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| * KIND, either express or implied. See the License for the |
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| |
| #ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SCENEPRIMITIVE2D_HXX |
| #define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SCENEPRIMITIVE2D_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> |
| #include <vcl/bitmapex.hxx> |
| #include <drawinglayer/attribute/sdrsceneattribute3d.hxx> |
| #include <drawinglayer/attribute/sdrlightingattribute3d.hxx> |
| #include <drawinglayer/attribute/sdrlightattribute3d.hxx> |
| |
| ////////////////////////////////////////////////////////////////////////////// |
| |
| namespace drawinglayer |
| { |
| namespace primitive2d |
| { |
| /** ScenePrimitive2D class |
| |
| This primitive defines a 3D scene as a 2D primitive and is the anchor point |
| for a 3D visualisation. The decomposition is view-dependent and will try to |
| re-use already rendered 3D content. |
| |
| The rendering is done using the default-3D renderer from basegfx which supports |
| AntiAliasing. |
| |
| The 2D primitive's geometric range is defined completely by the |
| ObjectTransformation combined with evtl. 2D shadows from the 3D objects. The |
| shadows of 3D objects are 2D polygons, projected with the 3D transformation. |
| |
| This is the class a renderer may process directly when he wants to implement |
| an own (e.g. system-specific) 3D renderer. |
| */ |
| class DRAWINGLAYER_DLLPUBLIC ScenePrimitive2D : public BufferedDecompositionPrimitive2D |
| { |
| private: |
| /// the 3D geometry definition |
| primitive3d::Primitive3DSequence mxChildren3D; |
| |
| /// 3D scene attribute set |
| attribute::SdrSceneAttribute maSdrSceneAttribute; |
| |
| /// lighting attribute set |
| attribute::SdrLightingAttribute maSdrLightingAttribute; |
| |
| /// object transformation for scene for 2D definition |
| basegfx::B2DHomMatrix maObjectTransformation; |
| |
| /// scene transformation set and object transformation |
| geometry::ViewInformation3D maViewInformation3D; |
| |
| /// the primitiveSequence for on-demand created shadow primitives (see mbShadow3DChecked) |
| Primitive2DSequence maShadowPrimitives; |
| |
| /// bitfield |
| /** flag if given 3D geometry is already cheched for shadow definitions and 2d shadows |
| are created in maShadowPrimitives |
| */ |
| unsigned mbShadow3DChecked : 1; |
| |
| /// the last used NewDiscreteSize and NewUnitVisiblePart definitions for decomposition |
| double mfOldDiscreteSizeX; |
| double mfOldDiscreteSizeY; |
| basegfx::B2DRange maOldUnitVisiblePart; |
| |
| /** the last created BitmapEx, e.g. for fast HitTest. This does not really need |
| memory since BitmapEx is internally RefCounted |
| */ |
| BitmapEx maOldRenderedBitmap; |
| |
| /// private helpers |
| bool impGetShadow3D(const geometry::ViewInformation2D& rViewInformation) const; |
| void calculateDiscreteSizes( |
| const geometry::ViewInformation2D& rViewInformation, |
| basegfx::B2DRange& rDiscreteRange, |
| basegfx::B2DRange& rVisibleDiscreteRange, |
| basegfx::B2DRange& rUnitVisibleRange) const; |
| |
| protected: |
| /// local decomposition. |
| virtual Primitive2DSequence create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const; |
| |
| public: |
| /// public helpers |
| /** Geometry extractor. Shadow will be added as in create2DDecomposition, but |
| the 3D content is not converted to a bitmap visualisation but to projected 2D gemetry. This |
| helper is useful e.g. for Contour extraction or HitTests. |
| */ |
| Primitive2DSequence getGeometry2D() const; |
| Primitive2DSequence getShadow2D(const geometry::ViewInformation2D& rViewInformation) const; |
| |
| /** Fast HitTest which uses the last buffered BitmapEx from the last |
| rendered area if available. The return value describes if the check |
| could be done with the current information, so do NOT use o_rResult |
| when it returns false. o_rResult will be changed on return true and |
| then contains a definitive answer if content of this scene is hit or |
| not. On return false, it is normally necessary to use the geometric |
| HitTest (see CutFindProcessor usages). The given HitPoint |
| has to be in logic coordinates in scene's ObjectCoordinateSystem. |
| */ |
| bool tryToCheckLastVisualisationDirectHit(const basegfx::B2DPoint& rLogicHitPoint, bool& o_rResult) const; |
| |
| /// constructor |
| ScenePrimitive2D( |
| const primitive3d::Primitive3DSequence& rxChildren3D, |
| const attribute::SdrSceneAttribute& rSdrSceneAttribute, |
| const attribute::SdrLightingAttribute& rSdrLightingAttribute, |
| const basegfx::B2DHomMatrix& rObjectTransformation, |
| const geometry::ViewInformation3D& rViewInformation3D); |
| |
| /// data read access |
| const primitive3d::Primitive3DSequence& getChildren3D() const { return mxChildren3D; } |
| const attribute::SdrSceneAttribute& getSdrSceneAttribute() const { return maSdrSceneAttribute; } |
| const attribute::SdrLightingAttribute& getSdrLightingAttribute() const { return maSdrLightingAttribute; } |
| const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; } |
| const geometry::ViewInformation3D& getViewInformation3D() const { return maViewInformation3D; } |
| |
| /// compare operator |
| virtual bool operator==(const BasePrimitive2D& rPrimitive) const; |
| |
| /// get range |
| virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const; |
| |
| /// provide unique ID |
| DeclPrimitrive2DIDBlock() |
| |
| /// get local decomposition. Overloaded since this decomposition is view-dependent |
| virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const; |
| }; |
| } // end of namespace primitive2d |
| } // end of namespace drawinglayer |
| |
| ////////////////////////////////////////////////////////////////////////////// |
| |
| #endif //INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SCENEPRIMITIVE2D_HXX |
| |
| ////////////////////////////////////////////////////////////////////////////// |
| // eof |