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#ifndef INCLUDED_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX
#define INCLUDED_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX
#include <drawinglayer/drawinglayerdllapi.h>
#include <drawinglayer/processor3d/baseprocessor3d.hxx>
#include <drawinglayer/primitive2d/baseprimitive2d.hxx>
#include <basegfx/matrix/b3dhommatrix.hxx>
#include <basegfx/color/bcolor.hxx>
#include <basegfx/polygon/b2dpolygon.hxx>
#include <basegfx/polygon/b3dpolygon.hxx>
#include <basegfx/polygon/b2dpolypolygon.hxx>
#include <basegfx/polygon/b3dpolypolygon.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
//////////////////////////////////////////////////////////////////////////////
namespace drawinglayer
{
namespace processor3d
{
/** Shadow3DExtractingProcessor class
This processor extracts the 2D shadow geometry (projected geometry) of all feeded primitives.
It is used to create the shadow of 3D objects which consists of 2D geometry. It needs quite
some data to do so since we do not only offer flat projected 2D shadow, but also projections
dependent on the light source
*/
class DRAWINGLAYER_DLLPUBLIC Shadow3DExtractingProcessor : public BaseProcessor3D
{
private:
/// result holding vector (2D) and target vector for stacking (inited to &maPrimitive2DSequence)
primitive2d::Primitive2DVector maPrimitive2DSequence;
primitive2d::Primitive2DVector* mpPrimitive2DSequence;
/// object transformation for scene for 2d definition
basegfx::B2DHomMatrix maObjectTransformation;
/// prepared data (transformations) for 2D/3D shadow calculations
basegfx::B3DHomMatrix maWorldToEye;
basegfx::B3DHomMatrix maEyeToView;
basegfx::B3DVector maLightNormal;
basegfx::B3DVector maShadowPlaneNormal;
basegfx::B3DPoint maPlanePoint;
double mfLightPlaneScalar;
/* the shadow color used for sub-primitives. Can stay at black since
the encapsulating 2d shadow primitive will contain the color
*/
basegfx::BColor maPrimitiveColor;
/// bitfield
/// flag if shadow plane projection preparation leaded to valid results
unsigned mbShadowProjectionIsValid : 1;
/// flag if conversion is switched on
unsigned mbConvert : 1;
/// flag if conversion shall use projection
unsigned mbUseProjection : 1;
/// local helpers
basegfx::B2DPolygon impDoShadowProjection(const basegfx::B3DPolygon& rSource);
basegfx::B2DPolyPolygon impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource);
/* as tooling, the process() implementation takes over API handling and calls this
virtual render method when the primitive implementation is BasePrimitive3D-based.
*/
virtual void processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate);
public:
Shadow3DExtractingProcessor(
const geometry::ViewInformation3D& rViewInformation,
const basegfx::B2DHomMatrix& rObjectTransformation,
const basegfx::B3DVector& rLightNormal,
double fShadowSlant,
const basegfx::B3DRange& rContained3DRange);
virtual ~Shadow3DExtractingProcessor();
/// data read access
const primitive2d::Primitive2DSequence getPrimitive2DSequence() const;
const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; }
const basegfx::B3DHomMatrix& getWorldToEye() const { return maWorldToEye; }
const basegfx::B3DHomMatrix& getEyeToView() const { return maEyeToView; }
};
} // end of namespace processor3d
} // end of namespace drawinglayer
#endif //_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX
// eof