Files
odfstudio/svx/source/engine3d/scene3d.cxx
T
Armin Le Grand (collabora) 5519a3d407 Correct StyleSheet handling when cloning to different Model II
Until now the 'local' StyleSheet got set, but that may
not be the same as the original. It was/gets identified just
by searching by name and type, not comparing content.

What to do? We could...

(a) the Style-Friendly way:
 - check if StyleSheet is identical
  - if not, create a new in-between StyleSheet hosting missing Items
  - if yes, use, done.

(b) the pragmatic/practical way:
 - Just hard-attribute the Items that are detected as different
   similar to what BurnInStyleSheetAttributes does/did, but only
   for a view differing Items

(b) is the most simple for now, but will lead to more hard
attributes. The other possibilities will be better in the
long term. For now, I will use (b).

Note that there are more cases in that VERY complex and grown
stuff emerging from SdDrawDocument::PasteBookmarkAsPage. More
things will need to be fixed, see this as a 1st step.

Needed to adapt postProcessAfterCloneToDifferentModel due to
UT testTdf96206 failing, see comment there for details.

That 1st implementation showed weaknesses with those Items
critical and only on MasterPages, so decided to give up on
that and implement ContentCompare to SdPage::Equals. That
was easier than thought: No parameter needed, only used by
InsertBookmarkAsPage_FindDuplicateLayouts::operator(). Thus,
SdPage::Equals needs no change, just SdrObject::Equals.

Due to still problems with Items corrected in Objects on
MasterPages I will for now exclude this.

Could now isolate remaining problems, these are defaults
and/or PresObj things on MasterPages. Important is that I can
completely correct all Items for all Objects in
postProcessAfterCloneToDifferentModel. I can react to these
false-positives in the ContentCompare in SdrObject::Equals.

Signed-off-by: Armin Le Grand (collabora) <Armin.LeGrand@collabora.com>
Change-Id: I10e17c8d6a893dbe92ab716182f07bafce1f3284
Reviewed-on: https://gerrit.collaboraoffice.com/c/online/+/6595
Tested-by: Jenkins CPCI <releng@collaboraoffice.com>
Reviewed-by: Armin Le Grand <armin.legrand@collabora.com>
(cherry picked from commit 92ffaeac04c5c8586006b026f29ce12fba3674f1)
Reviewed-on: https://gerrit.libreoffice.org/c/core/+/211729
Tested-by: Jenkins
Reviewed-by: Xisco Fauli <xiscofauli@libreoffice.org>
2026-10-05 08:52:54 +02:00

894 lines
24 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*
* This file incorporates work covered by the following license notice:
*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed
* with this work for additional information regarding copyright
* ownership. The ASF licenses this file to you under the Apache
* License, Version 2.0 (the "License"); you may not use this file
* except in compliance with the License. You may obtain a copy of
* the License at http://www.apache.org/licenses/LICENSE-2.0 .
*/
#include <sal/config.h>
#include <cstdlib>
#include <svx/strings.hrc>
#include <svx/dialmgr.hxx>
#include <svx/svditer.hxx>
#include <svx/svdobjkind.hxx>
#include <svx/svdpage.hxx>
#include <svx/scene3d.hxx>
#include <svx/svdtrans.hxx>
#include <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>
#include <svx/svdmodel.hxx>
#include <osl/diagnose.h>
namespace {
class ImpRemap3DDepth
{
sal_uInt32 mnOrdNum;
double mfMinimalDepth;
// bit field
bool mbIsScene : 1;
public:
ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth);
explicit ImpRemap3DDepth(sal_uInt32 nOrdNum);
// for ::std::sort
bool operator<(const ImpRemap3DDepth& rComp) const;
sal_uInt32 GetOrdNum() const { return mnOrdNum; }
bool IsScene() const { return mbIsScene; }
};
}
ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum, double fMinimalDepth)
: mnOrdNum(nOrdNum),
mfMinimalDepth(fMinimalDepth),
mbIsScene(false)
{
}
ImpRemap3DDepth::ImpRemap3DDepth(sal_uInt32 nOrdNum)
: mnOrdNum(nOrdNum),
mfMinimalDepth(0.0),
mbIsScene(true)
{
}
bool ImpRemap3DDepth::operator<(const ImpRemap3DDepth& rComp) const
{
if(IsScene())
{
return false;
}
else
{
if(rComp.IsScene())
{
return true;
}
else
{
return mfMinimalDepth < rComp.mfMinimalDepth;
}
}
}
class Imp3DDepthRemapper
{
std::vector< ImpRemap3DDepth > maVector;
public:
explicit Imp3DDepthRemapper(E3dScene const & rScene);
sal_uInt32 RemapOrdNum(sal_uInt32 nOrdNum) const;
};
Imp3DDepthRemapper::Imp3DDepthRemapper(E3dScene const & rScene)
{
// only called when rScene.GetSubList() and nObjCount > 1
SdrObjList* pList = rScene.GetSubList();
const size_t nObjCount(pList->GetObjCount());
for(size_t a = 0; a < nObjCount; ++a)
{
SdrObject* pCandidate = pList->GetObj(a);
if(pCandidate)
{
if(auto pCompoundObj = dynamic_cast< const E3dCompoundObject*>(pCandidate))
{
// single 3d object, calc depth
const double fMinimalDepth(getMinimalDepthInViewCoordinates(*pCompoundObj));
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 its members minimal depth. The
// smaller, the nearer to the viewer.
::std::sort(maVector.begin(), maVector.end());
}
sal_uInt32 Imp3DDepthRemapper::RemapOrdNum(sal_uInt32 nOrdNum) const
{
if(nOrdNum < maVector.size())
{
nOrdNum = maVector[(maVector.size() - 1) - nOrdNum].GetOrdNum();
}
return nOrdNum;
}
// BaseProperties section
std::unique_ptr<sdr::properties::BaseProperties> E3dScene::CreateObjectSpecificProperties()
{
return std::make_unique<sdr::properties::E3dSceneProperties>(*this);
}
// DrawContact section
std::unique_ptr<sdr::contact::ViewContact> E3dScene::CreateObjectSpecificViewContact()
{
return std::make_unique<sdr::contact::ViewContactOfE3dScene>(*this);
}
E3dScene::E3dScene(SdrModel& rSdrModel)
: E3dObject(rSdrModel),
m_aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
m_bDrawOnlySelected(false),
mbSkipSettingDirty(false)
{
// Set defaults
SetDefaultAttributes();
}
E3dScene::E3dScene(SdrModel& rSdrModel, E3dScene const & rSource)
: E3dObject(rSdrModel, rSource),
m_aCamera(basegfx::B3DPoint(0.0, 0.0, 4.0), basegfx::B3DPoint()),
m_bDrawOnlySelected(false),
mbSkipSettingDirty(false)
{
// Set defaults
SetDefaultAttributes();
// copy child SdrObjects
if (rSource.GetSubList())
{
CopyObjects(*rSource.GetSubList());
// tdf#116979: needed here, we need bSnapRectDirty to be true
// which it is after using SdrObject::operator= (see above),
// but set to false again using CopyObjects
SetBoundAndSnapRectsDirty();
}
// copy local data
m_aCamera = rSource.m_aCamera;
m_aCameraSet = rSource.m_aCameraSet;
static_cast<sdr::properties::E3dSceneProperties&>(GetProperties()).SetSceneItemsFromCamera();
InvalidateBoundVolume();
RebuildLists();
ImpCleanup3DDepthMapper();
GetViewContact().ActionChanged();
}
void E3dScene::SetDefaultAttributes()
{
// Set defaults
m_aCamera.SetViewWindow(-2, -2, 4, 4);
m_aCameraSet.SetDeviceRectangle(-2, 2, -2, 2);
m_aCamera.SetDeviceWindow(tools::Rectangle(0, 0, 10, 10));
tools::Rectangle aRect(0, 0, 10, 10);
m_aCameraSet.SetViewportRectangle(aRect);
// set defaults for Camera from ItemPool
m_aCamera.SetProjection(GetPerspective());
basegfx::B3DPoint aActualPosition(m_aCamera.GetPosition());
double fNew = GetDistance();
if(fabs(fNew - aActualPosition.getZ()) > 1.0)
{
m_aCamera.SetPosition( basegfx::B3DPoint( aActualPosition.getX(), aActualPosition.getY(), fNew) );
}
fNew = GetFocalLength() / 100.0;
m_aCamera.SetFocalLength(fNew);
}
E3dScene::~E3dScene()
{
ImpCleanup3DDepthMapper();
}
SdrPage* E3dScene::getSdrPageFromSdrObjList() const
{
return getSdrPageFromSdrObject();
}
SdrObject* E3dScene::getSdrObjectFromSdrObjList() const
{
return const_cast< E3dScene* >(this);
}
SdrObjList* E3dScene::getChildrenOfSdrObject() const
{
return const_cast< E3dScene* >(this);
}
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::utils::createB2DPolyPolygonFromB3DPolyPolygon(aCubePolyPolygon,
aViewInfo3D.getObjectToView()));
aRetval.transform(rVCScene.getObjectTransformation());
return aRetval;
}
void E3dScene::ImpCleanup3DDepthMapper()
{
mp3DDepthRemapper.reset();
}
sal_uInt32 E3dScene::RemapOrdNum(sal_uInt32 nNewOrdNum) const
{
if(!mp3DDepthRemapper)
{
const size_t nObjCount(GetSubList() ? GetSubList()->GetObjCount() : 0);
if(nObjCount > 1)
{
mp3DDepthRemapper.reset(new Imp3DDepthRemapper(*this));
}
}
if(mp3DDepthRemapper)
{
return mp3DDepthRemapper->RemapOrdNum(nNewOrdNum);
}
return nNewOrdNum;
}
SdrObjKind E3dScene::GetObjIdentifier() const
{
return SdrObjKind::E3D_Scene;
}
void E3dScene::SetBoundRectDirty()
{
E3dScene* pScene(getRootE3dSceneFromE3dObject());
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 tools::Rectangle& rRect)
{
SetBoundAndSnapRectsDirty();
E3dObject::NbcSetSnapRect(rRect);
m_aCamera.SetDeviceWindow(rRect);
m_aCameraSet.SetViewportRectangle(rRect);
ImpCleanup3DDepthMapper();
}
void E3dScene::NbcMove(const Size& rSize)
{
tools::Rectangle aNewSnapRect = GetSnapRect();
aNewSnapRect.Move(rSize);
NbcSetSnapRect(aNewSnapRect);
}
void E3dScene::NbcResize(const Point& rRef, double rXFact, double rYFact)
{
tools::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)
{
m_aCamera = rNewCamera;
static_cast<sdr::properties::E3dSceneProperties&>(GetProperties()).SetSceneItemsFromCamera();
SetBoundAndSnapRectsDirty();
// Turn off ratio
GetCameraSet().SetRatio(0.0);
// Set Imaging geometry
basegfx::B3DPoint aVRP(m_aCamera.GetViewPoint());
basegfx::B3DVector aVPN(aVRP - m_aCamera.GetVRP());
basegfx::B3DVector aVUV(m_aCamera.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(m_aCamera.GetProjection() == ProjectionType::Perspective);
GetCameraSet().SetViewportRectangle(m_aCamera.GetDeviceWindow());
ImpCleanup3DDepthMapper();
}
// Inform parent of changes of a child
void E3dScene::StructureChanged()
{
E3dObject::StructureChanged();
E3dScene* pScene(getRootE3dSceneFromE3dObject());
if(nullptr != pScene && !pScene->mbSkipSettingDirty)
{
// Only set dirty from the root object, since setting dirty is recursive
// and we only want to walk the tree once.
if(getParentE3dSceneFromE3dObject() == nullptr)
SetBoundAndSnapRectsDirty();
}
ImpCleanup3DDepthMapper();
}
// Determine the overall scene object
E3dScene* E3dScene::getRootE3dSceneFromE3dObject() const
{
E3dScene* pParent(getParentE3dSceneFromE3dObject());
if(nullptr != pParent)
{
return pParent->getRootE3dSceneFromE3dObject();
}
return const_cast< E3dScene* >(this);
}
void E3dScene::removeAllNonSelectedObjects()
{
E3DModifySceneSnapRectUpdater aUpdater(this);
size_t a = 0;
while (a < GetObjCount())
{
SdrObject* pObj = GetObj(a);
if(pObj)
{
bool bRemoveObject(false);
if(E3dScene* pScene = DynCastE3dScene(pObj))
{
// iterate over this sub-scene
pScene->removeAllNonSelectedObjects();
// check object count. Empty scenes can be deleted
const size_t nObjCount(pScene->GetSubList() ? pScene->GetSubList()->GetObjCount() : 0);
if(!nObjCount)
{
// all objects removed, scene can be removed, too
bRemoveObject = true;
}
}
else if(auto pCompound = dynamic_cast<E3dCompoundObject*>(pObj))
{
if(!pCompound->GetSelected())
{
bRemoveObject = true;
}
}
if(bRemoveObject)
{
NbcRemoveObject(pObj->GetOrdNum());
continue;
}
}
++a;
}
}
rtl::Reference<SdrObject> E3dScene::implCloneSdrObject(SdrModel& rTargetModel) const
{
return new E3dScene(rTargetModel, *this);
}
void E3dScene::SuspendReportingDirtyRects()
{
E3dScene* pScene(getRootE3dSceneFromE3dObject());
if(nullptr != pScene)
{
pScene->mbSkipSettingDirty = true;
}
}
void E3dScene::ResumeReportingDirtyRects()
{
E3dScene* pScene(getRootE3dSceneFromE3dObject());
if(nullptr != pScene)
{
pScene->mbSkipSettingDirty = false;
}
}
void E3dScene::SetAllSceneRectsDirty()
{
E3dScene* pScene(getRootE3dSceneFromE3dObject());
if(nullptr != pScene)
{
pScene->SetBoundAndSnapRectsDirty();
}
}
// Rebuild Light- and label- object lists rebuild (after loading, allocation)
void E3dScene::RebuildLists()
{
// first delete
const SdrLayerID nCurrLayerID(GetLayer());
SdrObjListIter a3DIterator(GetSubList(), SdrIterMode::Flat);
// then examine all the objects in the scene
while(a3DIterator.IsMore())
{
E3dObject* p3DObj(static_cast< E3dObject* >(a3DIterator.Next()));
p3DObj->NbcSetLayer(nCurrLayerID);
}
ImpCleanup3DDepthMapper();
}
std::unique_ptr<SdrObjGeoData> E3dScene::NewGeoData() const
{
return std::make_unique<E3DSceneGeoData>();
}
void E3dScene::SaveGeoData(SdrObjGeoData& rGeo) const
{
E3dObject::SaveGeoData (rGeo);
static_cast<E3DSceneGeoData &>(rGeo).aCamera = m_aCamera;
}
void E3dScene::RestoreGeoData(const SdrObjGeoData& rGeo)
{
// #i94832# removed E3DModifySceneSnapRectUpdater here.
// It should not be needed, is already part of E3dObject::RestoreGeoData
E3dObject::RestoreGeoData (rGeo);
SetCamera (static_cast<const E3DSceneGeoData &>(rGeo).aCamera);
}
// Something was changed in the style sheet, so change scene
void E3dScene::Notify(SfxBroadcaster &rBC, const SfxHint &rHint)
{
SetBoundAndSnapRectsDirty();
E3dObject::Notify(rBC, rHint);
}
void E3dScene::RotateScene (const Point& rRef, double sn, double cs)
{
Point NewCenter;
auto const& rRectangle = getOutRectangle();
Point Center = rRectangle.Center();
// 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.setX(Center.X() - rRef.X());
Center.setY(rRef.Y() - Center.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.setX( -Center.Y() );
NewCenter.setY( -Center.X() );
} else if (sn==0.0 && cs==-1.0) { // 180deg
NewCenter.setX( -Center.X() );
NewCenter.setY( -Center.Y() );
} else if (sn==-1.0 && cs==0.0) { // 270deg
NewCenter.setX( Center.Y() );
NewCenter.setY( -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 aOutRect must
// remain parallel to the coordinate axes.
NewCenter.setX( static_cast<tools::Long>(Center.X() * cs - Center.Y() * sn) );
NewCenter.setY( static_cast<tools::Long>(Center.X() * sn + Center.Y() * cs) );
}
Size Differenz;
Point DiffPoint = NewCenter - Center;
Differenz.setWidth( DiffPoint.X() );
Differenz.setHeight( -DiffPoint.Y() ); // Note that the Y-axis is counted ad positive downward.
NbcMove (Differenz); // Actually executes the coordinate transformation.
}
OUString E3dScene::TakeObjNameSingul() const
{
OUString sName(SvxResId(STR_ObjNameSingulScene3d));
OUString aName(GetName());
if (!aName.isEmpty())
sName += " '" + aName + "'";
return sName;
}
OUString E3dScene::TakeObjNamePlural() const
{
return SvxResId(STR_ObjNamePluralScene3d);
}
// The NbcRotate routine overrides 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, Degree100 nAngle, double sn, double cs)
{
// So currently the gluepoints are defined relative to the scene aOutRect.
// Before turning the gluepoints 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 have 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, sn, cs); // Rotates the scene
double fAngleInRad = toRadians(nAngle);
basegfx::B3DHomMatrix aRotation;
aRotation.rotate(0.0, 0.0, fAngleInRad);
NbcSetTransform(aRotation * GetTransform());
SetBoundAndSnapRectsDirty(); // This forces a recalculation of all BoundRects
NbcRotateGluePoints(rRef,nAngle,sn,cs); // Rotate the gluepoints (who still
// have coordinates relative to the
// original page)
SetGlueReallyAbsolute(false); // from now they are again relative to BoundRect (that is defined as aOutRect)
SetBoundAndSnapRectsDirty();
}
void E3dScene::RecalcSnapRect()
{
E3dScene* pScene(getRootE3dSceneFromE3dObject());
if(pScene == this)
{
// The Scene is used as a 2D-Object, take the SnapRect from the
// 2D Display settings
maSnapRect = pScene->m_aCamera.GetDeviceWindow();
}
else
{
// The Scene itself is a member of another scene, get the SnapRect
// as a composite object
// call parent
E3dObject::RecalcSnapRect();
for (const rtl::Reference<SdrObject>& pObj : *this)
{
E3dObject* pCandidate(DynCastE3dObject(pObj.get()));
if(pCandidate)
{
maSnapRect.Union(pCandidate->GetSnapRect());
}
}
}
}
bool E3dScene::IsBreakObjPossible()
{
// Break scene, if all members are able to break
SdrObjListIter a3DIterator(GetSubList(), SdrIterMode::DeepWithGroups);
while ( a3DIterator.IsMore() )
{
E3dObject* pObj = static_cast<E3dObject*>(a3DIterator.Next());
if(!pObj->IsBreakObjPossible())
return false;
}
return true;
}
basegfx::B2DPolyPolygon E3dScene::TakeCreatePoly(const SdrDragStat& /*rDrag*/) const
{
return TakeXorPoly();
}
bool E3dScene::BegCreate(SdrDragStat& rStat)
{
rStat.SetOrtho4Possible();
tools::Rectangle aRect1(rStat.GetStart(), rStat.GetNow());
aRect1.Normalize();
rStat.SetActionRect(aRect1);
NbcSetSnapRect(aRect1);
return true;
}
bool E3dScene::MovCreate(SdrDragStat& rStat)
{
tools::Rectangle aRect1;
rStat.TakeCreateRect(aRect1);
aRect1.Normalize();
rStat.SetActionRect(aRect1);
NbcSetSnapRect(aRect1);
SetBoundRectDirty();
m_bSnapRectDirty=true;
return true;
}
bool E3dScene::EndCreate(SdrDragStat& rStat, SdrCreateCmd eCmd)
{
tools::Rectangle aRect1;
rStat.TakeCreateRect(aRect1);
aRect1.Normalize();
NbcSetSnapRect(aRect1);
SetBoundAndSnapRectsDirty();
return (eCmd==SdrCreateCmd::ForceEnd || rStat.GetPointCount()>=2);
}
bool E3dScene::BckCreate(SdrDragStat& /*rStat*/)
{
return false;
}
void E3dScene::BrkCreate(SdrDragStat& /*rStat*/)
{
}
void E3dScene::SetSelected(bool bNew)
{
// call parent
E3dObject::SetSelected(bNew);
for (const rtl::Reference<SdrObject>& pObj : *this)
{
E3dObject* pCandidate(DynCastE3dObject(pObj.get()));
if(pCandidate)
{
pCandidate->SetSelected(bNew);
}
}
}
void E3dScene::NbcInsertObject(SdrObject* pObj, size_t nPos)
{
// Is it even a 3D object?
if(DynCastE3dObject(pObj))
{
// Normal 3D object, insert means call parent
SdrObjList::NbcInsertObject(pObj, nPos);
// local needed stuff
InvalidateBoundVolume();
StructureChanged();
}
else
{
// No 3D object, inserted a page in place in a scene ...
if (SdrPage* pPage = getSdrObjectFromSdrObjList()->getSdrPageFromSdrObject())
pPage->InsertObject(pObj, nPos);
}
}
void E3dScene::InsertObject(SdrObject* pObj, size_t nPos)
{
// Is it even a 3D object?
if(DynCastE3dObject(pObj))
{
// call parent
SdrObjList::InsertObject(pObj, nPos);
// local needed stuff
InvalidateBoundVolume();
StructureChanged();
}
else
{
// No 3D object, inserted a page in place in a scene ...
if (SdrPage* pPage = getSdrObjectFromSdrObjList()->getSdrPageFromSdrObject())
pPage->InsertObject(pObj, nPos);
}
}
rtl::Reference<SdrObject> E3dScene::NbcRemoveObject(size_t nObjNum)
{
// call parent
rtl::Reference<SdrObject> pRetval = SdrObjList::NbcRemoveObject(nObjNum);
InvalidateBoundVolume();
StructureChanged();
return pRetval;
}
rtl::Reference<SdrObject> E3dScene::RemoveObject(size_t nObjNum)
{
// call parent
rtl::Reference<SdrObject> pRetval(SdrObjList::RemoveObject(nObjNum));
InvalidateBoundVolume();
StructureChanged();
return pRetval;
}
void E3dScene::SetBoundAndSnapRectsDirty(bool bNotMyself, bool bRecursive)
{
// call parent
E3dObject::SetBoundAndSnapRectsDirty(bNotMyself, bRecursive);
for (const rtl::Reference<SdrObject>& pObj : *this)
{
E3dObject* pCandidate = DynCastE3dObject(pObj.get());
if(pCandidate)
{
pCandidate->SetBoundAndSnapRectsDirty(bNotMyself, false);
}
}
}
void E3dScene::NbcSetLayer(SdrLayerID nLayer)
{
// call parent
E3dObject::NbcSetLayer(nLayer);
for (const rtl::Reference<SdrObject>& pObj : *this)
{
E3dObject* pCandidate = DynCastE3dObject(pObj.get());
if(pCandidate)
{
pCandidate->NbcSetLayer(nLayer);
}
}
}
void E3dScene::handlePageChange(SdrPage* pOldPage, SdrPage* pNewPage)
{
if(pOldPage == pNewPage)
return;
// call parent
E3dObject::handlePageChange(pOldPage, pNewPage);
for (const rtl::Reference<SdrObject>& pObj : *this)
{
E3dObject* pCandidate = DynCastE3dObject(pObj.get());
if(pCandidate)
{
pCandidate->handlePageChange(pOldPage, pNewPage);
}
else
{
OSL_ENSURE(false, "E3dScene::handlePageChange invalid object list (!)");
}
}
}
SdrObjList* E3dScene::GetSubList() const
{
return const_cast< E3dScene* >(this);
}
basegfx::B3DRange E3dScene::RecalcBoundVolume() const
{
basegfx::B3DRange aRetval;
for (const rtl::Reference<SdrObject>& pObj : *this)
{
const E3dObject* p3DObject = DynCastE3dObject(pObj.get());
if(p3DObject)
{
basegfx::B3DRange aLocalRange(p3DObject->GetBoundVolume());
aLocalRange.transform(p3DObject->GetTransform());
aRetval.expand(aLocalRange);
}
}
return aRetval;
}
void E3dScene::SetTransformChanged()
{
// call parent
E3dObject::SetTransformChanged();
for (const rtl::Reference<SdrObject>& pObj : *this)
{
E3dObject* pCandidate = DynCastE3dObject(pObj.get());
if(pCandidate)
{
pCandidate->SetTransformChanged();
}
}
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */