Coverage Report

Created: 2026-03-31 11:00

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/src/libreoffice/include/drawinglayer/primitive2d/sceneprimitive2d.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/drawinglayerdllapi.h>
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#include <drawinglayer/primitive2d/BufferedDecompositionPrimitive2D.hxx>
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#include <drawinglayer/primitive3d/baseprimitive3d.hxx>
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#include <drawinglayer/geometry/viewinformation3d.hxx>
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#include <basegfx/matrix/b2dhommatrix.hxx>
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#include <vcl/bitmap.hxx>
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#include <drawinglayer/attribute/sdrsceneattribute3d.hxx>
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#include <drawinglayer/attribute/sdrlightingattribute3d.hxx>
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namespace drawinglayer::primitive2d
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{
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        /** ScenePrimitive2D class
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            This primitive defines a 3D scene as a 2D primitive and is the anchor point
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            for a 3D visualisation. The decomposition is view-dependent and will try to
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            re-use already rendered 3D content.
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            The rendering is done using the default-3D renderer from basegfx which supports
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            AntiAliasing.
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            The 2D primitive's geometric range is defined completely by the
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            ObjectTransformation combined with evtl. 2D shadows from the 3D objects. The
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            shadows of 3D objects are 2D polygons, projected with the 3D transformation.
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            This is the class a renderer may process directly when he wants to implement
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            an own (e.g. system-specific) 3D renderer.
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         */
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        class DRAWINGLAYER_DLLPUBLIC ScenePrimitive2D final : public BufferedDecompositionPrimitive2D
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        {
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        private:
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            /// the 3D geometry definition
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            primitive3d::Primitive3DContainer                    mxChildren3D;
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            /// 3D scene attribute set
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            attribute::SdrSceneAttribute                        maSdrSceneAttribute;
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            /// lighting attribute set
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            attribute::SdrLightingAttribute                     maSdrLightingAttribute;
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            /// object transformation for scene for 2D definition
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            basegfx::B2DHomMatrix                               maObjectTransformation;
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            /// scene transformation set and object transformation
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            geometry::ViewInformation3D                         maViewInformation3D;
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            /// the primitiveSequence for on-demand created shadow primitives (see mbShadow3DChecked)
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            Primitive2DContainer                                   maShadowPrimitives;
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            /** flag if given 3D geometry is already checked for shadow definitions and 2d shadows
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                are created in maShadowPrimitives
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             */
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            bool                                                mbShadow3DChecked : 1;
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            /// the last used NewDiscreteSize and NewUnitVisiblePart definitions for decomposition
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            double                                              mfOldDiscreteSizeX;
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            double                                              mfOldDiscreteSizeY;
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            basegfx::B2DRange                                   maOldUnitVisiblePart;
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            /** the last created Bitmap, e.g. for fast HitTest. This does not really need
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                memory since Bitmap is internally RefCounted
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             */
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            Bitmap                                              maOldRenderedBitmap;
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            /// private helpers
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            bool impGetShadow3D() const;
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            void calculateDiscreteSizes(
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                const geometry::ViewInformation2D& rViewInformation,
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                basegfx::B2DRange& rDiscreteRange,
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                basegfx::B2DRange& rVisibleDiscreteRange,
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                basegfx::B2DRange& rUnitVisibleRange) const;
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            /// local decomposition.
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            virtual Primitive2DReference create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const override;
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        public:
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            /// public helpers
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            /** Geometry extractor. Shadow will be added as in create2DDecomposition, but
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                the 3D content is not converted to a bitmap visualisation but to projected 2D geometry. This
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                helper is useful e.g. for Contour extraction or HitTests.
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              */
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            Primitive2DContainer getGeometry2D() const;
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            Primitive2DContainer getShadow2D() const;
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            /** Fast HitTest which uses the last buffered Bitmap from the last
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                rendered area if available. The return value describes if the check
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                could be done with the current information, so do NOT use o_rResult
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                when it returns false. o_rResult will be changed on return true and
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                then contains a definitive answer if content of this scene is hit or
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                not. On return false, it is normally necessary to use the geometric
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                HitTest (see CutFindProcessor usages). The given HitPoint
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                has to be in logic coordinates in scene's ObjectCoordinateSystem.
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             */
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            bool tryToCheckLastVisualisationDirectHit(const basegfx::B2DPoint& rLogicHitPoint, bool& o_rResult) const;
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            /// constructor
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            ScenePrimitive2D(
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                primitive3d::Primitive3DContainer xChildren3D,
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                attribute::SdrSceneAttribute aSdrSceneAttribute,
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                attribute::SdrLightingAttribute aSdrLightingAttribute,
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                basegfx::B2DHomMatrix aObjectTransformation,
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                geometry::ViewInformation3D aViewInformation3D);
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            /// data read access
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            const primitive3d::Primitive3DContainer& getChildren3D() const { return mxChildren3D; }
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            const attribute::SdrSceneAttribute& getSdrSceneAttribute() const { return maSdrSceneAttribute; }
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            const attribute::SdrLightingAttribute& getSdrLightingAttribute() const { return maSdrLightingAttribute; }
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            const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; }
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            const geometry::ViewInformation3D& getViewInformation3D() const { return maViewInformation3D; }
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            /// compare operator
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            virtual bool operator==(const BasePrimitive2D& rPrimitive) const override;
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            /// get range
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            virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const override;
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            /// provide unique ID
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            virtual sal_uInt32 getPrimitive2DID() const override;
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            /// get local decomposition. Override since this decomposition is view-dependent
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            virtual void get2DDecomposition(Primitive2DDecompositionVisitor& rVisitor, const geometry::ViewInformation2D& rViewInformation) const override;
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        };
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} // end of namespace drawinglayer::primitive2d
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */