summaryrefslogtreecommitdiffstats
path: root/bf_svx/source/engine3d/svx_light3d.cxx
blob: 10092c8cefa4d8d85aaa58c1e91cda7eeb290357 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
 * This file is part of the LibreOffice project.
 *
 * This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/.
 *
 * This file incorporates work covered by the following license notice:
 *
 *   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 .
 */

#include "svdio.hxx"

#include "globl3d.hxx"

#include "light3d.hxx"

namespace binfilter {

/*N*/ TYPEINIT1(E3dLight, E3dPointObj);

/*N*/ E3dLight::E3dLight() :
/*N*/   E3dPointObj(Vector3D()),
/*N*/   aColor(255, 255, 255),
/*N*/   fIntensity(1.0),
/*N*/   fRed(1.0),
/*N*/   fGreen(1.0),
/*N*/   fBlue(1.0),
/*N*/   bOn(TRUE),
/*N*/   bVisible(FALSE)
/*N*/ {
/*N*/ }

/*************************************************************************
|*
|* protected, daher kein Einfuegen von Objekten von aussen moeglich
|*
\************************************************************************/

/*N*/ void E3dLight::Insert3DObj(E3dObject* p3DObj)
/*N*/ {
/*N*/ //    E3dPointObj::Insert3DObj(p3DObj);
/*N*/   GetSubList()->InsertObject(p3DObj);
/*N*/ }

/*************************************************************************
|*
|* Identifier zurueckgeben
|*
\************************************************************************/

/*N*/ UINT16 E3dLight::GetObjIdentifier() const
/*N*/ {
/*N*/   return E3D_LIGHT_ID;
/*N*/ }

/*************************************************************************
|*
|* Lichtstaerke an uebergeben Punkt bestimmen und die akkumulierte
|* Punktfarbe berechnen; Return = TRUE bedeutet, dass die maximale
|* Farbintensitaet aller Farbanteile erreicht ist.
|*
\************************************************************************/

/*N*/ bool E3dLight::ImpCalcLighting(Color& rNewColor, const Color& rPntColor,
/*N*/                                   double fR, double fG, double fB) const
/*N*/ {
/*N*/   ULONG   nR(rNewColor.GetRed()),
/*N*/           nG(rNewColor.GetGreen()),
/*N*/           nB(rNewColor.GetBlue());
/*N*/   ULONG   nPntR(rPntColor.GetRed()),
/*N*/           nPntG(rPntColor.GetGreen()),
/*N*/           nPntB(rPntColor.GetBlue());
/*N*/
/*N*/   if ( bOn )
/*N*/   {
/*N*/       nR += (ULONG) (fR * nPntR);
/*N*/       nG += (ULONG) (fG * nPntG);
/*N*/       nB += (ULONG) (fB * nPntB);
/*N*/
/*N*/       nR = Min(nR, nPntR);
/*N*/       nG = Min(nG, nPntG);
/*N*/       nB = Min(nB, nPntB);
/*N*/
/*N*/       rNewColor.SetRed((USHORT) nR);
/*N*/       rNewColor.SetGreen((USHORT) nG);
/*N*/       rNewColor.SetBlue((USHORT) nB);
/*N*/   }
/*N*/   return ( nR == nPntR && nG == nPntG && nB == nPntB );
/*N*/ }

/*************************************************************************
|*
|* Lichtstaerke an uebergeben Punkt bestimmen und die akkumulierte
|* Punktfarbe berechnen
|*
\************************************************************************/

/*N*/ bool E3dLight::CalcLighting(Color& rNewColor,
/*N*/                               const Vector3D& /*rPnt*/,
/*N*/                               const Vector3D& /*rPntNormal*/,
/*N*/                               const Color& rPntColor)
/*N*/ {
/*N*/   return ImpCalcLighting(rNewColor, rPntColor, fRed, fGreen, fBlue);
/*N*/ }

/*************************************************************************
|*
|* neue Position setzen und Aenderung an Parents (Szene) melden
|*
\************************************************************************/

/*N*/ void E3dLight::SetPosition(const Vector3D& rNewPos)
/*N*/ {
/*N*/   E3dPointObj::SetPosition(rNewPos);
/*N*/   CreateLightObj();
/*N*/ }

/*************************************************************************
|*
|* neue Intensitaet setzen und Aenderung an Parents (Szene) melden
|*
\************************************************************************/

/*N*/ void E3dLight::SetIntensity(double fNew)
/*N*/ {
/*N*/   if ( fIntensity != fNew )
/*N*/   {
/*N*/       fIntensity = fNew;
/*N*/       StructureChanged(this);
/*N*/       SetColor(aColor);
/*N*/   }
/*N*/ }

/*************************************************************************
|*
|* neue Farbe setzen und Aenderung an Parents (Szene) melden
|*
\************************************************************************/

/*N*/ void E3dLight::SetColor(const Color& rNewColor)
/*N*/ {
/*N*/   if ( aColor != rNewColor )
/*N*/   {
/*N*/       aColor = rNewColor;
/*N*/       StructureChanged(this);
/*N*/   }
/*N*/
/*N*/   fRed    = fIntensity * aColor.GetRed()   / 255;
/*N*/   fGreen  = fIntensity * aColor.GetGreen() / 255;
/*N*/   fBlue   = fIntensity * aColor.GetBlue()  / 255;
/*N*/ }

/*************************************************************************
|*
|* Lichtquelle ein-/ausschalten und Aenderung an Parents (Szene) melden
|*
\************************************************************************/


/*************************************************************************
|*
|* Darstellung des Lichtobjekts in der Szene ein-/ausschalten
|*
\************************************************************************/


/*************************************************************************
|*
|* Darstellung des Lichtobjekts in der Szene ein-/ausschalten
|*
\************************************************************************/

/*N*/ void E3dLight::CreateLightObj()
/*N*/ {
/*N*/ }

/*************************************************************************
|*
|* laden
|*
\************************************************************************/

/*N*/ void E3dLight::ReadData(const SdrObjIOHeader& rHead, SvStream& rIn)
/*N*/ {
/*N*/   if (ImpCheckSubRecords (rHead, rIn))
/*N*/   {
/*N*/       E3dPointObj::ReadData(rHead, rIn);
/*N*/
/*N*/       SdrDownCompat aCompat(rIn, STREAM_READ);
/*N*/ #ifdef DBG_UTIL
/*N*/       aCompat.SetID("E3dLight");
/*N*/ #endif
/*N*/
/*N*/       BOOL bTmp;
/*N*/
/*N*/       rIn >> aColor;
/*N*/       rIn >> fIntensity;
/*N*/       rIn >> fRed;
/*N*/       rIn >> fGreen;
/*N*/       rIn >> fBlue;
/*N*/       rIn >> bTmp; bOn = bTmp;
/*N*/       rIn >> bTmp; bVisible = bTmp;
/*N*/   }
/*N*/ }

/*N*/ void E3dLight::SetStyleSheet(SfxStyleSheet* /*pNewStyleSheet*/, bool /*bDontRemoveHardAttr*/)
/*N*/ {
/*N*/ }

/*************************************************************************
|*
|* Attribute abfragen
|*
\************************************************************************/

/*N*/ SfxStyleSheet*E3dLight::GetStyleSheet() const
/*N*/ {
/*N*/   return 0;
/*N*/ }


}

/* vim:set shiftwidth=4 softtabstop=4 expandtab: */