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*
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// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_drawinglayer.hxx"
#include <drawinglayer/primitive3d/sdrcubeprimitive3d.hxx>
#include <basegfx/polygon/b3dpolypolygontools.hxx>
#include <basegfx/polygon/b3dpolygon.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
#include <drawinglayer/primitive3d/sdrdecompositiontools3d.hxx>
#include <basegfx/tools/canvastools.hxx>
#include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
#include <drawinglayer/attribute/sdrfillattribute.hxx>
#include <drawinglayer/attribute/sdrlineattribute.hxx>
#include <drawinglayer/attribute/sdrshadowattribute.hxx>
//////////////////////////////////////////////////////////////////////////////
using namespace com::sun::star;
//////////////////////////////////////////////////////////////////////////////
namespace drawinglayer
{
namespace primitive3d
{
Primitive3DSequence SdrCubePrimitive3D::create3DDecomposition(const geometry::ViewInformation3D& /*rViewInformation*/) const
{
const basegfx::B3DRange aUnitRange(0.0, 0.0, 0.0, 1.0, 1.0, 1.0);
Primitive3DSequence aRetval;
basegfx::B3DPolyPolygon aFill(basegfx::tools::createCubeFillPolyPolygonFromB3DRange(aUnitRange));
// normal creation
if(!getSdrLFSAttribute().getFill().isDefault())
{
if(::com::sun::star::drawing::NormalsKind_SPECIFIC == getSdr3DObjectAttribute().getNormalsKind()
|| ::com::sun::star::drawing::NormalsKind_SPHERE == getSdr3DObjectAttribute().getNormalsKind())
{
// create sphere normals
const basegfx::B3DPoint aCenter(basegfx::tools::getRange(aFill).getCenter());
aFill = basegfx::tools::applyDefaultNormalsSphere(aFill, aCenter);
}
if(getSdr3DObjectAttribute().getNormalsInvert())
{
// invert normals
aFill = basegfx::tools::invertNormals(aFill);
}
}
// texture coordinates
if(!getSdrLFSAttribute().getFill().isDefault())
{
// handle texture coordinates X
const bool bParallelX(::com::sun::star::drawing::TextureProjectionMode_PARALLEL == getSdr3DObjectAttribute().getTextureProjectionX());
const bool bObjectSpecificX(::com::sun::star::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionX());
const bool bSphereX(!bParallelX && (::com::sun::star::drawing::TextureProjectionMode_SPHERE == getSdr3DObjectAttribute().getTextureProjectionX()));
// handle texture coordinates Y
const bool bParallelY(::com::sun::star::drawing::TextureProjectionMode_PARALLEL == getSdr3DObjectAttribute().getTextureProjectionY());
const bool bObjectSpecificY(::com::sun::star::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionY());
const bool bSphereY(!bParallelY && (::com::sun::star::drawing::TextureProjectionMode_SPHERE == getSdr3DObjectAttribute().getTextureProjectionY()));
if(bParallelX || bParallelY)
{
// apply parallel texture coordinates in X and/or Y
const basegfx::B3DRange aRange(basegfx::tools::getRange(aFill));
aFill = basegfx::tools::applyDefaultTextureCoordinatesParallel(aFill, aRange, bParallelX, bParallelY);
}
if(bSphereX || bSphereY)
{
// apply spherical texture coordinates in X and/or Y
const basegfx::B3DRange aRange(basegfx::tools::getRange(aFill));
const basegfx::B3DPoint aCenter(aRange.getCenter());
aFill = basegfx::tools::applyDefaultTextureCoordinatesSphere(aFill, aCenter, bSphereX, bSphereY);
}
if(bObjectSpecificX || bObjectSpecificY)
{
// object-specific
for(sal_uInt32 a(0L); a < aFill.count(); a++)
{
basegfx::B3DPolygon aTmpPoly(aFill.getB3DPolygon(a));
if(aTmpPoly.count() >= 4L)
{
for(sal_uInt32 b(0L); b < 4L; b++)
{
basegfx::B2DPoint aPoint(aTmpPoly.getTextureCoordinate(b));
if(bObjectSpecificX)
{
aPoint.setX((1L == b || 2L == b) ? 1.0 : 0.0);
}
if(bObjectSpecificY)
{
aPoint.setY((2L == b || 3L == b) ? 1.0 : 0.0);
}
aTmpPoly.setTextureCoordinate(b, aPoint);
}
aFill.setB3DPolygon(a, aTmpPoly);
}
}
}
// transform texture coordinates to texture size
basegfx::B2DHomMatrix aTexMatrix;
aTexMatrix.scale(getTextureSize().getX(), getTextureSize().getY());
aFill.transformTextureCoordiantes(aTexMatrix);
}
// build vector of PolyPolygons
::std::vector< basegfx::B3DPolyPolygon > a3DPolyPolygonVector;
for(sal_uInt32 a(0L); a < aFill.count(); a++)
{
a3DPolyPolygonVector.push_back(basegfx::B3DPolyPolygon(aFill.getB3DPolygon(a)));
}
if(!getSdrLFSAttribute().getFill().isDefault())
{
// add fill
aRetval = create3DPolyPolygonFillPrimitives(
a3DPolyPolygonVector,
getTransform(),
getTextureSize(),
getSdr3DObjectAttribute(),
getSdrLFSAttribute().getFill(),
getSdrLFSAttribute().getFillFloatTransGradient());
}
else
{
// create simplified 3d hit test geometry
aRetval = createHiddenGeometryPrimitives3D(
a3DPolyPolygonVector,
getTransform(),
getTextureSize(),
getSdr3DObjectAttribute());
}
// add line
if(!getSdrLFSAttribute().getLine().isDefault())
{
basegfx::B3DPolyPolygon aLine(basegfx::tools::createCubePolyPolygonFromB3DRange(aUnitRange));
const Primitive3DSequence aLines(create3DPolyPolygonLinePrimitives(
aLine, getTransform(), getSdrLFSAttribute().getLine()));
appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aLines);
}
// add shadow
if(!getSdrLFSAttribute().getShadow().isDefault() && aRetval.hasElements())
{
const Primitive3DSequence aShadow(createShadowPrimitive3D(
aRetval, getSdrLFSAttribute().getShadow(), getSdr3DObjectAttribute().getShadow3D()));
appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aShadow);
}
return aRetval;
}
SdrCubePrimitive3D::SdrCubePrimitive3D(
const basegfx::B3DHomMatrix& rTransform,
const basegfx::B2DVector& rTextureSize,
const attribute::SdrLineFillShadowAttribute3D& rSdrLFSAttribute,
const attribute::Sdr3DObjectAttribute& rSdr3DObjectAttribute)
: SdrPrimitive3D(rTransform, rTextureSize, rSdrLFSAttribute, rSdr3DObjectAttribute)
{
}
bool SdrCubePrimitive3D::operator==(const BasePrimitive3D& rPrimitive) const
{
return SdrPrimitive3D::operator==(rPrimitive);
}
basegfx::B3DRange SdrCubePrimitive3D::getB3DRange(const geometry::ViewInformation3D& /*rViewInformation*/) const
{
// use defaut from sdrPrimitive3D which uses transformation expanded by line width/2.
// The parent implementation which uses the ranges of the decomposition would be more
// corrcet, but for historical reasons it is necessary to do the old method: To get
// the range of the non-transformed geometry and transform it then. This leads to different
// ranges where the new method is more correct, but the need to keep the old behaviour
// has priority here.
return getStandard3DRange();
}
// provide unique ID
ImplPrimitrive3DIDBlock(SdrCubePrimitive3D, PRIMITIVE3D_ID_SDRCUBEPRIMITIVE3D)
} // end of namespace primitive3d
} // end of namespace drawinglayer
//////////////////////////////////////////////////////////////////////////////
// eof