Coverage Report

Created: 2026-02-14 09:37

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/src/libreoffice/drawinglayer/inc/processor3d/shadow3dextractor.hxx
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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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#pragma once
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#include <drawinglayer/processor3d/baseprocessor3d.hxx>
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#include <drawinglayer/primitive2d/Primitive2DContainer.hxx>
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#include <basegfx/matrix/b3dhommatrix.hxx>
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#include <basegfx/polygon/b2dpolygon.hxx>
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#include <basegfx/polygon/b2dpolypolygon.hxx>
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#include <basegfx/matrix/b2dhommatrix.hxx>
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namespace basegfx { class B3DPolyPolygon; }
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namespace basegfx { class B3DPolygon; }
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namespace drawinglayer::processor3d
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    {
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        /** Shadow3DExtractingProcessor class
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            This processor extracts the 2D shadow geometry (projected geometry) of all fed primitives.
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            It is used to create the shadow of 3D objects which consists of 2D geometry. It needs quite
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            some data to do so since we do not only offer flat projected 2D shadow, but also projections
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            dependent on the light source
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         */
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        class Shadow3DExtractingProcessor final : public BaseProcessor3D
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        {
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        private:
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            /// result holding vector (2D) and target vector for stacking (inited to &maPrimitive2DSequence)
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            primitive2d::Primitive2DContainer                  maPrimitive2DSequence;
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            primitive2d::Primitive2DContainer*                 mpPrimitive2DSequence;
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            /// object transformation for scene for 2d definition
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            basegfx::B2DHomMatrix                           maObjectTransformation;
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            /// prepared data (transformations) for 2D/3D shadow calculations
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            basegfx::B3DHomMatrix                           maWorldToEye;
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            basegfx::B3DHomMatrix                           maEyeToView;
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            basegfx::B3DVector                              maLightNormal;
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            basegfx::B3DVector                              maShadowPlaneNormal;
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            basegfx::B3DPoint                               maPlanePoint;
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            double                                          mfLightPlaneScalar;
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            /// flag if shadow plane projection preparation led to valid results
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            bool                                            mbShadowProjectionIsValid : 1;
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            /// flag if conversion is switched on
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            bool                                            mbConvert : 1;
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            /// flag if conversion shall use projection
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            bool                                            mbUseProjection : 1;
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            /// local helpers
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            basegfx::B2DPolygon impDoShadowProjection(const basegfx::B3DPolygon& rSource);
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            basegfx::B2DPolyPolygon impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource);
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            /*  as tooling, the process() implementation takes over API handling and calls this
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                virtual render method when the primitive implementation is BasePrimitive3D-based.
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             */
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            virtual void processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate) override;
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        public:
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            Shadow3DExtractingProcessor(
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                const geometry::ViewInformation3D& rViewInformation,
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                basegfx::B2DHomMatrix aObjectTransformation,
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                const basegfx::B3DVector& rLightNormal,
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                double fShadowSlant,
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                const basegfx::B3DRange& rContained3DRange);
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            virtual ~Shadow3DExtractingProcessor() override;
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            /// data read access
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            const primitive2d::Primitive2DContainer& getPrimitive2DSequence() const;
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            const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; }
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            const basegfx::B3DHomMatrix& getWorldToEye() const { return maWorldToEye; }
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        };
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} // end of namespace drawinglayer::processor3d
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */