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#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE3D_SDREXTRUDEPRIMITIVE3D_HXX
#define INCLUDED_DRAWINGLAYER_PRIMITIVE3D_SDREXTRUDEPRIMITIVE3D_HXX
#include <drawinglayer/drawinglayerdllapi.h>
#include <drawinglayer/primitive3d/sdrprimitive3d.hxx>
#include <basegfx/polygon/b2dpolypolygon.hxx>
//////////////////////////////////////////////////////////////////////////////
namespace drawinglayer
{
namespace primitive3d
{
/** SdrExtrudePrimitive3D class
This 3D primitive expands the SdrPrimitive3D to a 3D extrude definition.
The given 2D PolyPolygon geometry is imagined as lying on the XY-plane in 3D
and gets extruded in Z-Direction by Depth.
Various possibilities e.g. for creating diagonals (edge roudings in 3D)
and similar are given.
The decomposition will create all necessary 3D planes for visualisation.
*/
class DRAWINGLAYER_DLLPUBLIC SdrExtrudePrimitive3D : public SdrPrimitive3D
{
private:
/// geometry helper for slices
basegfx::B2DPolyPolygon maCorrectedPolyPolygon;
Slice3DVector maSlices;
/// primitive geometry data
basegfx::B2DPolyPolygon maPolyPolygon;
double mfDepth;
double mfDiagonal;
double mfBackScale;
/// decomposition data when ReducedLineGeometry is used, see get3DDecomposition
geometry::ViewInformation3D* mpLastRLGViewInformation;
/// bitfield
unsigned mbSmoothNormals : 1; // Plane self
unsigned mbSmoothHorizontalNormals : 1; // always
unsigned mbSmoothLids : 1; // Front/back
unsigned mbCharacterMode : 1;
unsigned mbCloseFront : 1;
unsigned mbCloseBack : 1;
/// create slices
void impCreateSlices();
/// get (evtl. create) slices
const Slice3DVector& getSlices() const;
protected:
/// local decomposition.
virtual Primitive3DSequence create3DDecomposition(const geometry::ViewInformation3D& rViewInformation) const;
public:
/// constructor
SdrExtrudePrimitive3D(
const basegfx::B3DHomMatrix& rTransform,
const basegfx::B2DVector& rTextureSize,
const attribute::SdrLineFillShadowAttribute3D& rSdrLFSAttribute,
const attribute::Sdr3DObjectAttribute& rSdr3DObjectAttribute,
const basegfx::B2DPolyPolygon& rPolyPolygon,
double fDepth,
double fDiagonal,
double fBackScale,
bool bSmoothNormals,
bool bSmoothHorizontalNormals,
bool bSmoothLids,
bool bCharacterMode,
bool bCloseFront,
bool bCloseBack);
virtual ~SdrExtrudePrimitive3D();
/// data read access
const basegfx::B2DPolyPolygon& getPolyPolygon() const { return maPolyPolygon; }
double getDepth() const { return mfDepth; }
double getDiagonal() const { return mfDiagonal; }
double getBackScale() const { return mfBackScale; }
bool getSmoothNormals() const { return mbSmoothNormals; }
bool getSmoothHorizontalNormals() const { return mbSmoothHorizontalNormals; }
bool getSmoothLids() const { return mbSmoothLids; }
bool getCharacterMode() const { return mbCharacterMode; }
bool getCloseFront() const { return mbCloseFront; }
bool getCloseBack() const { return mbCloseBack; }
/// compare operator
virtual bool operator==(const BasePrimitive3D& rPrimitive) const;
/// get range
virtual basegfx::B3DRange getB3DRange(const geometry::ViewInformation3D& rViewInformation) const;
/// Overloaded to allow for reduced line mode to decide if to buffer decomposition or not
virtual Primitive3DSequence get3DDecomposition(const geometry::ViewInformation3D& rViewInformation) const;
/// provide unique ID
DeclPrimitrive3DIDBlock()
};
} // end of namespace primitive3d
} // end of namespace drawinglayer
//////////////////////////////////////////////////////////////////////////////
#endif //INCLUDED_DRAWINGLAYER_PRIMITIVE3D_SDREXTRUDEPRIMITIVE3D_HXX
//////////////////////////////////////////////////////////////////////////////
// eof