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_EMBEDDED3DPRIMITIVE2D_HXX
#include <drawinglayer/drawinglayerdllapi.h>
#include <drawinglayer/primitive2d/baseprimitive2d.hxx>
#include <drawinglayer/primitive3d/baseprimitive3d.hxx>
#include <drawinglayer/geometry/viewinformation3d.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
//////////////////////////////////////////////////////////////////////////////
// Embedded3DPrimitive2D class
namespace drawinglayer
{
namespace primitive2d
{
/** Embedded3DPrimitive2D class
This is a helper primitive which allows embedding of single 3D
primitives to the 2D primitive logic. It will get the scene it's
involved and thus the 3D transformation. With this information it
is able to provide 2D range data for a 3D primitive.
This primitive will not be visualized and decomposes to a yellow
2D rectangle to visualize that this should never be visualized
*/
class DRAWINGLAYER_DLLPUBLIC Embedded3DPrimitive2D : public BufferedDecompositionPrimitive2D
{
private:
/// the sequence of 3d primitives
primitive3d::Primitive3DSequence mxChildren3D;
/// the 2D scene object transformation
basegfx::B2DHomMatrix maObjectTransformation;
/// the 3D transformations
geometry::ViewInformation3D maViewInformation3D;
/** if the embedded 3D primitives contain shadow, these parameters are needed
to extract the shadow wich is a sequence od 2D primitives and may expand
the 2D range. Since every single 3D object in a scene may individually
have shadow or not, these values need to be provided and prepared. The shadow
distance itself (a 2D transformation) is part of the 3D shadow definition
*/
basegfx::B3DVector maLightNormal;
double mfShadowSlant;
basegfx::B3DRange maScene3DRange;
/// the primitiveSequence for on-demand created shadow primitives (see mbShadow3DChecked)
Primitive2DSequence maShadowPrimitives;
/// #i96669# add simple range buffering for this primitive
basegfx::B2DRange maB2DRange;
/// bitfield
/** flag if given 3D geometry is already cheched for shadow definitions and 2d shadows
are created in maShadowPrimitives
*/
unsigned mbShadow3DChecked : 1;
/// private helpers
bool impGetShadow3D(const geometry::ViewInformation2D& rViewInformation) const;
protected:
/// local decomposition.
virtual Primitive2DSequence create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const;
public:
/// constructor
Embedded3DPrimitive2D(
const primitive3d::Primitive3DSequence& rxChildren3D,
const basegfx::B2DHomMatrix& rObjectTransformation,
const geometry::ViewInformation3D& rViewInformation3D,
const basegfx::B3DVector& rLightNormal,
double fShadowSlant,
const basegfx::B3DRange& rScene3DRange);
/// data read access
const primitive3d::Primitive3DSequence& getChildren3D() const { return mxChildren3D; }
const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; }
const geometry::ViewInformation3D& getViewInformation3D() const { return maViewInformation3D; }
const basegfx::B3DVector& getLightNormal() const { return maLightNormal; }
double getShadowSlant() const { return mfShadowSlant; }
const basegfx::B3DRange& getScene3DRange() const { return maScene3DRange; }
/// compare operator
virtual bool operator==(const BasePrimitive2D& rPrimitive) const;
/// get range
virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const;
/// provide unique ID
DeclPrimitrive2DIDBlock()
};
} // end of namespace primitive2d
} // end of namespace drawinglayer
//////////////////////////////////////////////////////////////////////////////
#endif //INCLUDED_DRAWINGLAYER_PRIMITIVE2D_EMBEDDED3DPRIMITIVE2D_HXX
//////////////////////////////////////////////////////////////////////////////
// eof