/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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#ifndef INCLUDED_TOOLS_B3DTRANS_HXX
#define INCLUDED_TOOLS_B3DTRANS_HXX
#define ZBUFFER_DEPTH_RANGE (double (256 L * 256 L * 256 L))
#include <basegfx/matrix/b3dhommatrix.hxx>
#include <tools/gen.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
#include <basegfx/point/b3dpoint.hxx>
#include <basegfx/vector/b3dvector.hxx>
#include <tools/toolsdllapi.h>
/// Transformation sets for 3D output
class SAL_WARN_UNUSED SAL_DLLPUBLIC_RTTI B3dTransformationSet
{
private :
// Object Matrix Object -> World
basegfx::B3DHomMatrix maObjectTrans;
basegfx::B3DHomMatrix maInvObjectTrans;
// Orientation Matrix
basegfx::B3DHomMatrix maOrientation;
basegfx::B3DHomMatrix maInvOrientation;
// Projection Matrix
basegfx::B3DHomMatrix maProjection;
basegfx::B3DHomMatrix maInvProjection;
// Texture Matrices
basegfx::B2DHomMatrix maTexture;
// Parameters for ViewportTransformation
basegfx::B3DVector maScale;
basegfx::B3DVector maTranslate;
// ViewPlane DeviceRectangle (user-defined)
double mfLeftBound;
double mfRightBound;
double mfBottomBound;
double mfTopBound;
// Aspect ratio of 3D transformation (Y / X)
// default: 1:1 -> 1.0
// Disable with value 0.0
double mfRatio;
// Viewport area in logical coordinates
tools::Rectangle maViewportRectangle;
// Visible area within viewport
tools::Rectangle maVisibleRectangle;
// Actual coordinates as set by CalcViewport
// of visible viewport area (logical coordinates)
tools::Rectangle maSetBound;
// Flags
bool mbPerspective : 1 ;
bool mbProjectionValid : 1 ;
public :
B3dTransformationSet();
virtual ~B3dTransformationSet();
B3dTransformationSet(B3dTransformationSet const &) = default ;
B3dTransformationSet(B3dTransformationSet &&) = default ;
B3dTransformationSet & operator =(B3dTransformationSet const &) = default ;
B3dTransformationSet & operator =(B3dTransformationSet &&) = default ;
void Reset();
/** Set the orientation
@ param vVRP the View Reference Point ( VRP )
@ param vVPN the View Plane Normal ( VPN )
@ param vVUP the View Up Plane ( VUP )
*/
void SetOrientation(
const basegfx::B3DPoint& rVRP = basegfx::B3DPoint(0 .0 ,0 .0 ,1 .0 ),
const basegfx::B3DVector& rVPN = basegfx::B3DVector(0 .0 ,0 .0 ,1 .0 ),
const basegfx::B3DVector& rVUP = basegfx::B3DVector(0 .0 ,1 .0 ,0 .0 ));
// Projection
void SetProjection(const basegfx::B3DHomMatrix& mProject);
const basegfx::B3DHomMatrix& GetProjection();
// Texture
// aspect ratio accessors and the defined method of keeping defined aspect ratio
double GetRatio() const { return mfRatio; }
TOOLS_DLLPUBLIC void SetRatio(double fNew);
// Parameters of ViewportTransformation
TOOLS_DLLPUBLIC void SetDeviceRectangle(double fL=-1 .0 , double fR=1 .0 ,
double fB=-1 .0 , double fT=1 .0 );
double GetDeviceRectangleWidth() const { return mfRightBound - mfLeftBound; }
TOOLS_DLLPUBLIC void SetPerspective(bool bNew);
TOOLS_DLLPUBLIC void SetViewportRectangle(tools::Rectangle const & rRect, tools::Rectangle const & rVisible);
void SetViewportRectangle(tools::Rectangle const & rRect) { SetViewportRectangle(rRect, rRect); }
void CalcViewport();
// Direct accessors for miscellaneous transformations
basegfx::B3DPoint WorldToEyeCoor(const basegfx::B3DPoint& rVec);
basegfx::B3DPoint EyeToWorldCoor(const basegfx::B3DPoint& rVec);
static void Frustum(
basegfx::B3DHomMatrix& rTarget,
double fLeft = -1 .0 , double fRight = 1 .0 ,
double fBottom = -1 .0 , double fTop = 1 .0 ,
double fNear = 0 .001 , double fFar = 1 .0 );
static void Ortho(
basegfx::B3DHomMatrix& rTarget,
double fLeft = -1 .0 , double fRight = 1 .0 ,
double fBottom = -1 .0 , double fTop = 1 .0 ,
double fNear = 0 .0 , double fFar = 1 .0 );
static void Orientation(
basegfx::B3DHomMatrix& rTarget,
const basegfx::B3DPoint& aVRP = basegfx::B3DPoint(0 .0 ,0 .0 ,1 .0 ),
basegfx::B3DVector aVPN = basegfx::B3DVector(0 .0 ,0 .0 ,1 .0 ),
basegfx::B3DVector aVUP = basegfx::B3DVector(0 .0 ,1 .0 ,0 .0 ));
protected :
void PostSetObjectTrans();
void PostSetOrientation();
void PostSetProjection();
virtual void DeviceRectangleChange();
};
/** Viewport for B3D
Uses a simplified model , in which a point is described using a View
Reference Point ( VRP ) .
*/
class SAL_WARN_UNUSED TOOLS_DLLPUBLIC B3dViewport : public B3dTransformationSet
{
private :
basegfx::B3DPoint aVRP; // View Reference Point
basegfx::B3DVector aVPN; // View Plane Normal
basegfx::B3DVector aVUV; // View Up Vector
public :
B3dViewport();
virtual ~B3dViewport() override;
B3dViewport(B3dViewport const &) = default ;
B3dViewport(B3dViewport &&) = default ;
B3dViewport & operator =(B3dViewport const &) = default ;
B3dViewport & operator =(B3dViewport &&) = default ;
void SetVUV(const basegfx::B3DVector& rNewVUV);
void SetViewportValues(
const basegfx::B3DPoint& rNewVRP,
const basegfx::B3DVector& rNewVPN,
const basegfx::B3DVector& rNewVUV);
const basegfx::B3DPoint& GetVRP() const { return aVRP; }
const basegfx::B3DVector& GetVPN() const { return aVPN; }
const basegfx::B3DVector& GetVUV() const { return aVUV; }
protected :
void CalcOrientation();
};
// B3D camera
class SAL_WARN_UNUSED TOOLS_DLLPUBLIC B3dCamera final : public B3dViewport
{
public :
B3dCamera(
const basegfx::B3DPoint& rPos = basegfx::B3DPoint(0 .0 , 0 .0 , 1 .0 ),
const basegfx::B3DVector& rLkAt = basegfx::B3DVector(0 .0 , 0 .0 , 0 .0 ),
double fFocLen = 35 .0 , double fBnkAng = 0 .0 );
virtual ~B3dCamera() override;
B3dCamera(B3dCamera const &) = default ;
B3dCamera(B3dCamera &&) = default ;
B3dCamera & operator =(B3dCamera const &) = default ;
B3dCamera & operator =(B3dCamera &&) = default ;
private :
void CalcNewViewportValues();
void CalcFocalLength();
virtual void DeviceRectangleChange() override;
basegfx::B3DPoint aPosition;
basegfx::B3DVector aLookAt;
double fFocalLength;
double fBankAngle;
};
#endif
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