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*
* Licensed to the Apache Software Foundation (ASF) under one
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* to you under the Apache License, Version 2.0 (the
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#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE3D_SHADOWPRIMITIVE3D_HXX
#define INCLUDED_DRAWINGLAYER_PRIMITIVE3D_SHADOWPRIMITIVE3D_HXX
#include <drawinglayer/drawinglayerdllapi.h>
#include <drawinglayer/primitive3d/groupprimitive3d.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
#include <basegfx/color/bcolor.hxx>
//////////////////////////////////////////////////////////////////////////////
namespace drawinglayer
{
namespace primitive3d
{
/** ShadowPrimitive3D class
This 3D grouping primitive is used to define a shadow for
3d geometry by embedding it. The shadow of 3D objects are
2D polygons, so the shadow transformation is a 2D transformation.
If the Shadow3D flag is set, the shadow definition has to be
combined with the scene and camera definition to create the correct
projected shadow 2D-Polygons.
*/
class DRAWINGLAYER_DLLPUBLIC ShadowPrimitive3D : public GroupPrimitive3D
{
protected:
/// 2D shadow definition
basegfx::B2DHomMatrix maShadowTransform;
basegfx::BColor maShadowColor;
double mfShadowTransparence;
/// bitfield
unsigned mbShadow3D : 1;
public:
/// constructor
ShadowPrimitive3D(
const basegfx::B2DHomMatrix& rShadowTransform,
const basegfx::BColor& rShadowColor,
double fShadowTransparence,
bool bShadow3D,
const Primitive3DSequence& rChildren);
/// data read access
const basegfx::B2DHomMatrix& getShadowTransform() const { return maShadowTransform; }
const basegfx::BColor& getShadowColor() const { return maShadowColor; }
double getShadowTransparence() const { return mfShadowTransparence; }
bool getShadow3D() const { return mbShadow3D; }
/// compare operator
virtual bool operator==(const BasePrimitive3D& rPrimitive) const;
/// provide unique ID
DeclPrimitrive3DIDBlock()
};
} // end of namespace primitive3d
} // end of namespace drawinglayer
//////////////////////////////////////////////////////////////////////////////
#endif //INCLUDED_DRAWINGLAYER_PRIMITIVE3D_SHADOWPRIMITIVE3D_HXX
//////////////////////////////////////////////////////////////////////////////
// eof