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#include <svx/sdr/contact/viewcontactofe3d.hxx>
#include <sdr/contact/viewobjectcontactofe3d.hxx>
#include <svx/obj3d.hxx>
#include <drawinglayer/primitive2d/embedded3dprimitive2d.hxx>
#include <svx/sdr/contact/viewcontactofe3dscene.hxx>
#include <svx/scene3d.hxx>
#include <drawinglayer/primitive3d/transformprimitive3d.hxx>
#include <drawinglayer/attribute/sdrsceneattribute3d.hxx>
#include <drawinglayer/attribute/sdrlightingattribute3d.hxx>
#include <drawinglayer/attribute/sdrlightattribute3d.hxx>
#include <drawinglayer/attribute/sdrlineattribute.hxx>

namespace {

const sdr::contact::ViewContactOfE3dScene* tryToFindVCOfE3DScene(
    const sdr::contact::ViewContact& rCandidate,
    basegfx::B3DHomMatrix& o_rInBetweenObjectTransform)
{
    const sdr::contact::ViewContactOfE3dScene* pSceneParent =
        dynamic_cast< const sdr::contact::ViewContactOfE3dScene* >(rCandidate.GetParentContact());

    if(pSceneParent)
    {
        // each 3d object (including in-between scenes) should have a scene as parent
        const sdr::contact::ViewContactOfE3dScene* pSceneParentParent =
            dynamic_cast< const sdr::contact::ViewContactOfE3dScene* >(pSceneParent->GetParentContact());

        if(pSceneParentParent)
        {
            // the parent scene of rCandidate is a in-between scene, call recursively and collect
            // the in-between scene's object transformation part in o_rInBetweenObjectTransform
            const basegfx::B3DHomMatrix& rSceneParentTransform = pSceneParent->GetE3dScene().GetTransform();
            o_rInBetweenObjectTransform = rSceneParentTransform * o_rInBetweenObjectTransform;
            return tryToFindVCOfE3DScene(*pSceneParent, o_rInBetweenObjectTransform);
        }
        else
        {
            // the parent scene is the outmost scene
            return pSceneParent;
        }
    }

    // object hierarchy structure is incorrect; no result
    return 0;
}

} // end of anonymous namespace

namespace sdr { namespace contact {

drawinglayer::primitive2d::Primitive2DSequence ViewContactOfE3d::impCreateWithGivenPrimitive3DSequence(
    const drawinglayer::primitive3d::Primitive3DSequence& rxContent3D) const
{
    drawinglayer::primitive2d::Primitive2DSequence xRetval;

    if(rxContent3D.hasElements())
    {
        // try to get the outmost ViewObjectContactOfE3dScene for this single 3d object,
        // the ones on the way there are grouping scenes. Collect the in-between scene's
        // transformations to build a correct object transformation for the embedded
        // object
        basegfx::B3DHomMatrix aInBetweenObjectTransform;
        const ViewContactOfE3dScene* pVCOfE3DScene = tryToFindVCOfE3DScene(*this, aInBetweenObjectTransform);

        if(pVCOfE3DScene)
        {
            basegfx::B3DVector aLightNormal;
            const double fShadowSlant(pVCOfE3DScene->getSdrSceneAttribute().getShadowSlant());
            const basegfx::B3DRange& rAllContentRange = pVCOfE3DScene->getAllContentRange3D();
            drawinglayer::geometry::ViewInformation3D aViewInformation3D(pVCOfE3DScene->getViewInformation3D());

            if(pVCOfE3DScene->getSdrLightingAttribute().getLightVector().size())
            {
                // get light normal from first light and normalize
                aLightNormal = pVCOfE3DScene->getSdrLightingAttribute().getLightVector()[0].getDirection();
                aLightNormal.normalize();
            }

            if(!aInBetweenObjectTransform.isIdentity())
            {
                // if aInBetweenObjectTransform is used, create combined ViewInformation3D which
                // contains the correct object transformation for the embedded 3d object
                aViewInformation3D = drawinglayer::geometry::ViewInformation3D(
                    aViewInformation3D.getObjectTransformation() * aInBetweenObjectTransform,
                    aViewInformation3D.getOrientation(),
                    aViewInformation3D.getProjection(),
                    aViewInformation3D.getDeviceToView(),
                    aViewInformation3D.getViewTime(),
                    aViewInformation3D.getExtendedInformationSequence());
            }

            // create embedded 2d primitive and add. LightNormal and ShadowSlant are needed for evtl.
            // 3D shadow extraction for correct B2DRange calculation (shadow is part of the object)
            const drawinglayer::primitive2d::Primitive2DReference xReference(
                new drawinglayer::primitive2d::Embedded3DPrimitive2D(
                    rxContent3D,
                    pVCOfE3DScene->getObjectTransformation(),
                    aViewInformation3D,
                    aLightNormal,
                    fShadowSlant,
                    rAllContentRange));

            xRetval = drawinglayer::primitive2d::Primitive2DSequence(&xReference, 1);
        }
    }

    return xRetval;
}

ViewContactOfE3d::ViewContactOfE3d(E3dObject& rSdrObject)
:   ViewContactOfSdrObj(rSdrObject)
{
}

ViewContactOfE3d::~ViewContactOfE3d()
{
}

drawinglayer::primitive3d::Primitive3DSequence ViewContactOfE3d::getVIP3DSWithoutObjectTransform() const
{
    // local up-to-date checks. Create new list and compare.
    drawinglayer::primitive3d::Primitive3DSequence xNew(createViewIndependentPrimitive3DSequence());

    if(!drawinglayer::primitive3d::arePrimitive3DSequencesEqual(mxViewIndependentPrimitive3DSequence, xNew))
    {
        // has changed, copy content
        const_cast< ViewContactOfE3d* >(this)->mxViewIndependentPrimitive3DSequence = xNew;
    }

    // return current Primitive2DSequence
    return mxViewIndependentPrimitive3DSequence;
}

drawinglayer::primitive3d::Primitive3DSequence ViewContactOfE3d::getViewIndependentPrimitive3DSequence() const
{
    // get sequence without object transform
    drawinglayer::primitive3d::Primitive3DSequence xRetval(getVIP3DSWithoutObjectTransform());

    if(xRetval.hasElements())
    {
        // add object transform if it's used
        const basegfx::B3DHomMatrix& rObjectTransform(GetE3dObject().GetTransform());

        if(!rObjectTransform.isIdentity())
        {
            const drawinglayer::primitive3d::Primitive3DReference xReference(
                new drawinglayer::primitive3d::TransformPrimitive3D(
                    rObjectTransform,
                    xRetval));

            xRetval = drawinglayer::primitive3d::Primitive3DSequence(&xReference, 1);
        }
    }

    // return current Primitive2DSequence
    return xRetval;
}

drawinglayer::primitive2d::Primitive2DSequence ViewContactOfE3d::createViewIndependentPrimitive2DSequence() const
{
    // also need to create a 2D embedding when the view-independent part is requested,
    // see view-dependent part in ViewObjectContactOfE3d::createPrimitive2DSequence
    // get 3d primitive vector, isPrimitiveVisible() is done in 3d creator
    return impCreateWithGivenPrimitive3DSequence(getViewIndependentPrimitive3DSequence());
}

ViewObjectContact& ViewContactOfE3d::CreateObjectSpecificViewObjectContact(ObjectContact& rObjectContact)
{
    ViewObjectContact* pRetval = new ViewObjectContactOfE3d(rObjectContact, *this);
    DBG_ASSERT(pRetval, "ViewContactOfE3d::CreateObjectSpecificViewObjectContact() failed (!)");

    return *pRetval;
}

}}

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