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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