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 * Copyright 2008 by Sun Microsystems, Inc.
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 * OpenOffice.org - a multi-platform office productivity suite
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 * $RCSfile: viewcontactofe3dlathe.cxx,v $
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// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_svx.hxx"

#include <svx/sdr/contact/viewcontactofe3dlathe.hxx>
#include <svx/lathe3d.hxx>
#include <drawinglayer/primitive3d/sdrlatheprimitive3d.hxx>
#include <svx/sdr/primitive2d/sdrattributecreator.hxx>
#include <svx/sdr/primitive3d/sdrattributecreator3d.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>

//////////////////////////////////////////////////////////////////////////////

namespace sdr
{
	namespace contact
	{
		ViewContactOfE3dLathe::ViewContactOfE3dLathe(E3dLatheObj& rLathe)
		:	ViewContactOfE3d(rLathe)
		{
		}

		ViewContactOfE3dLathe::~ViewContactOfE3dLathe()
		{
		}

		drawinglayer::primitive3d::Primitive3DSequence ViewContactOfE3dLathe::createViewIndependentPrimitive3DSequence() const
		{
			drawinglayer::primitive3d::Primitive3DSequence xRetval;
			const SfxItemSet& rItemSet = GetE3dLatheObj().GetMergedItemSet();
			drawinglayer::attribute::SdrLineFillShadowAttribute* pAttribute = drawinglayer::primitive2d::createNewSdrLineFillShadowAttribute(rItemSet, false);

			// for 3D Objects, always create a primitive even when not visible. This is necessary ATM
			// since e.g. chart geometries rely on the occupied space of non-visible objects
			if(!pAttribute)
			{
				pAttribute = new drawinglayer::attribute::SdrLineFillShadowAttribute(
					impCreateFallbackLineAttribute(basegfx::BColor(0.0, 1.0, 0.0)),
					0, 0, 0, 0);
			}

			// get extrude geometry
			const basegfx::B2DPolyPolygon aPolyPolygon(GetE3dLatheObj().GetPolyPoly2D());

			// get 3D Object Attributes
			drawinglayer::attribute::Sdr3DObjectAttribute* pSdr3DObjectAttribute = drawinglayer::primitive2d::createNewSdr3DObjectAttribute(rItemSet);

			// calculate texture size. Use the polygon length of the longest polygon for 
			// height and the rotated radius for width (using polygon center) to get a good 
			// texture mapping
			const sal_uInt32 nPolygonCount(aPolyPolygon.count());
			double fPolygonMaxLength(0.0);
			
			for(sal_uInt32 a(0); a < nPolygonCount; a++)
			{
				const basegfx::B2DPolygon aCandidate(aPolyPolygon.getB2DPolygon(a));
				const double fPolygonLength(basegfx::tools::getLength(aCandidate));
				fPolygonMaxLength = std::max(fPolygonMaxLength, fPolygonLength);
			}

			const basegfx::B2DRange aPolyPolygonRange(basegfx::tools::getRange(aPolyPolygon));
			const basegfx::B2DVector aTextureSize(
				F_PI * fabs(aPolyPolygonRange.getCenter().getX()), // PI * d
				fPolygonMaxLength);

			// get more data
			const sal_uInt32 nHorizontalSegments(GetE3dLatheObj().GetHorizontalSegments());
			const sal_uInt32 nVerticalSegments(GetE3dLatheObj().GetVerticalSegments());
			const double fDiagonal((double)GetE3dLatheObj().GetPercentDiagonal() / 100.0);
			const double fBackScale((double)GetE3dLatheObj().GetBackScale() / 100.0);
			const double fRotation(((double)GetE3dLatheObj().GetEndAngle() / 1800.0) * F_PI);
			const bool bSmoothNormals(GetE3dLatheObj().GetSmoothNormals()); // Plane itself
			const bool bSmoothLids(GetE3dLatheObj().GetSmoothLids()); // Front/back
			const bool bCharacterMode(GetE3dLatheObj().GetCharacterMode());
			const bool bCloseFront(GetE3dLatheObj().GetCloseFront());
			const bool bCloseBack(GetE3dLatheObj().GetCloseBack());

			// create primitive and add
			const basegfx::B3DHomMatrix aWorldTransform;
			const drawinglayer::primitive3d::Primitive3DReference xReference(new drawinglayer::primitive3d::SdrLathePrimitive3D(
				aWorldTransform, aTextureSize, *pAttribute, *pSdr3DObjectAttribute,
				aPolyPolygon, nHorizontalSegments, nVerticalSegments,
				fDiagonal, fBackScale, fRotation,
				bSmoothNormals, true, bSmoothLids, bCharacterMode, bCloseFront, bCloseBack));
            xRetval = drawinglayer::primitive3d::Primitive3DSequence(&xReference, 1);

			// delete 3D Object Attributes
			delete pSdr3DObjectAttribute;
			delete pAttribute;

			return xRetval;
		}
	} // end of namespace contact
} // end of namespace sdr

//////////////////////////////////////////////////////////////////////////////
// eof
