1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745
  
     | 
    
      /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*************************************************************************
 *
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 *
 * Copyright 2000, 2010 Oracle and/or its affiliates.
 *
 * OpenOffice.org - a multi-platform office productivity suite
 *
 * This file is part of OpenOffice.org.
 *
 * OpenOffice.org is free software: you can redistribute it and/or modify
 * it under the terms of the GNU Lesser General Public License version 3
 * only, as published by the Free Software Foundation.
 *
 * OpenOffice.org is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU Lesser General Public License version 3 for more details
 * (a copy is included in the LICENSE file that accompanied this code).
 *
 * You should have received a copy of the GNU Lesser General Public License
 * version 3 along with OpenOffice.org.  If not, see
 * <http://www.openoffice.org/license.html>
 * for a copy of the LGPLv3 License.
 *
 ************************************************************************/
#include "svx/svdstr.hrc"
#include "svx/svdglob.hxx"
#include "svx/svditer.hxx"
#if defined( UNX ) || defined( ICC )
#include <stdlib.h>
#endif
#include "svx/globl3d.hxx"
#include <svx/svdpage.hxx>
#include <svl/style.hxx>
#include <svx/scene3d.hxx>
#include <svx/e3dundo.hxx>
#include <svx/svdtrans.hxx>
#include <svx/svxids.hrc>
#include <editeng/colritem.hxx>
#include <svx/e3ditem.hxx>
#include <svx/xlntrit.hxx>
#include <svx/xfltrit.hxx>
#include <svx/svx3ditems.hxx>
#include <svl/whiter.hxx>
#include <svx/xflftrit.hxx>
#include <svx/sdr/properties/e3dsceneproperties.hxx>
#include <svx/sdr/contact/viewcontactofe3dscene.hxx>
#include <svx/svddrag.hxx>
#include <helperminimaldepth3d.hxx>
#include <algorithm>
#include <drawinglayer/geometry/viewinformation3d.hxx>
#include <basegfx/polygon/b2dpolypolygontools.hxx>
#include <svx/e3dsceneupdater.hxx>
#define ITEMVALUE(ItemSet,Id,Cast)  ((const Cast&)(ItemSet).Get(Id)).GetValue()
//////////////////////////////////////////////////////////////////////////////
class ImpRemap3DDepth
{
    sal_uInt32                  mnOrdNum;
    double                      mfMinimalDepth;
    // bit field
    unsigned                    mbIsScene : 1;
public:
    ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth);
    ImpRemap3DDepth(sal_uInt32 nOrdNum);
    ~ImpRemap3DDepth();
    // for ::std::sort
    bool operator<(const ImpRemap3DDepth& rComp) const;
    sal_uInt32 GetOrdNum() const { return mnOrdNum; }
    sal_Bool IsScene() const { return mbIsScene; }
};
ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth)
:   mnOrdNum(nOrdNum),
    mfMinimalDepth(fMinimalDepth),
    mbIsScene(sal_False)
{
}
ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum)
:   mnOrdNum(nOrdNum),
    mfMinimalDepth(0.0),
    mbIsScene(sal_True)
{
}
ImpRemap3DDepth::~ImpRemap3DDepth()
{
}
bool ImpRemap3DDepth::operator<(const ImpRemap3DDepth& rComp) const
{
    if(IsScene())
    {
        return sal_False;
    }
    else
    {
        if(rComp.IsScene())
        {
            return sal_True;
        }
        else
        {
            return mfMinimalDepth < rComp.mfMinimalDepth;
        }
    }
}
// typedefs for a vector of ImpRemap3DDepths
typedef ::std::vector< ImpRemap3DDepth > ImpRemap3DDepthVector;
//////////////////////////////////////////////////////////////////////////////
class Imp3DDepthRemapper
{
    ImpRemap3DDepthVector       maVector;
public:
    Imp3DDepthRemapper(E3dScene& rScene);
    ~Imp3DDepthRemapper();
    sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const;
};
Imp3DDepthRemapper::Imp3DDepthRemapper(E3dScene& rScene)
{
    // only called when rScene.GetSubList() and nObjCount > 1L
    SdrObjList* pList = rScene.GetSubList();
    const sal_uInt32 nObjCount(pList->GetObjCount());
    for(sal_uInt32 a(0L); a < nObjCount; a++)
    {
        SdrObject* pCandidate = pList->GetObj(a);
        if(pCandidate)
        {
            if(pCandidate->ISA(E3dCompoundObject))
            {
                // single 3d object, calc depth
                const double fMinimalDepth(getMinimalDepthInViewCoordinates(static_cast< const E3dCompoundObject& >(*pCandidate)));
                ImpRemap3DDepth aEntry(a, fMinimalDepth);
                maVector.push_back(aEntry);
            }
            else
            {
                // scene, use standard entry for scene
                ImpRemap3DDepth aEntry(a);
                maVector.push_back(aEntry);
            }
        }
    }
    // now, we need to sort the maVector by it's members minimal depth. The
    // smaller, the nearer to the viewer.
    ::std::sort(maVector.begin(), maVector.end());
}
Imp3DDepthRemapper::~Imp3DDepthRemapper()
{
}
sal_uInt32 Imp3DDepthRemapper::RemapOrdNum(sal_uInt32 nOrdNum) const
{
    if(nOrdNum < maVector.size())
    {
        nOrdNum = maVector[(maVector.size() - 1) - nOrdNum].GetOrdNum();
    }
    return nOrdNum;
}
//////////////////////////////////////////////////////////////////////////////
// BaseProperties section
sdr::properties::BaseProperties* E3dScene::CreateObjectSpecificProperties()
{
    return new sdr::properties::E3dSceneProperties(*this);
}
//////////////////////////////////////////////////////////////////////////////
// DrawContact section
sdr::contact::ViewContact* E3dScene::CreateObjectSpecificViewContact()
{
    return new sdr::contact::ViewContactOfE3dScene(*this);
}
//////////////////////////////////////////////////////////////////////////////
TYPEINIT1(E3dScene, E3dObject);
E3dScene::E3dScene()
:   E3dObject(),
    aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
    mp3DDepthRemapper(0L),
    bDrawOnlySelected(false)
{
    // Set defaults
    E3dDefaultAttributes aDefault;
    SetDefaultAttributes(aDefault);
}
E3dScene::E3dScene(E3dDefaultAttributes& rDefault)
:   E3dObject(),
    aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
    mp3DDepthRemapper(0L),
    bDrawOnlySelected(false)
{
    // Set defaults
    SetDefaultAttributes(rDefault);
}
void E3dScene::SetDefaultAttributes(E3dDefaultAttributes& /*rDefault*/)
{
    // For WIN95/NT turn off the FP-Exceptions
#if defined(WNT)
#define SC_FPEXCEPTIONS_ON()    _control87( _MCW_EM, 0 )
#define SC_FPEXCEPTIONS_OFF()   _control87( _MCW_EM, _MCW_EM )
    SC_FPEXCEPTIONS_OFF();
#endif
    // Set defaults
    aCamera.SetViewWindow(-2, -2, 4, 4);
    aCameraSet.SetDeviceRectangle(-2, 2, -2, 2);
    aCamera.SetDeviceWindow(Rectangle(0, 0, 10, 10));
    Rectangle aRect(0, 0, 10, 10);
    aCameraSet.SetViewportRectangle(aRect);
    // set defaults for Camera from ItemPool
    aCamera.SetProjection(GetPerspective());
    basegfx::B3DPoint aActualPosition(aCamera.GetPosition());
    double fNew = GetDistance();
    if(fabs(fNew - aActualPosition.getZ()) > 1.0)
    {
        aCamera.SetPosition( basegfx::B3DPoint( aActualPosition.getX(), aActualPosition.getY(), fNew) );
    }
    fNew = GetFocalLength() / 100.0;
    aCamera.SetFocalLength(fNew);
}
E3dScene::~E3dScene()
{
    ImpCleanup3DDepthMapper();
}
basegfx::B2DPolyPolygon E3dScene::TakeXorPoly() const
{
    const sdr::contact::ViewContactOfE3dScene& rVCScene = static_cast< sdr::contact::ViewContactOfE3dScene& >(GetViewContact());
    const drawinglayer::geometry::ViewInformation3D aViewInfo3D(rVCScene.getViewInformation3D());
    const basegfx::B3DPolyPolygon aCubePolyPolygon(CreateWireframe());
    basegfx::B2DPolyPolygon aRetval(basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(aCubePolyPolygon,
        aViewInfo3D.getObjectToView()));
    aRetval.transform(rVCScene.getObjectTransformation());
    return aRetval;
}
void E3dScene::ImpCleanup3DDepthMapper()
{
    if(mp3DDepthRemapper)
    {
        delete mp3DDepthRemapper;
        mp3DDepthRemapper = 0L;
    }
}
sal_uInt32 E3dScene::RemapOrdNum(sal_uInt32 nNewOrdNum) const
{
    if(!mp3DDepthRemapper)
    {
        const sal_uInt32 nObjCount(GetSubList() ? GetSubList()->GetObjCount() : 0L);
        if(nObjCount > 1L)
        {
            ((E3dScene*)this)->mp3DDepthRemapper = new Imp3DDepthRemapper((E3dScene&)(*this));
        }
    }
    if(mp3DDepthRemapper)
    {
        return mp3DDepthRemapper->RemapOrdNum(nNewOrdNum);
    }
    return nNewOrdNum;
}
sal_uInt16 E3dScene::GetObjIdentifier() const
{
    return E3D_SCENE_ID;
}
void E3dScene::SetBoundRectDirty()
{
    E3dScene* pScene = GetScene();
    if(pScene == this)
    {
        // avoid resetting aOutRect which in case of a 3D scene used as 2d object
        // is model data,not re-creatable view data
    }
    else
    {
        // if not the outmost scene it is used as group in 3d, call parent
        E3dObject::SetBoundRectDirty();
    }
}
void E3dScene::NbcSetSnapRect(const Rectangle& rRect)
{
    SetRectsDirty();
    E3dObject::NbcSetSnapRect(rRect);
    aCamera.SetDeviceWindow(rRect);
    aCameraSet.SetViewportRectangle((Rectangle&)rRect);
    ImpCleanup3DDepthMapper();
}
void E3dScene::NbcMove(const Size& rSize)
{
    Rectangle aNewSnapRect = GetSnapRect();
    MoveRect(aNewSnapRect, rSize);
    NbcSetSnapRect(aNewSnapRect);
}
void E3dScene::NbcResize(const Point& rRef, const Fraction& rXFact,
                                            const Fraction& rYFact)
{
    Rectangle aNewSnapRect = GetSnapRect();
    ResizeRect(aNewSnapRect, rRef, rXFact, rYFact);
    NbcSetSnapRect(aNewSnapRect);
}
// Set new camera, and thus mark the scene and if possible the bound volume
// as changed
void E3dScene::SetCamera(const Camera3D& rNewCamera)
{
    // Set old camera
    aCamera = rNewCamera;
    ((sdr::properties::E3dSceneProperties&)GetProperties()).SetSceneItemsFromCamera();
    SetRectsDirty();
    // Fill new camera from old
    Camera3D& rCam = (Camera3D&)GetCamera();
    // Turn off ratio
    if(rCam.GetAspectMapping() == AS_NO_MAPPING)
        GetCameraSet().SetRatio(0.0);
    // Set Imaging geometry
    basegfx::B3DPoint aVRP(rCam.GetViewPoint());
    basegfx::B3DVector aVPN(aVRP - rCam.GetVRP());
    basegfx::B3DVector aVUV(rCam.GetVUV());
    // use SetViewportValues() to set VRP, VPN and VUV as vectors, too.
    // Else these values would not be exported/imported correctly.
    GetCameraSet().SetViewportValues(aVRP, aVPN, aVUV);
    // Set perspective
    GetCameraSet().SetPerspective(rCam.GetProjection() == PR_PERSPECTIVE);
    GetCameraSet().SetViewportRectangle((Rectangle&)rCam.GetDeviceWindow());
    ImpCleanup3DDepthMapper();
}
void E3dScene::NewObjectInserted(const E3dObject* p3DObj)
{
    E3dObject::NewObjectInserted(p3DObj);
    if ( p3DObj == this )
        return;
    ImpCleanup3DDepthMapper();
}
// Inform parent of changes of a child
void E3dScene::StructureChanged()
{
    E3dObject::StructureChanged();
    SetRectsDirty();
    ImpCleanup3DDepthMapper();
}
// Determine the overall scene object
E3dScene* E3dScene::GetScene() const
{
    if(GetParentObj())
        return GetParentObj()->GetScene();
    else
        return (E3dScene*)this;
}
void E3dScene::removeAllNonSelectedObjects()
{
    E3DModifySceneSnapRectUpdater aUpdater(this);
    for(sal_uInt32 a(0); a < maSubList.GetObjCount(); a++)
    {
        SdrObject* pObj = maSubList.GetObj(a);
        if(pObj)
        {
            bool bRemoveObject(false);
            if(pObj->ISA(E3dScene))
            {
                E3dScene* pScene = (E3dScene*)pObj;
                // iterate over this sub-scene
                pScene->removeAllNonSelectedObjects();
                // check object count. Empty scenes can be deleted
                const sal_uInt32 nObjCount(pScene->GetSubList() ? pScene->GetSubList()->GetObjCount() : 0);
                if(!nObjCount)
                {
                    // all objects removed, scene can be removed, too
                    bRemoveObject = true;
                }
            }
            else if(pObj->ISA(E3dCompoundObject))
            {
                E3dCompoundObject* pCompound = (E3dCompoundObject*)pObj;
                if(!pCompound->GetSelected())
                {
                    bRemoveObject = true;
                }
            }
            if(bRemoveObject)
            {
                maSubList.NbcRemoveObject(pObj->GetOrdNum());
                a--;
                SdrObject::Free(pObj);
            }
        }
    }
}
E3dScene* E3dScene::Clone() const
{
    return CloneHelper< E3dScene >();
}
E3dScene& E3dScene::operator=(const E3dScene& rObj)
{
    if( this == &rObj )
        return *this;
    E3dObject::operator=(rObj);
    const E3dScene& r3DObj = (const E3dScene&) rObj;
    aCamera          = r3DObj.aCamera;
    aCameraSet = r3DObj.aCameraSet;
    ((sdr::properties::E3dSceneProperties&)GetProperties()).SetSceneItemsFromCamera();
    InvalidateBoundVolume();
    RebuildLists();
    SetRectsDirty();
    ImpCleanup3DDepthMapper();
    // #i101941#
    // After a Scene as model object is cloned, the used
    // ViewContactOfE3dScene is created and partially used
    // to calculate Bound/SnapRects, but - since quite some
    // values are buffered at the VC - not really well
    // initialized. It would be possible to always watch for
    // preconditions of buffered data, but this would be expensive
    // and would create a lot of short living data structures.
    // It is currently better to flush that data, e.g. by using
    // ActionChanged at the VC which will for this class
    // flush that cached data and initalize it's valid reconstruction
    GetViewContact().ActionChanged();
    return *this;
}
// Rebuild Light- and label- object lists rebuild (after loading, allocation)
void E3dScene::RebuildLists()
{
    // first delete
    SdrLayerID nCurrLayerID = GetLayer();
    SdrObjListIter a3DIterator(maSubList, IM_FLAT);
    // then examine all the objects in the scene
    while ( a3DIterator.IsMore() )
    {
        E3dObject* p3DObj = (E3dObject*) a3DIterator.Next();
        p3DObj->NbcSetLayer(nCurrLayerID);
        NewObjectInserted(p3DObj);
    }
}
SdrObjGeoData *E3dScene::NewGeoData() const
{
    return new E3DSceneGeoData;
}
void E3dScene::SaveGeoData(SdrObjGeoData& rGeo) const
{
    E3dObject::SaveGeoData (rGeo);
    ((E3DSceneGeoData &) rGeo).aCamera = aCamera;
}
void E3dScene::RestGeoData(const SdrObjGeoData& rGeo)
{
    // #i94832# removed E3DModifySceneSnapRectUpdater here.
    // It should not be needed, is already part of E3dObject::RestGeoData
    E3dObject::RestGeoData (rGeo);
    SetCamera (((E3DSceneGeoData &) rGeo).aCamera);
}
// Something was changed in the style sheet, so change scene
void E3dScene::Notify(SfxBroadcaster &rBC, const SfxHint  &rHint)
{
    SetRectsDirty();
    E3dObject::Notify(rBC, rHint);
}
void E3dScene::RotateScene (const Point& rRef, long /*nWink*/, double sn, double cs)
{
    Point UpperLeft, LowerRight, Center, NewCenter;
    UpperLeft = aOutRect.TopLeft();
    LowerRight = aOutRect.BottomRight();
    long dxOutRectHalf = labs(UpperLeft.X() - LowerRight.X());
    dxOutRectHalf /= 2;
    long dyOutRectHalf = labs(UpperLeft.Y() - LowerRight.Y());
    dyOutRectHalf /= 2;
    Rectangle RectQuelle(aOutRect), RectZiel(aOutRect);
        // Only the center is moved. The corners are moved by NbcMove. For the
        // rotation a cartesian coordinate system is used in which the pivot
        // point is the origin, and the y-axis increases upward, the X-axis to
        // the right. This must be especially noted for the Y-values.
        // (When considering a flat piece of paper the Y-axis pointing downwards
    Center.X() = (UpperLeft.X() + dxOutRectHalf) - rRef.X();
    Center.Y() = -((UpperLeft.Y() + dyOutRectHalf) - rRef.Y());
                  // A few special cases has to be dealt with first (n * 90 degrees n integer)
    if (sn==1.0 && cs==0.0) { // 90deg
        NewCenter.X() = -Center.Y();
        NewCenter.Y() = -Center.X();
    } else if (sn==0.0 && cs==-1.0) { // 180deg
        NewCenter.X() = -Center.X();
        NewCenter.Y() = -Center.Y();
    } else if (sn==-1.0 && cs==0.0) { // 270deg
        NewCenter.X() =  Center.Y();
        NewCenter.Y() = -Center.X();
    }
    else          // Here it is rotated to any angle in the mathematically
                  // positive direction!
    {             // xnew = x * cos(alpha) - y * sin(alpha)
                  // ynew = x * sin(alpha) + y * cos(alpha)
                  // Bottom Right is not rotated: the pages of RectQuelle must
                  // remain parallel to the coordinate axes.
        NewCenter.X() = (long) (Center.X() * cs - Center.Y() * sn);
        NewCenter.Y() = (long) (Center.X() * sn + Center.Y() * cs);
    }
    Size Differenz;
    Point DiffPoint = (NewCenter - Center);
    Differenz.Width() = DiffPoint.X();
    Differenz.Height() = -DiffPoint.Y();  // Note that the Y-axis is counted ad positive downward.
    NbcMove (Differenz);  // Actually executes the coordinate transformation.
}
void E3dScene::TakeObjNameSingul(XubString& rName) const
{
    rName=ImpGetResStr(STR_ObjNameSingulScene3d);
    String aName( GetName() );
    if(aName.Len())
    {
        rName += sal_Unicode(' ');
        rName += sal_Unicode('\'');
        rName += aName;
        rName += sal_Unicode('\'');
    }
}
void E3dScene::TakeObjNamePlural(XubString& rName) const
{
    rName=ImpGetResStr(STR_ObjNamePluralScene3d);
}
// The NbcRotate routine overloads the one of the SdrObject. The idea is
// to be able to rotate the scene relative to the position of the scene
// and then the objects in the scene
void E3dScene::NbcSetTransform(const basegfx::B3DHomMatrix& rMatrix)
{
    if(maTransformation != rMatrix)
    {
        // call parent
        E3dObject::NbcSetTransform(rMatrix);
    }
}
void E3dScene::SetTransform(const basegfx::B3DHomMatrix& rMatrix)
{
    if(rMatrix != maTransformation)
    {
        // call parent
        E3dObject::SetTransform(rMatrix);
    }
}
void E3dScene::NbcRotate(const Point& rRef, long nWink, double sn, double cs)
{
    // So currently the glue points are defined relative to the scene aOutRect.
    // Before turning the glue points are defined relative to the page. They
    // take no part in the rotation of the scene. To ensure this, there is the
    // SetGlueReallyAbsolute(sal_True);
    // So that was the scene, now the objects used in the scene
    // 3D objects, if there is only one it can still have multiple surfaces but
    // the surfaces do not hve to be connected. This allows you to access child
    // objects. So going through the entire list and rotate around the Z axis
    // through the enter of aOutRect's (Steiner's theorem), so RotateZ
    RotateScene (rRef, nWink, sn, cs);  // Rotates the scene
    double fWinkelInRad = nWink/100 * F_PI180;
    basegfx::B3DHomMatrix aRotation;
    aRotation.rotate(0.0, 0.0, fWinkelInRad);
    NbcSetTransform(aRotation * GetTransform());
    SetRectsDirty();    // This forces a recalculation of all BoundRects
    NbcRotateGluePoints(rRef,nWink,sn,cs);  // Rotate the glue points (who still
                                            // have coordinates relative to the
                                            // original page)
    SetGlueReallyAbsolute(sal_False);  // from now they are again relative to BoundRect (that is defined as aOutRect)
    SetRectsDirty();
}
void E3dScene::RecalcSnapRect()
{
    E3dScene* pScene = GetScene();
    if(pScene == this)
    {
        // The Scene is used as a 2D-Objekt, take the SnapRect from the
        // 2D Display settings
        Camera3D& rCam = (Camera3D&)pScene->GetCamera();
        maSnapRect = rCam.GetDeviceWindow();
    }
    else
    {
        // The Scene itself is a member of another scene, get the SnapRect
        // as a composite object
        E3dObject::RecalcSnapRect();
    }
}
sal_Bool E3dScene::IsBreakObjPossible()
{
    // Break scene, if all members are able to break
    SdrObjListIter a3DIterator(maSubList, IM_DEEPWITHGROUPS);
    while ( a3DIterator.IsMore() )
    {
        E3dObject* pObj = (E3dObject*) a3DIterator.Next();
        DBG_ASSERT(pObj->ISA(E3dObject), "only 3D objects are allowed in scenes!");
        if(!pObj->IsBreakObjPossible())
            return sal_False;
    }
    return sal_True;
}
basegfx::B2DPolyPolygon E3dScene::TakeCreatePoly(const SdrDragStat& /*rDrag*/) const
{
    return TakeXorPoly();
}
bool E3dScene::BegCreate(SdrDragStat& rStat)
{
    rStat.SetOrtho4Possible();
    Rectangle aRect1(rStat.GetStart(), rStat.GetNow());
    aRect1.Justify();
    rStat.SetActionRect(aRect1);
    NbcSetSnapRect(aRect1);
    return sal_True;
}
bool E3dScene::MovCreate(SdrDragStat& rStat)
{
    Rectangle aRect1;
    rStat.TakeCreateRect(aRect1);
    aRect1.Justify();
    rStat.SetActionRect(aRect1);
    NbcSetSnapRect(aRect1);
    SetBoundRectDirty();
    bSnapRectDirty=sal_True;
    return sal_True;
}
bool E3dScene::EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd)
{
    Rectangle aRect1;
    rStat.TakeCreateRect(aRect1);
    aRect1.Justify();
    NbcSetSnapRect(aRect1);
    SetRectsDirty();
    return (eCmd==SDRCREATE_FORCEEND || rStat.GetPointAnz()>=2);
}
bool E3dScene::BckCreate(SdrDragStat& /*rStat*/)
{
    return sal_False;
}
void E3dScene::BrkCreate(SdrDragStat& /*rStat*/)
{
}
// eof
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
 
     |