| /************************************************************** |
| * |
| * Licensed to the Apache Software Foundation (ASF) under one |
| * or more contributor license agreements. See the NOTICE file |
| * distributed with this work for additional information |
| * regarding copyright ownership. The ASF licenses this file |
| * to you under the Apache License, Version 2.0 (the |
| * "License"); you may not use this file except in compliance |
| * with the License. You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, |
| * software distributed under the License is distributed on an |
| * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY |
| * KIND, either express or implied. See the License for the |
| * specific language governing permissions and limitations |
| * under the License. |
| * |
| *************************************************************/ |
| |
| |
| |
| #ifndef _E3D_SCENE3D_HXX |
| #define _E3D_SCENE3D_HXX |
| |
| #include <svx/camera3d.hxx> |
| #include <tools/b3dtrans.hxx> |
| #include <tools/time.hxx> |
| #include <svx/svxdllapi.h> |
| #include <svx/obj3d.hxx> |
| |
| namespace sdr { namespace properties { |
| class BaseProperties; |
| class E3dSceneProperties; |
| }} |
| |
| namespace drawinglayer { namespace geometry { |
| class ViewInformation3D; |
| }} |
| |
| /************************************************************************* |
| |* |
| |* GeoData relevant fuer Undo-Actions |
| |* |
| \************************************************************************/ |
| |
| class E3DSceneGeoData : public E3DObjGeoData |
| { |
| public: |
| Camera3D aCamera; |
| |
| E3DSceneGeoData() {} |
| }; |
| |
| // #110988# |
| class Imp3DDepthRemapper; |
| |
| /************************************************************************* |
| |* |
| |* Basisklasse fuer 3D-Szenen |
| |* |
| \************************************************************************/ |
| |
| class SVX_DLLPUBLIC E3dScene : public E3dObject |
| { |
| private: |
| // to allow sdr::properties::E3dSceneProperties access to StructureChanged() |
| friend class sdr::properties::E3dSceneProperties; |
| |
| protected: |
| virtual sdr::properties::BaseProperties* CreateObjectSpecificProperties(); |
| virtual sdr::contact::ViewContact* CreateObjectSpecificViewContact(); |
| |
| // Transformationen |
| B3dCamera aCameraSet; |
| Camera3D aCamera; |
| |
| // #110988# |
| Imp3DDepthRemapper* mp3DDepthRemapper; |
| |
| // Flag to determine if only selected objects should be drawn |
| unsigned bDrawOnlySelected : 1; |
| |
| virtual void NewObjectInserted(const E3dObject* p3DObj); |
| virtual void StructureChanged(); |
| |
| void RebuildLists(); |
| |
| virtual void Notify(SfxBroadcaster &rBC, const SfxHint &rHint); |
| |
| protected: |
| void SetDefaultAttributes(E3dDefaultAttributes& rDefault); |
| |
| // #110988# |
| void ImpCleanup3DDepthMapper(); |
| |
| public: |
| TYPEINFO(); |
| E3dScene(); |
| E3dScene(E3dDefaultAttributes& rDefault); |
| virtual ~E3dScene(); |
| |
| virtual void SetBoundRectDirty(); |
| |
| // access to cleanup of depth mapper |
| void Cleanup3DDepthMapper() { ImpCleanup3DDepthMapper(); } |
| |
| virtual basegfx::B2DPolyPolygon TakeXorPoly() const; |
| |
| // #110988# |
| sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const; |
| |
| // Perspective: enum ProjectionType { PR_PARALLEL, PR_PERSPECTIVE } |
| ProjectionType GetPerspective() const |
| { return (ProjectionType)((const Svx3DPerspectiveItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_PERSPECTIVE)).GetValue(); } |
| |
| // Distance: |
| double GetDistance() const |
| { return (double)((const Svx3DDistanceItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_DISTANCE)).GetValue(); } |
| |
| // Focal length: before cm, now 1/10th mm (*100) |
| double GetFocalLength() const |
| { return ((const Svx3DFocalLengthItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_FOCAL_LENGTH)).GetValue(); } |
| |
| // Two sided lighting: |
| sal_Bool GetTwoSidedLighting() const |
| { return ((const Svx3DTwoSidedLightingItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_TWO_SIDED_LIGHTING)).GetValue(); } |
| |
| // Lightcolor: |
| Color GetLightColor1() const |
| { return ((const Svx3DLightcolor1Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_1)).GetValue(); } |
| Color GetLightColor2() const |
| { return ((const Svx3DLightcolor2Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_2)).GetValue(); } |
| Color GetLightColor3() const |
| { return ((const Svx3DLightcolor3Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_3)).GetValue(); } |
| Color GetLightColor4() const |
| { return ((const Svx3DLightcolor4Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_4)).GetValue(); } |
| Color GetLightColor5() const |
| { return ((const Svx3DLightcolor5Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_5)).GetValue(); } |
| Color GetLightColor6() const |
| { return ((const Svx3DLightcolor6Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_6)).GetValue(); } |
| Color GetLightColor7() const |
| { return ((const Svx3DLightcolor7Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_7)).GetValue(); } |
| Color GetLightColor8() const |
| { return ((const Svx3DLightcolor8Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTCOLOR_8)).GetValue(); } |
| |
| // Ambient color: |
| Color GetGlobalAmbientColor() const |
| { return ((const Svx3DAmbientcolorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_AMBIENTCOLOR)).GetValue(); } |
| |
| // Light on/off: |
| sal_Bool GetLightOnOff1() const |
| { return ((const Svx3DLightOnOff1Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_1)).GetValue(); } |
| sal_Bool GetLightOnOff2() const |
| { return ((const Svx3DLightOnOff2Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_2)).GetValue(); } |
| sal_Bool GetLightOnOff3() const |
| { return ((const Svx3DLightOnOff3Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_3)).GetValue(); } |
| sal_Bool GetLightOnOff4() const |
| { return ((const Svx3DLightOnOff4Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_4)).GetValue(); } |
| sal_Bool GetLightOnOff5() const |
| { return ((const Svx3DLightOnOff5Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_5)).GetValue(); } |
| sal_Bool GetLightOnOff6() const |
| { return ((const Svx3DLightOnOff6Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_6)).GetValue(); } |
| sal_Bool GetLightOnOff7() const |
| { return ((const Svx3DLightOnOff7Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_7)).GetValue(); } |
| sal_Bool GetLightOnOff8() const |
| { return ((const Svx3DLightOnOff8Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTON_8)).GetValue(); } |
| |
| // Light direction: |
| basegfx::B3DVector GetLightDirection1() const |
| { return ((const Svx3DLightDirection1Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_1)).GetValue(); } |
| basegfx::B3DVector GetLightDirection2() const |
| { return ((const Svx3DLightDirection2Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_2)).GetValue(); } |
| basegfx::B3DVector GetLightDirection3() const |
| { return ((const Svx3DLightDirection3Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_3)).GetValue(); } |
| basegfx::B3DVector GetLightDirection4() const |
| { return ((const Svx3DLightDirection4Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_4)).GetValue(); } |
| basegfx::B3DVector GetLightDirection5() const |
| { return ((const Svx3DLightDirection5Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_5)).GetValue(); } |
| basegfx::B3DVector GetLightDirection6() const |
| { return ((const Svx3DLightDirection6Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_6)).GetValue(); } |
| basegfx::B3DVector GetLightDirection7() const |
| { return ((const Svx3DLightDirection7Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_7)).GetValue(); } |
| basegfx::B3DVector GetLightDirection8() const |
| { return ((const Svx3DLightDirection8Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_8)).GetValue(); } |
| |
| // ShadowSlant: |
| sal_uInt16 GetShadowSlant() const |
| { return ((const Svx3DShadowSlantItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_SHADOW_SLANT)).GetValue(); } |
| |
| // ShadeMode: 0 == FLAT, 1 == PHONG, 2 == SMOOTH, 3 == ForceDraft |
| sal_uInt16 GetShadeMode() const |
| { return ((const Svx3DShadeModeItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_SHADE_MODE)).GetValue(); } |
| |
| // set flag to draw only selected |
| void SetDrawOnlySelected(sal_Bool bNew) { bDrawOnlySelected = bNew; } |
| bool GetDrawOnlySelected() const { return bDrawOnlySelected; } |
| virtual sal_uInt16 GetObjIdentifier() const; |
| |
| virtual void NbcSetSnapRect(const Rectangle& rRect); |
| virtual void NbcMove(const Size& rSize); |
| virtual void NbcResize(const Point& rRef, const Fraction& rXFact, |
| const Fraction& rYFact); |
| virtual void RecalcSnapRect(); |
| |
| virtual E3dScene* GetScene() const; |
| void SetCamera(const Camera3D& rNewCamera); |
| const Camera3D& GetCamera() const { return aCamera; } |
| void removeAllNonSelectedObjects(); |
| |
| virtual void operator=(const SdrObject&); |
| |
| virtual SdrObjGeoData *NewGeoData() const; |
| virtual void SaveGeoData(SdrObjGeoData& rGeo) const; |
| virtual void RestGeoData(const SdrObjGeoData& rGeo); |
| |
| virtual void NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix); |
| virtual void SetTransform(const basegfx::B3DHomMatrix& rMatrix); |
| |
| virtual void NbcRotate(const Point& rRef, long nWink, double sn, double cs); |
| void RotateScene(const Point& rRef, long nWink, double sn, double cs); |
| |
| // TakeObjName...() ist fuer die Anzeige in der UI, z.B. "3 Rahmen selektiert". |
| virtual void TakeObjNameSingul(String& rName) const; |
| virtual void TakeObjNamePlural(String& rName) const; |
| |
| // Transformationen rausgeben |
| B3dCamera& GetCameraSet() { return aCameraSet; } |
| |
| // Aufbrechen |
| virtual sal_Bool IsBreakObjPossible(); |
| |
| basegfx::B3DVector GetShadowPlaneDirection() const; |
| void SetShadowPlaneDirection(const basegfx::B3DVector& rVec); |
| |
| // Polygon das waehrend des Erzeugens aufgezogen wird |
| virtual basegfx::B2DPolyPolygon TakeCreatePoly(const SdrDragStat& rDrag) const; |
| |
| // create moves |
| virtual FASTBOOL BegCreate(SdrDragStat& rStat); |
| virtual FASTBOOL MovCreate(SdrDragStat& rStat); // sal_True=Xor muss repainted werden |
| virtual FASTBOOL EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd); |
| virtual FASTBOOL BckCreate(SdrDragStat& rStat); |
| virtual void BrkCreate(SdrDragStat& rStat); |
| }; |
| |
| #endif // _E3D_SCENE3D_HXX |