Coverage Report

Created: 2025-12-31 10:39

next uncovered line (L), next uncovered region (R), next uncovered branch (B)
/src/libreoffice/svx/source/engine3d/helperhittest3d.cxx
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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 <svx/helperhittest3d.hxx>
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#include <basegfx/point/b2dpoint.hxx>
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#include <svx/svdpage.hxx>
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#include <svx/scene3d.hxx>
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#include <svx/svditer.hxx>
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#include <drawinglayer/processor3d/cutfindprocessor3d.hxx>
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#include <sdr/contact/viewcontactofe3d.hxx>
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#include <svx/sdr/contact/viewcontactofe3dscene.hxx>
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#include <com/sun/star/uno/Sequence.h>
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using namespace com::sun::star;
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namespace {
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class ImplPairDephAndObject
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{
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private:
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    const E3dCompoundObject*    mpObject;
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    double                      mfDepth;
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public:
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    ImplPairDephAndObject(const E3dCompoundObject* pObject, double fDepth)
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0
    :   mpObject(pObject),
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0
        mfDepth(fDepth)
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    {}
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    // for ::std::sort
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    bool operator<(const ImplPairDephAndObject& rComp) const
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0
    {
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        return (mfDepth < rComp.mfDepth);
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0
    }
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    // data read access
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    const E3dCompoundObject* getObject() const { return mpObject; }
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};
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}
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static void getAllHit3DObjectWithRelativePoint(
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    const basegfx::B3DPoint& rFront,
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    const basegfx::B3DPoint& rBack,
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    const E3dCompoundObject& rObject,
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    const drawinglayer::geometry::ViewInformation3D& rObjectViewInformation3D,
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    ::std::vector< basegfx::B3DPoint >& o_rResult,
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    bool bAnyHit)
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0
{
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    o_rResult.clear();
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0
    if(rFront.equal(rBack))
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        return;
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    // rObject is an E3dCompoundObject, so it cannot be a scene (which is an E3dObject)
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    const sdr::contact::ViewContactOfE3d& rVCObject = static_cast< sdr::contact::ViewContactOfE3d& >(rObject.GetViewContact());
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    const drawinglayer::primitive3d::Primitive3DContainer aPrimitives(rVCObject.getViewIndependentPrimitive3DContainer());
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    if(aPrimitives.empty())
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        return;
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    // make BoundVolume empty and overlapping test for speedup
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    const basegfx::B3DRange aObjectRange(aPrimitives.getB3DRange(rObjectViewInformation3D));
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    if(!aObjectRange.isEmpty())
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    {
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        const basegfx::B3DRange aFrontBackRange(rFront, rBack);
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        if(aObjectRange.overlaps(aFrontBackRange))
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        {
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            // bound volumes hit, geometric cut tests needed
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            drawinglayer::processor3d::CutFindProcessor aCutFindProcessor(rObjectViewInformation3D, rFront, rBack, bAnyHit);
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            aCutFindProcessor.process(aPrimitives);
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            o_rResult = aCutFindProcessor.getCutPoints();
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        }
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    }
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}
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E3dScene* fillViewInformation3DForCompoundObject(drawinglayer::geometry::ViewInformation3D& o_rViewInformation3D, const E3dCompoundObject& rCandidate)
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0
{
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    // Search for root scene (outmost scene) of the 3d object since e.g. in chart, multiple scenes may
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    // be placed between object and outmost scene. On that search, remember the in-between scene's
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    // transformation for the correct complete ObjectTransformation. For historical reasons, the
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    // root scene's own object transformation is part of the scene's ViewTransformation, o do not
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    // add it. For more details, see ViewContactOfE3dScene::createViewInformation3D.
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    E3dScene* pParentScene(rCandidate.getParentE3dSceneFromE3dObject());
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    E3dScene* pRootScene(nullptr);
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    basegfx::B3DHomMatrix aInBetweenSceneMatrix;
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    while(pParentScene)
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    {
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        E3dScene* pParentParentScene(pParentScene->getParentE3dSceneFromE3dObject());
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        if(pParentParentScene)
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        {
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            // pParentScene is an in-between scene
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            aInBetweenSceneMatrix = pParentScene->GetTransform() * aInBetweenSceneMatrix;
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        }
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        else
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        {
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            // pParentScene is the root scene
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            pRootScene = pParentScene;
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        }
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        pParentScene = pParentParentScene;
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    }
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    if(pRootScene)
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    {
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        const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(pRootScene->GetViewContact());
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        if(aInBetweenSceneMatrix.isIdentity())
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        {
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            o_rViewInformation3D = rVCScene.getViewInformation3D();
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        }
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        else
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        {
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            // build new ViewInformation containing all transforms for the candidate
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            const drawinglayer::geometry::ViewInformation3D& aViewInfo3D(rVCScene.getViewInformation3D());
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            o_rViewInformation3D = drawinglayer::geometry::ViewInformation3D(
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                aViewInfo3D.getObjectTransformation() * aInBetweenSceneMatrix,
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                aViewInfo3D.getOrientation(),
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                aViewInfo3D.getProjection(),
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                aViewInfo3D.getDeviceToView(),
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                aViewInfo3D.getViewTime(),
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                aViewInfo3D.getExtendedInformationSequence());
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        }
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    }
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    else
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    {
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        const uno::Sequence< beans::PropertyValue > aEmptyParameters;
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        o_rViewInformation3D = drawinglayer::geometry::ViewInformation3D(aEmptyParameters);
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    }
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    return pRootScene;
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}
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void getAllHit3DObjectsSortedFrontToBack(
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    const basegfx::B2DPoint& rPoint,
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    const E3dScene& rScene,
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    ::std::vector< const E3dCompoundObject* >& o_rResult)
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{
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    o_rResult.clear();
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    SdrObjList* pList = rScene.GetSubList();
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    if(nullptr == pList || 0 == pList->GetObjCount())
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        return;
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    // prepare relative HitPoint. To do so, get the VC of the 3DScene and from there
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    // the Scene's 2D transformation. Multiplying with the inverse transformation
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    // will create a point relative to the 3D scene as unit-2d-object
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    const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(rScene.GetViewContact());
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    basegfx::B2DHomMatrix aInverseSceneTransform(rVCScene.getObjectTransformation());
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    aInverseSceneTransform.invert();
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    const basegfx::B2DPoint aRelativePoint(aInverseSceneTransform * rPoint);
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    // check if test point is inside scene's area at all
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    if(!(aRelativePoint.getX() >= 0.0 && aRelativePoint.getX() <= 1.0 && aRelativePoint.getY() >= 0.0 && aRelativePoint.getY() <= 1.0))
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        return;
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    SdrObjListIter aIterator(pList, SdrIterMode::DeepNoGroups);
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    ::std::vector< ImplPairDephAndObject > aDepthAndObjectResults;
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    const uno::Sequence< beans::PropertyValue > aEmptyParameters;
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    drawinglayer::geometry::ViewInformation3D aViewInfo3D(aEmptyParameters);
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    while(aIterator.IsMore())
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    {
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        const E3dCompoundObject* pCandidate = dynamic_cast< const E3dCompoundObject* >(aIterator.Next());
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        if(pCandidate)
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        {
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            fillViewInformation3DForCompoundObject(aViewInfo3D, *pCandidate);
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            // create HitPoint Front and Back, transform to object coordinates
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            basegfx::B3DHomMatrix aViewToObject(aViewInfo3D.getObjectToView());
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            aViewToObject.invert();
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            const basegfx::B3DPoint aFront(aViewToObject * basegfx::B3DPoint(aRelativePoint.getX(), aRelativePoint.getY(), 0.0));
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            const basegfx::B3DPoint aBack(aViewToObject * basegfx::B3DPoint(aRelativePoint.getX(), aRelativePoint.getY(), 1.0));
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            if(!aFront.equal(aBack))
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            {
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                // get all hit points with object
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                ::std::vector< basegfx::B3DPoint > aHitsWithObject;
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                getAllHit3DObjectWithRelativePoint(aFront, aBack, *pCandidate, aViewInfo3D, aHitsWithObject, false);
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                for(const basegfx::B3DPoint & a : aHitsWithObject)
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                {
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                    const basegfx::B3DPoint aPointInViewCoordinates(aViewInfo3D.getObjectToView() * a);
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                    aDepthAndObjectResults.emplace_back(pCandidate, aPointInViewCoordinates.getZ());
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                }
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            }
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        }
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    }
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    // fill nRetval
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    const sal_uInt32 nCount(aDepthAndObjectResults.size());
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    if(nCount)
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    {
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        // sort aDepthAndObjectResults by depth
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        ::std::sort(aDepthAndObjectResults.begin(), aDepthAndObjectResults.end());
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        // copy SdrObject pointers to return result set
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        for(const auto& rResult : aDepthAndObjectResults)
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        {
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            o_rResult.push_back(rResult.getObject());
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        }
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    }
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0
}
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bool checkHitSingle3DObject(
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    const basegfx::B2DPoint& rPoint,
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    const E3dCompoundObject& rCandidate)
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0
{
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    const uno::Sequence< beans::PropertyValue > aEmptyParameters;
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    drawinglayer::geometry::ViewInformation3D aViewInfo3D(aEmptyParameters);
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    E3dScene* pRootScene = fillViewInformation3DForCompoundObject(aViewInfo3D, rCandidate);
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0
    if(pRootScene)
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    {
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        // prepare relative HitPoint. To do so, get the VC of the 3DScene and from there
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        // the Scene's 2D transformation. Multiplying with the inverse transformation
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        // will create a point relative to the 3D scene as unit-2d-object
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        const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(pRootScene->GetViewContact());
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        basegfx::B2DHomMatrix aInverseSceneTransform(rVCScene.getObjectTransformation());
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        aInverseSceneTransform.invert();
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        const basegfx::B2DPoint aRelativePoint(aInverseSceneTransform * rPoint);
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        // check if test point is inside scene's area at all
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0
        if(aRelativePoint.getX() >= 0.0 && aRelativePoint.getX() <= 1.0 && aRelativePoint.getY() >= 0.0 && aRelativePoint.getY() <= 1.0)
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0
        {
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            // create HitPoint Front and Back, transform to object coordinates
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            basegfx::B3DHomMatrix aViewToObject(aViewInfo3D.getObjectToView());
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            aViewToObject.invert();
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            const basegfx::B3DPoint aFront(aViewToObject * basegfx::B3DPoint(aRelativePoint.getX(), aRelativePoint.getY(), 0.0));
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            const basegfx::B3DPoint aBack(aViewToObject * basegfx::B3DPoint(aRelativePoint.getX(), aRelativePoint.getY(), 1.0));
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            if(!aFront.equal(aBack))
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0
            {
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                // get all hit points with object
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                ::std::vector< basegfx::B3DPoint > aHitsWithObject;
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                getAllHit3DObjectWithRelativePoint(aFront, aBack, rCandidate, aViewInfo3D, aHitsWithObject, true);
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0
                if(!aHitsWithObject.empty())
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                {
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0
                    return true;
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                }
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            }
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0
        }
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    }
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0
    return false;
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0
}
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */