Coverage Report

Created: 2025-12-08 09:28

next uncovered line (L), next uncovered region (R), next uncovered branch (B)
/src/libreoffice/drawinglayer/source/primitive3d/sdrextrudeprimitive3d.cxx
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Count
Source
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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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 * This file is part of the LibreOffice project.
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 *
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 * This Source Code Form is subject to the terms of the Mozilla Public
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 * License, v. 2.0. If a copy of the MPL was not distributed with this
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 * file, You can obtain one at http://mozilla.org/MPL/2.0/.
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 *
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 * This file incorporates work covered by the following license notice:
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 *
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 *   Licensed to the Apache Software Foundation (ASF) under one or more
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 *   contributor license agreements. See the NOTICE file distributed
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 *   with this work for additional information regarding copyright
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 *   ownership. The ASF licenses this file to you under the Apache
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 *   License, Version 2.0 (the "License"); you may not use this file
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 *   except in compliance with the License. You may obtain a copy of
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 *   the License at http://www.apache.org/licenses/LICENSE-2.0 .
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 */
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#include <sal/config.h>
21
22
#include <cmath>
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#include <drawinglayer/primitive3d/sdrextrudeprimitive3d.hxx>
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#include <basegfx/matrix/b2dhommatrix.hxx>
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#include <basegfx/polygon/b2dpolygontools.hxx>
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#include <basegfx/polygon/b3dpolygon.hxx>
28
#include <primitive3d/sdrdecompositiontools3d.hxx>
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#include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
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#include <drawinglayer/geometry/viewinformation3d.hxx>
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#include <drawinglayer/attribute/sdrfillattribute.hxx>
32
#include <drawinglayer/attribute/sdrlineattribute.hxx>
33
#include <drawinglayer/attribute/sdrshadowattribute.hxx>
34
#include <utility>
35
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using namespace com::sun::star;
38
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namespace drawinglayer::primitive3d
41
{
42
        Primitive3DContainer SdrExtrudePrimitive3D::create3DDecomposition(const geometry::ViewInformation3D& rViewInformation) const
43
0
        {
44
0
            Primitive3DContainer aRetval;
45
46
            // get slices
47
0
            const Slice3DVector& rSliceVector = getSlices();
48
49
0
            if(!rSliceVector.empty())
50
0
            {
51
0
                sal_uInt32 a;
52
53
                // decide what to create
54
0
                const css::drawing::NormalsKind eNormalsKind(getSdr3DObjectAttribute().getNormalsKind());
55
0
                const bool bCreateNormals(css::drawing::NormalsKind_SPECIFIC == eNormalsKind);
56
0
                const bool bCreateTextureCoordinatesX(css::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionX());
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0
                const bool bCreateTextureCoordinatesY(css::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionY());
58
0
                basegfx::B2DHomMatrix aTexTransform;
59
60
0
                if(!getSdrLFSAttribute().getFill().isDefault() && (bCreateTextureCoordinatesX || bCreateTextureCoordinatesY))
61
0
                {
62
0
                    const basegfx::B2DPolygon aFirstPolygon(maCorrectedPolyPolygon.getB2DPolygon(0));
63
0
                    const double fFrontLength(basegfx::utils::getLength(aFirstPolygon));
64
0
                    const double fFrontArea(basegfx::utils::getArea(aFirstPolygon));
65
0
                    const double fSqrtFrontArea(sqrt(fFrontArea));
66
0
                    double fRelativeTextureWidth = basegfx::fTools::equalZero(fSqrtFrontArea) ? 1.0 : fFrontLength / fSqrtFrontArea;
67
0
                    fRelativeTextureWidth = std::trunc(fRelativeTextureWidth - 0.5);
68
69
0
                    if(fRelativeTextureWidth < 1.0)
70
0
                    {
71
0
                        fRelativeTextureWidth = 1.0;
72
0
                    }
73
74
0
                    aTexTransform.translate(-0.5, -0.5);
75
0
                    aTexTransform.scale(-1.0, -1.0);
76
0
                    aTexTransform.translate(0.5, 0.5);
77
0
                    aTexTransform.scale(fRelativeTextureWidth, 1.0);
78
0
                }
79
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                // create geometry
81
0
                std::vector< basegfx::B3DPolyPolygon > aFill;
82
0
                extractPlanesFromSlice(aFill, rSliceVector,
83
0
                    bCreateNormals, getSmoothNormals(), getSmoothLids(), false,
84
0
                    0.5, 0.6, bCreateTextureCoordinatesX || bCreateTextureCoordinatesY, aTexTransform);
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                // get full range
87
0
                const basegfx::B3DRange aRange(getRangeFrom3DGeometry(aFill));
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                // normal creation
90
0
                if(!getSdrLFSAttribute().getFill().isDefault())
91
0
                {
92
0
                    if(css::drawing::NormalsKind_SPHERE == eNormalsKind)
93
0
                    {
94
0
                        applyNormalsKindSphereTo3DGeometry(aFill, aRange);
95
0
                    }
96
0
                    else if(css::drawing::NormalsKind_FLAT == eNormalsKind)
97
0
                    {
98
0
                        applyNormalsKindFlatTo3DGeometry(aFill);
99
0
                    }
100
101
0
                    if(getSdr3DObjectAttribute().getNormalsInvert())
102
0
                    {
103
0
                        applyNormalsInvertTo3DGeometry(aFill);
104
0
                    }
105
0
                }
106
107
                // texture coordinates
108
0
                if(!getSdrLFSAttribute().getFill().isDefault())
109
0
                {
110
0
                    applyTextureTo3DGeometry(
111
0
                        getSdr3DObjectAttribute().getTextureProjectionX(),
112
0
                        getSdr3DObjectAttribute().getTextureProjectionY(),
113
0
                        aFill,
114
0
                        aRange,
115
0
                        getTextureSize());
116
0
                }
117
118
0
                if(!getSdrLFSAttribute().getFill().isDefault())
119
0
                {
120
                    // add fill
121
0
                    aRetval = create3DPolyPolygonFillPrimitives(
122
0
                        aFill,
123
0
                        getTransform(),
124
0
                        getTextureSize(),
125
0
                        getSdr3DObjectAttribute(),
126
0
                        getSdrLFSAttribute().getFill(),
127
0
                        getSdrLFSAttribute().getFillFloatTransGradient());
128
0
                }
129
0
                else
130
0
                {
131
                    // create simplified 3d hit test geometry
132
0
                    aRetval = createHiddenGeometryPrimitives3D(
133
0
                        aFill,
134
0
                        getTransform(),
135
0
                        getTextureSize(),
136
0
                        getSdr3DObjectAttribute());
137
0
                }
138
139
                // add line
140
0
                if(!getSdrLFSAttribute().getLine().isDefault())
141
0
                {
142
0
                    if(getSdr3DObjectAttribute().getReducedLineGeometry())
143
0
                    {
144
                        // create geometric outlines with reduced line geometry for chart.
145
0
                        const basegfx::B3DPolyPolygon aVerLine(extractVerticalLinesFromSlice(rSliceVector));
146
0
                        const sal_uInt32 nCount(aVerLine.count());
147
0
                        basegfx::B3DPolyPolygon aReducedLoops;
148
0
                        basegfx::B3DPolyPolygon aNewLineGeometry;
149
150
                        // sort out doubles (front and back planes when no edge rounding is done). Since
151
                        // this is a line geometry merged from PolyPolygons, loop over all Polygons
152
0
                        for(a = 0; a < nCount; a++)
153
0
                        {
154
0
                            const sal_uInt32 nReducedCount(aReducedLoops.count());
155
0
                            const basegfx::B3DPolygon& aCandidate(aVerLine.getB3DPolygon(a));
156
0
                            bool bAdd(true);
157
158
0
                            if(nReducedCount)
159
0
                            {
160
0
                                for(sal_uInt32 b(0); bAdd && b < nReducedCount; b++)
161
0
                                {
162
0
                                    if(aCandidate == aReducedLoops.getB3DPolygon(b))
163
0
                                    {
164
0
                                        bAdd = false;
165
0
                                    }
166
0
                                }
167
0
                            }
168
169
0
                            if(bAdd)
170
0
                            {
171
0
                                aReducedLoops.append(aCandidate);
172
0
                            }
173
0
                        }
174
175
                        // from here work with reduced loops and reduced count without changing them
176
0
                        const sal_uInt32 nReducedCount(aReducedLoops.count());
177
178
0
                        if(nReducedCount > 1)
179
0
                        {
180
0
                            for(sal_uInt32 b(1); b < nReducedCount; b++)
181
0
                            {
182
                                // get loop pair
183
0
                                const basegfx::B3DPolygon& aCandA(aReducedLoops.getB3DPolygon(b - 1));
184
0
                                const basegfx::B3DPolygon& aCandB(aReducedLoops.getB3DPolygon(b));
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                                // for each loop pair create the connection edges
187
0
                                createReducedOutlines(
188
0
                                    rViewInformation,
189
0
                                    getTransform(),
190
0
                                    aCandA,
191
0
                                    aCandB,
192
0
                                    aNewLineGeometry);
193
0
                            }
194
0
                        }
195
196
                        // add reduced loops themselves
197
0
                        aNewLineGeometry.append(aReducedLoops);
198
199
                        // to create vertical edges at non-C1/C2 steady loops, use maCorrectedPolyPolygon
200
                        // directly since the 3D Polygons do not support this.
201
                        //
202
                        // Unfortunately there is no bezier polygon provided by the chart module; one reason is
203
                        // that the API for extrude wants a 3D polygon geometry (for historical reasons, i guess)
204
                        // and those have no beziers. Another reason is that he chart module uses self-created
205
                        // stuff to create the 2D geometry (in ShapeFactory::createPieSegment), but this geometry
206
                        // does not contain bezier infos, either. The only way which is possible for now is to 'detect'
207
                        // candidates for vertical edges of pie segments by looking for the angles in the polygon.
208
                        //
209
                        // This is all not very well designed ATM. Ideally, the ReducedLineGeometry is responsible
210
                        // for creating the outer geometry edges (createReducedOutlines), but for special edges
211
                        // like the vertical ones for pie center and both start/end, the incarnation with the
212
                        // knowledge about that it needs to create those and IS a pie segment -> in this case,
213
                        // the chart itself.
214
0
                        const sal_uInt32 nPolyCount(maCorrectedPolyPolygon.count());
215
216
0
                        for(sal_uInt32 c(0); c < nPolyCount; c++)
217
0
                        {
218
0
                            const basegfx::B2DPolygon aCandidate(maCorrectedPolyPolygon.getB2DPolygon(c));
219
0
                            const sal_uInt32 nPointCount(aCandidate.count());
220
221
0
                            if(nPointCount > 2)
222
0
                            {
223
0
                                sal_uInt32 nIndexA(nPointCount);
224
0
                                sal_uInt32 nIndexB(nPointCount);
225
0
                                sal_uInt32 nIndexC(nPointCount);
226
227
0
                                for(sal_uInt32 d(0); d < nPointCount; d++)
228
0
                                {
229
0
                                    const sal_uInt32 nPrevInd((d + nPointCount - 1) % nPointCount);
230
0
                                    const sal_uInt32 nNextInd((d + 1) % nPointCount);
231
0
                                    const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(d));
232
0
                                    const basegfx::B2DVector aPrev(aCandidate.getB2DPoint(nPrevInd) - aPoint);
233
0
                                    const basegfx::B2DVector aNext(aCandidate.getB2DPoint(nNextInd) - aPoint);
234
0
                                    const double fAngle(aPrev.angle(aNext));
235
236
                                    // take each angle which deviates more than 10% from going straight as
237
                                    // special edge. This will detect the two outer edges of pie segments,
238
                                    // but not always the center one (think about a near 180 degree pie)
239
0
                                    if(M_PI - fabs(fAngle) > M_PI * 0.1)
240
0
                                    {
241
0
                                        if(nPointCount == nIndexA)
242
0
                                        {
243
0
                                            nIndexA = d;
244
0
                                        }
245
0
                                        else if(nPointCount == nIndexB)
246
0
                                        {
247
0
                                            nIndexB = d;
248
0
                                        }
249
0
                                        else if(nPointCount == nIndexC)
250
0
                                        {
251
0
                                            nIndexC = d;
252
0
                                            d = nPointCount;
253
0
                                        }
254
0
                                    }
255
0
                                }
256
257
0
                                const bool bIndexAUsed(nIndexA != nPointCount);
258
0
                                const bool bIndexBUsed(nIndexB != nPointCount);
259
0
                                bool bIndexCUsed(nIndexC != nPointCount);
260
261
0
                                if(bIndexCUsed)
262
0
                                {
263
                                    // already three special edges found, so the center one was already detected
264
                                    // and does not need to be searched
265
0
                                }
266
0
                                else if(bIndexAUsed && bIndexBUsed)
267
0
                                {
268
                                    // outer edges detected (they are approx. 90 degrees), but center one not.
269
                                    // Look with the knowledge that it's in-between the two found ones
270
0
                                    if(((nIndexA + 2) % nPointCount) == nIndexB)
271
0
                                    {
272
0
                                        nIndexC = (nIndexA + 1) % nPointCount;
273
0
                                    }
274
0
                                    else if(((nIndexA + nPointCount - 2) % nPointCount) == nIndexB)
275
0
                                    {
276
0
                                        nIndexC = (nIndexA + nPointCount - 1) % nPointCount;
277
0
                                    }
278
279
0
                                    bIndexCUsed = (nIndexC != nPointCount);
280
0
                                }
281
282
0
                                if(bIndexAUsed)
283
0
                                {
284
0
                                    const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(nIndexA));
285
0
                                    const basegfx::B3DPoint aStart(aPoint.getX(), aPoint.getY(), 0.0);
286
0
                                    const basegfx::B3DPoint aEnd(aPoint.getX(), aPoint.getY(), getDepth());
287
0
                                    basegfx::B3DPolygon aToBeAdded;
288
289
0
                                    aToBeAdded.append(aStart);
290
0
                                    aToBeAdded.append(aEnd);
291
0
                                    aNewLineGeometry.append(aToBeAdded);
292
0
                                }
293
294
0
                                if(bIndexBUsed)
295
0
                                {
296
0
                                    const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(nIndexB));
297
0
                                    const basegfx::B3DPoint aStart(aPoint.getX(), aPoint.getY(), 0.0);
298
0
                                    const basegfx::B3DPoint aEnd(aPoint.getX(), aPoint.getY(), getDepth());
299
0
                                    basegfx::B3DPolygon aToBeAdded;
300
301
0
                                    aToBeAdded.append(aStart);
302
0
                                    aToBeAdded.append(aEnd);
303
0
                                    aNewLineGeometry.append(aToBeAdded);
304
0
                                }
305
306
0
                                if(bIndexCUsed)
307
0
                                {
308
0
                                    const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(nIndexC));
309
0
                                    const basegfx::B3DPoint aStart(aPoint.getX(), aPoint.getY(), 0.0);
310
0
                                    const basegfx::B3DPoint aEnd(aPoint.getX(), aPoint.getY(), getDepth());
311
0
                                    basegfx::B3DPolygon aToBeAdded;
312
313
0
                                    aToBeAdded.append(aStart);
314
0
                                    aToBeAdded.append(aEnd);
315
0
                                    aNewLineGeometry.append(aToBeAdded);
316
0
                                }
317
0
                            }
318
0
                        }
319
320
                        // append loops themselves
321
0
                        aNewLineGeometry.append(aReducedLoops);
322
323
0
                        if(aNewLineGeometry.count())
324
0
                        {
325
0
                            const Primitive3DContainer aLines(create3DPolyPolygonLinePrimitives(
326
0
                                aNewLineGeometry, getTransform(), getSdrLFSAttribute().getLine()));
327
0
                            aRetval.append(aLines);
328
0
                        }
329
0
                    }
330
0
                    else
331
0
                    {
332
                        // extract line geometry from slices
333
0
                        const basegfx::B3DPolyPolygon aHorLine(extractHorizontalLinesFromSlice(rSliceVector, false));
334
0
                        const basegfx::B3DPolyPolygon aVerLine(extractVerticalLinesFromSlice(rSliceVector));
335
336
                        // add horizontal lines
337
0
                        const Primitive3DContainer aHorLines(create3DPolyPolygonLinePrimitives(
338
0
                            aHorLine, getTransform(), getSdrLFSAttribute().getLine()));
339
0
                        aRetval.append(aHorLines);
340
341
                        // add vertical lines
342
0
                        const Primitive3DContainer aVerLines(create3DPolyPolygonLinePrimitives(
343
0
                            aVerLine, getTransform(), getSdrLFSAttribute().getLine()));
344
0
                        aRetval.append(aVerLines);
345
0
                    }
346
0
                }
347
348
                // add shadow
349
0
                if(!getSdrLFSAttribute().getShadow().isDefault() && !aRetval.empty())
350
0
                {
351
0
                    const Primitive3DContainer aShadow(createShadowPrimitive3D(
352
0
                        aRetval, getSdrLFSAttribute().getShadow(), getSdr3DObjectAttribute().getShadow3D()));
353
0
                    aRetval.append(aShadow);
354
0
                }
355
0
            }
356
357
0
            return aRetval;
358
0
        }
359
360
        void SdrExtrudePrimitive3D::impCreateSlices()
361
0
        {
362
            // prepare the polygon. No double points, correct orientations and a correct
363
            // outmost polygon are needed
364
            // Also important: subdivide here to ensure equal point count for all slices (!)
365
0
            maCorrectedPolyPolygon = basegfx::utils::adaptiveSubdivideByAngle(getPolyPolygon());
366
0
            maCorrectedPolyPolygon.removeDoublePoints();
367
0
            maCorrectedPolyPolygon = basegfx::utils::correctOrientations(maCorrectedPolyPolygon);
368
0
            maCorrectedPolyPolygon = basegfx::utils::correctOutmostPolygon(maCorrectedPolyPolygon);
369
370
            // prepare slices as geometry
371
0
            createExtrudeSlices(maSlices, maCorrectedPolyPolygon, getBackScale(), getDiagonal(), getDepth(), getCharacterMode(), getCloseFront(), getCloseBack());
372
0
        }
373
374
        const Slice3DVector& SdrExtrudePrimitive3D::getSlices() const
375
0
        {
376
            // This can be made dependent of  getSdrLFSAttribute().getFill() and getSdrLFSAttribute().getLine()
377
            // again when no longer geometry is needed for non-visible 3D objects as it is now for chart
378
0
            if(getPolyPolygon().count() && maSlices.empty())
379
0
            {
380
0
                std::unique_lock aGuard( m_aMutex );
381
382
0
                const_cast< SdrExtrudePrimitive3D& >(*this).impCreateSlices();
383
0
            }
384
385
0
            return maSlices;
386
0
        }
387
388
        SdrExtrudePrimitive3D::SdrExtrudePrimitive3D(
389
            const basegfx::B3DHomMatrix& rTransform,
390
            const basegfx::B2DVector& rTextureSize,
391
            const attribute::SdrLineFillShadowAttribute3D& rSdrLFSAttribute,
392
            const attribute::Sdr3DObjectAttribute& rSdr3DObjectAttribute,
393
            basegfx::B2DPolyPolygon aPolyPolygon,
394
            double fDepth,
395
            double fDiagonal,
396
            double fBackScale,
397
            bool bSmoothNormals,
398
            bool bSmoothLids,
399
            bool bCharacterMode,
400
            bool bCloseFront,
401
            bool bCloseBack)
402
0
        :   SdrPrimitive3D(rTransform, rTextureSize, rSdrLFSAttribute, rSdr3DObjectAttribute),
403
0
            maPolyPolygon(std::move(aPolyPolygon)),
404
0
            mfDepth(fDepth),
405
0
            mfDiagonal(fDiagonal),
406
0
            mfBackScale(fBackScale),
407
0
            mbSmoothNormals(bSmoothNormals),
408
0
            mbSmoothLids(bSmoothLids),
409
0
            mbCharacterMode(bCharacterMode),
410
0
            mbCloseFront(bCloseFront),
411
0
            mbCloseBack(bCloseBack)
412
0
        {
413
            // make sure depth is positive
414
0
            if(getDepth() <= 0.0)
415
0
            {
416
0
                mfDepth = 0.0;
417
0
            }
418
419
            // make sure the percentage value getDiagonal() is between 0.0 and 1.0
420
0
            if(getDiagonal() <= 0.0)
421
0
            {
422
0
                mfDiagonal = 0.0;
423
0
            }
424
0
            else if(basegfx::fTools::moreOrEqual(getDiagonal(), 1.0))
425
0
            {
426
0
                mfDiagonal = 1.0;
427
0
            }
428
429
            // no close front/back when polygon is not closed
430
0
            if(getPolyPolygon().count() && !getPolyPolygon().getB2DPolygon(0).isClosed())
431
0
            {
432
0
                mbCloseFront = mbCloseBack = false;
433
0
            }
434
435
            // no edge rounding when not closing
436
0
            if(!getCloseFront() && !getCloseBack())
437
0
            {
438
0
                mfDiagonal = 0.0;
439
0
            }
440
0
        }
Unexecuted instantiation: drawinglayer::primitive3d::SdrExtrudePrimitive3D::SdrExtrudePrimitive3D(basegfx::B3DHomMatrix const&, basegfx::B2DVector const&, drawinglayer::attribute::SdrLineFillShadowAttribute3D const&, drawinglayer::attribute::Sdr3DObjectAttribute const&, basegfx::B2DPolyPolygon, double, double, double, bool, bool, bool, bool, bool)
Unexecuted instantiation: drawinglayer::primitive3d::SdrExtrudePrimitive3D::SdrExtrudePrimitive3D(basegfx::B3DHomMatrix const&, basegfx::B2DVector const&, drawinglayer::attribute::SdrLineFillShadowAttribute3D const&, drawinglayer::attribute::Sdr3DObjectAttribute const&, basegfx::B2DPolyPolygon, double, double, double, bool, bool, bool, bool, bool)
441
442
        SdrExtrudePrimitive3D::~SdrExtrudePrimitive3D()
443
0
        {
444
0
        }
445
446
        bool SdrExtrudePrimitive3D::operator==(const BasePrimitive3D& rPrimitive) const
447
0
        {
448
0
            if(SdrPrimitive3D::operator==(rPrimitive))
449
0
            {
450
0
                const SdrExtrudePrimitive3D& rCompare = static_cast< const SdrExtrudePrimitive3D& >(rPrimitive);
451
452
0
                return (getPolyPolygon() == rCompare.getPolyPolygon()
453
0
                    && getDepth() == rCompare.getDepth()
454
0
                    && getDiagonal() == rCompare.getDiagonal()
455
0
                    && getBackScale() == rCompare.getBackScale()
456
0
                    && getSmoothNormals() == rCompare.getSmoothNormals()
457
0
                    && getSmoothLids() == rCompare.getSmoothLids()
458
0
                    && getCharacterMode() == rCompare.getCharacterMode()
459
0
                    && getCloseFront() == rCompare.getCloseFront()
460
0
                    && getCloseBack() == rCompare.getCloseBack());
461
0
            }
462
463
0
            return false;
464
0
        }
465
466
        basegfx::B3DRange SdrExtrudePrimitive3D::getB3DRange(const geometry::ViewInformation3D& /*rViewInformation*/) const
467
0
        {
468
            // use default from sdrPrimitive3D which uses transformation expanded by line width/2
469
            // The parent implementation which uses the ranges of the decomposition would be more
470
            // correct, but for historical reasons it is necessary to do the old method: To get
471
            // the range of the non-transformed geometry and transform it then. This leads to different
472
            // ranges where the new method is more correct, but the need to keep the old behaviour
473
            // has priority here.
474
0
            return get3DRangeFromSlices(getSlices());
475
0
        }
476
477
        Primitive3DContainer SdrExtrudePrimitive3D::get3DDecomposition(const geometry::ViewInformation3D& rViewInformation) const
478
0
        {
479
0
            if(getSdr3DObjectAttribute().getReducedLineGeometry())
480
0
            {
481
0
                if(!mpLastRLGViewInformation ||
482
0
                    (!getBuffered3DDecomposition().empty()
483
0
                        && *mpLastRLGViewInformation != rViewInformation))
484
0
                {
485
0
                    std::unique_lock aGuard( m_aMutex );
486
487
                    // conditions of last local decomposition with reduced lines have changed. Remember
488
                    // new one and clear current decompositiopn
489
0
                    SdrExtrudePrimitive3D* pThat = const_cast< SdrExtrudePrimitive3D* >(this);
490
0
                    pThat->setBuffered3DDecomposition(Primitive3DContainer());
491
0
                    pThat->mpLastRLGViewInformation = rViewInformation;
492
0
                }
493
0
            }
494
495
            // no test for buffering needed, call parent
496
0
            return SdrPrimitive3D::get3DDecomposition(rViewInformation);
497
0
        }
498
499
        // provide unique ID
500
        ImplPrimitive3DIDBlock(SdrExtrudePrimitive3D, PRIMITIVE3D_ID_SDREXTRUDEPRIMITIVE3D)
501
502
} // end of namespace
503
504
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */