/* -*- 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 . */ #ifndef INCLUDED_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX #define INCLUDED_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX #include #include #include #include #include #include #include #include #include #include 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::Primitive2DContainer maPrimitive2DSequence; primitive2d::Primitive2DContainer* 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; /// flag if shadow plane projection preparation leaded to valid results bool mbShadowProjectionIsValid : 1; /// flag if conversion is switched on bool mbConvert : 1; /// flag if conversion shall use projection bool 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) override; public: Shadow3DExtractingProcessor( const geometry::ViewInformation3D& rViewInformation, const basegfx::B2DHomMatrix& rObjectTransformation, const basegfx::B3DVector& rLightNormal, double fShadowSlant, const basegfx::B3DRange& rContained3DRange); virtual ~Shadow3DExtractingProcessor() override; /// data read access const primitive2d::Primitive2DContainer& getPrimitive2DSequence() const; const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; } const basegfx::B3DHomMatrix& getWorldToEye() const { return maWorldToEye; } }; } // end of namespace processor3d } // end of namespace drawinglayer #endif //_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX /* vim:set shiftwidth=4 softtabstop=4 expandtab: */