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/* -*- 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 _E3D_VIEW3D_HXX
#define _E3D_VIEW3D_HXX
#include <svx/svdview.hxx>
#include <svx/def3d.hxx>
#include <svx/deflt3d.hxx>
#include <basegfx/point/b2dpoint.hxx>
#include "svx/svxdllapi.h"
/*
* Forward declarations
*/
class E3dObject;
class E3dScene;
class Impl3DMirrorConstructOverlay;
/**
* Derived class of SdrView to edit 3D objects.
*/
class SVX_DLLPUBLIC E3dView : public SdrView
{
protected:
E3dDefaultAttributes a3DDefaultAttr;
MouseEvent aMouseEvent; // The parameters of the last Events (Mouse, Keyboard)
Color aDefaultLightColor; // The paramaters for the last colors
Color aDefaultAmbientColor;
double fDefaultScaleX; // Scaling
double fDefaultScaleY;
double fDefaultScaleZ;
double fDefaultRotateX; // and Rotation
double fDefaultRotateY;
double fDefaultRotateZ;
double fDefaultExtrusionDeepth; // Extrusion depth
double fDefaultLightIntensity; // Intensity of the two (necessary) light sources.
double fDefaultAmbientIntensity;
long nHDefaultSegments; // Amount of HSegments required by the Lathe object
long nVDefaultSegments; // Amount of VSegments required by the Lathe object
E3dDragConstraint eDragConstraint;
// Migrate selections
Impl3DMirrorConstructOverlay* mpMirrorOverlay;
sal_Bool bDoubleSided;
void InitView();
void ImpCreate3DObject(E3dScene* pScene, SdrObject* pObj, bool bExtrude, double fDepth, basegfx::B2DHomMatrix& rLatheMat);
void ImpCreateSingle3DObjectFlat(E3dScene* pScene, SdrObject* pObj, bool bExtrude, double fDepth, basegfx::B2DHomMatrix& rLatheMat);
void ImpChangeSomeAttributesFor3DConversion(SdrObject* pObj);
void ImpChangeSomeAttributesFor3DConversion2(SdrObject* pObj);
void InitScene(E3dScene* pScene, double fW, double fH, double fCamZ);
void ImpIsConvertTo3DPossible(SdrObject* pObj, bool& rAny3D, bool& rGroupSelected) const;
void BreakSingle3DObj(E3dObject* pObj);
public:
TYPEINFO();
E3dView(SdrModel* pModel, OutputDevice* pOut = 0L);
virtual ~E3dView();
// Output all marked Objects on the given OutputDevice.
virtual void DrawMarkedObj(OutputDevice& rOut) const;
// Access to the default attributes.
E3dDefaultAttributes& Get3DDefaultAttributes() { return a3DDefaultAttr; }
virtual sal_Bool BegDragObj(const Point& rPnt, OutputDevice* pOut = NULL, SdrHdl* pHdl = NULL, short nMinMov = -3, SdrDragMethod* pForcedMeth = NULL);
virtual void CheckPossibilities();
// Get/Set Event
void SetMouseEvent(const MouseEvent& rNew) { aMouseEvent = rNew; }
const MouseEvent& GetMouseEvent() { return aMouseEvent; }
// Override getting the model, as we need to supply a Scene together with individual 3D Objects.
virtual SdrModel* GetMarkedObjModel() const;
// On Paste: We need to insert the objects of the Scene, but not the Scene itself
using SdrView::Paste;
virtual sal_Bool Paste(const SdrModel& rMod, const Point& rPos, SdrObjList* pLst=NULL, sal_uInt32 nOptions=0);
// #83403# Service routine used from local Clone() and from SdrCreateView::EndCreateObj(...)
bool ImpCloneAll3DObjectsToDestScene(E3dScene* pSrcScene, E3dScene* pDstScene, Point aOffset);
bool IsConvertTo3DObjPossible() const;
void ConvertMarkedObjTo3D(bool bExtrude=true, basegfx::B2DPoint aPnt1 = basegfx::B2DPoint(0.0, 0.0), basegfx::B2DPoint aPnt2 = basegfx::B2DPoint(0.0, 1.0));
// Means to create all Extrudes in a certain depth order.
void DoDepthArrange(E3dScene* pScene, double fDepth);
void ConvertMarkedToPolyObj(sal_Bool bLineToArea);
E3dScene* SetCurrent3DObj(E3dObject* p3DObj);
void Start3DCreation();
// Migration of overlay
bool Is3DRotationCreationActive() const { return (0L != mpMirrorOverlay); }
virtual void MovAction(const Point& rPnt);
void End3DCreation(bool bUseDefaultValuesForMirrorAxes=false);
void ResetCreationActive();
double GetDefaultCamPosZ();
double &DefaultScaleX ()
{
return fDefaultScaleX;
}
double DefaultScaleX () const
{
return fDefaultScaleX;
}
double &DefaultScaleY ()
{
return fDefaultScaleY;
}
double DefaultScaleY () const
{
return fDefaultScaleY;
}
double &DefaultScaleZ ()
{
return fDefaultScaleZ;
}
double DefaultScaleZ () const
{
return fDefaultScaleZ;
}
double &DefaultRotateX ()
{
return fDefaultRotateX;
}
double DefaultRotateX () const
{
return fDefaultRotateX;
}
double &DefaultRotateY ()
{
return fDefaultRotateY;
}
double DefaultRotateY () const
{
return fDefaultRotateY;
}
double &DefaultRotateZ ()
{
return fDefaultRotateZ;
}
double DefaultRotateZ () const
{
return fDefaultRotateZ;
}
double &DefaultExtrusionDeepth ()
{
return fDefaultExtrusionDeepth;
}
double DefaultExtrusionDeepth () const
{
return fDefaultExtrusionDeepth;
}
double GetDefaultCamFocal();
double &DefaultLightIntensity ()
{
return fDefaultLightIntensity;
}
double DefaultLightIntensity () const
{
return fDefaultLightIntensity;
}
double &DefaultAmbientIntensity ()
{
return fDefaultAmbientIntensity;
}
double DefaultAmbientIntensity () const
{
return fDefaultAmbientIntensity;
}
const Color &DefaultLightColor () const
{
return aDefaultLightColor;
}
Color DefaultLightColor ()
{
return aDefaultLightColor;
}
const Color &DefaultAmbientColor () const
{
return aDefaultAmbientColor;
}
Color DefaultAmbientColor ()
{
return aDefaultAmbientColor;
}
long GetHDefaultSegments() const { return nHDefaultSegments; }
void SetHDefaultSegments(long nSegs) { nHDefaultSegments = nSegs; }
long GetVDefaultSegments() const { return nVDefaultSegments; }
void SetVDefaultSegments(long nSegs) { nVDefaultSegments = nSegs; }
bool IsBreak3DObjPossible() const;
void Break3DObj();
sal_Bool DoubleSided () const
{
return bDoubleSided;
}
sal_Bool &DoubleSided ()
{
return bDoubleSided;
}
SfxItemSet Get3DAttributes(E3dScene* pInScene = NULL, sal_Bool bOnly3DAttr=sal_False) const;
void Set3DAttributes(const SfxItemSet& rAttr, E3dScene* pInScene = NULL, sal_Bool bOnly3DAttr=sal_False);
};
#endif // _E3D_VIEW3D_HXX
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