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// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_drawinglayer.hxx"

#include <drawinglayer/processor3d/shadow3dextractor.hxx>
#include <drawinglayer/primitive3d/shadowprimitive3d.hxx>
#include <drawinglayer/primitive2d/shadowprimitive2d.hxx>
#include <drawinglayer/primitive2d/unifiedtransparenceprimitive2d.hxx>
#include <drawinglayer/primitive3d/transformprimitive3d.hxx>
#include <drawinglayer/primitive3d/polygonprimitive3d.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
#include <drawinglayer/primitive3d/polypolygonprimitive3d.hxx>
#include <basegfx/polygon/b2dpolypolygontools.hxx>
#include <drawinglayer/primitive2d/polypolygonprimitive2d.hxx>
#include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>

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

using namespace com::sun::star;

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

namespace drawinglayer
{
	namespace processor3d
	{
        /// helper to convert from BasePrimitive2DVector to primitive2d::Primitive2DSequence
        const primitive2d::Primitive2DSequence Shadow3DExtractingProcessor::getPrimitive2DSequenceFromBasePrimitive2DVector(
            const BasePrimitive2DVector& rVector) const
        {
            const sal_uInt32 nCount(rVector.size());
            primitive2d::Primitive2DSequence aRetval(nCount);

            for(sal_uInt32 a(0); a < nCount; a++)
            {
                aRetval[a] = rVector[a];
            }

            // all entries taken over; no need to delete entries, just reset to
            // mark as empty
            const_cast< BasePrimitive2DVector& >(rVector).clear();

            return aRetval;
        }

        // as tooling, the process() implementation takes over API handling and calls this
		// virtual render method when the primitive implementation is BasePrimitive3D-based.
		void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate)
		{
			// it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
			switch(rCandidate.getPrimitive3DID())
			{
				case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D :
				{
					// shadow3d object. Call recursive with content and start conversion
					const primitive3d::ShadowPrimitive3D& rPrimitive = static_cast< const primitive3d::ShadowPrimitive3D& >(rCandidate);

					// set new target
					BasePrimitive2DVector aNewSubList;
					BasePrimitive2DVector* pLastTargetSequence = mpPrimitive2DSequence;
					mpPrimitive2DSequence = &aNewSubList;
					
					// activate convert
					const bool bLastConvert(mbConvert);
					mbConvert = true;

					// set projection flag
					const bool bLastUseProjection(mbUseProjection);
					mbUseProjection = rPrimitive.getShadow3D();

					// process content
					process(rPrimitive.getChildren());

					// restore values
					mbUseProjection = bLastUseProjection;
					mbConvert = bLastConvert;
					mpPrimitive2DSequence = pLastTargetSequence;

					// create 2d shadow primitive with result. This also fetches all entries
                    // from aNewSubList, so there is no need to delete them
					primitive2d::BasePrimitive2D* pNew = new primitive2d::ShadowPrimitive2D(
                        rPrimitive.getShadowTransform(), 
                        rPrimitive.getShadowColor(), 
                        getPrimitive2DSequenceFromBasePrimitive2DVector(aNewSubList));

					if(basegfx::fTools::more(rPrimitive.getShadowTransparence(), 0.0))
					{
						// create simpleTransparencePrimitive, add created primitives
    					const primitive2d::Primitive2DReference xRef(pNew);
						const primitive2d::Primitive2DSequence aNewTransPrimitiveVector(&xRef, 1);
						
                        pNew = new primitive2d::UnifiedTransparencePrimitive2D(
                            aNewTransPrimitiveVector, 
                            rPrimitive.getShadowTransparence());
                    }

                    mpPrimitive2DSequence->push_back(pNew);

					break;
				}
				case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D :
				{
					// transform group. Remember current transformations
					const primitive3d::TransformPrimitive3D& rPrimitive = static_cast< const primitive3d::TransformPrimitive3D& >(rCandidate);
					const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D());

					// create new transformation; add new object transform from right side
					const geometry::ViewInformation3D aNewViewInformation3D(
						aLastViewInformation3D.getObjectTransformation() * rPrimitive.getTransformation(),
						aLastViewInformation3D.getOrientation(),
						aLastViewInformation3D.getProjection(),
						aLastViewInformation3D.getDeviceToView(),
						aLastViewInformation3D.getViewTime(),
						aLastViewInformation3D.getExtendedInformationSequence());
					updateViewInformation(aNewViewInformation3D);

					if(mbShadowProjectionIsValid)
					{
						// update buffered WorldToEye and EyeToView
						maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
						maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
					}
					
					// let break down
					process(rPrimitive.getChildren());

					// restore transformations
					updateViewInformation(aLastViewInformation3D);
					
					if(mbShadowProjectionIsValid)
					{
						// update buffered WorldToEye and EyeToView
						maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
						maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
					}
					break;
				}
				case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D :
				{
					// PolygonHairlinePrimitive3D
					if(mbConvert)
					{
						const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rCandidate);
						basegfx::B2DPolygon a2DHairline;

						if(mbUseProjection)
						{
							if(mbShadowProjectionIsValid)
							{
								a2DHairline = impDoShadowProjection(rPrimitive.getB3DPolygon());
							}
						}
						else
						{
							a2DHairline = basegfx::tools::createB2DPolygonFromB3DPolygon(rPrimitive.getB3DPolygon(), getViewInformation3D().getObjectToView());
						}

						if(a2DHairline.count())
						{
							a2DHairline.transform(getObjectTransformation());
                            mpPrimitive2DSequence->push_back(
                                new primitive2d::PolygonHairlinePrimitive2D(
                                    a2DHairline, 
                                    maPrimitiveColor));
						}
					}
					break;
				}
				case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D :
				{
					// PolyPolygonMaterialPrimitive3D
					if(mbConvert)
					{
						const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rCandidate);
						basegfx::B2DPolyPolygon a2DFill;

						if(mbUseProjection)
						{
							if(mbShadowProjectionIsValid)
							{
								a2DFill = impDoShadowProjection(rPrimitive.getB3DPolyPolygon());
							}
						}
						else
						{
							a2DFill = basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive.getB3DPolyPolygon(), getViewInformation3D().getObjectToView());
						}

						if(a2DFill.count())
						{
							a2DFill.transform(getObjectTransformation());
                            mpPrimitive2DSequence->push_back(
                                new primitive2d::PolyPolygonColorPrimitive2D(
                                    a2DFill, 
                                    maPrimitiveColor));
						}
					}
					break;
				}
				default :
				{
					// process recursively
					process(rCandidate.get3DDecomposition(getViewInformation3D()));
					break;
				}
			}
		}

		Shadow3DExtractingProcessor::Shadow3DExtractingProcessor(
			const geometry::ViewInformation3D& rViewInformation,
			const basegfx::B2DHomMatrix& rObjectTransformation,
			const basegfx::B3DVector& rLightNormal,
			double fShadowSlant,
            const basegfx::B3DRange& rContained3DRange)
		:	BaseProcessor3D(rViewInformation),
			maPrimitive2DSequence(),
			mpPrimitive2DSequence(&maPrimitive2DSequence),
			maObjectTransformation(rObjectTransformation),
			maWorldToEye(),
			maEyeToView(),
			maLightNormal(rLightNormal),
			maShadowPlaneNormal(),
			maPlanePoint(),
			mfLightPlaneScalar(0.0),
			maPrimitiveColor(),
			mbShadowProjectionIsValid(false),
			mbConvert(false),
			mbUseProjection(false)
		{
			// normalize light normal, get and normalize shadow plane normal and calculate scalar from it
			maLightNormal.normalize();
			maShadowPlaneNormal = basegfx::B3DVector(0.0, sin(fShadowSlant), cos(fShadowSlant));
			maShadowPlaneNormal.normalize();
			mfLightPlaneScalar = maLightNormal.scalar(maShadowPlaneNormal);

			// use only when scalar is > 0.0, so the light is in front of the object
			if(basegfx::fTools::more(mfLightPlaneScalar, 0.0))
			{
				// prepare buffered WorldToEye and EyeToView
				maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
				maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();

				// calculate range to get front edge around which to rotate the shadow's projection
				basegfx::B3DRange aContained3DRange(rContained3DRange);
				aContained3DRange.transform(getWorldToEye());
				maPlanePoint.setX(maShadowPlaneNormal.getX() < 0.0 ? aContained3DRange.getMinX() : aContained3DRange.getMaxX());
				maPlanePoint.setY(maShadowPlaneNormal.getY() > 0.0 ? aContained3DRange.getMinY() : aContained3DRange.getMaxY());
				maPlanePoint.setZ(aContained3DRange.getMinZ() - (aContained3DRange.getDepth() / 8.0));

				// set flag that shadow projection is prepared and allowed
				mbShadowProjectionIsValid = true;
			}
		}

    	Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor()
        {
            OSL_ENSURE(0 == maPrimitive2DSequence.size(), 
                "OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)");
            for(sal_uInt32 a(0); a < maPrimitive2DSequence.size(); a++)
            {
                delete maPrimitive2DSequence[a];
            }
        }

		basegfx::B2DPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon& rSource)
		{
			basegfx::B2DPolygon aRetval;

			for(sal_uInt32 a(0L); a < rSource.count(); a++)
			{
				// get point, transform to eye coordinate system
				basegfx::B3DPoint aCandidate(rSource.getB3DPoint(a));
				aCandidate *= getWorldToEye();

				// we are in eye coordinates
				// ray is (aCandidate + fCut * maLightNormal)
				// plane is (maPlanePoint, maShadowPlaneNormal)
				// maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0
				// get cut point of ray with shadow plane
				const double fCut(basegfx::B3DVector(maPlanePoint - aCandidate).scalar(maShadowPlaneNormal) / mfLightPlaneScalar);
				aCandidate += maLightNormal * fCut;

				// transform to view, use 2d coordinates
				aCandidate *= getEyeToView();
				aRetval.append(basegfx::B2DPoint(aCandidate.getX(), aCandidate.getY()));
			}

			// copy closed flag
			aRetval.setClosed(rSource.isClosed());

			return aRetval;
		}

		basegfx::B2DPolyPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource)
		{
			basegfx::B2DPolyPolygon aRetval;

			for(sal_uInt32 a(0L); a < rSource.count(); a++)
			{
				aRetval.append(impDoShadowProjection(rSource.getB3DPolygon(a)));
			}

			return aRetval;
		}

        const primitive2d::Primitive2DSequence Shadow3DExtractingProcessor::getPrimitive2DSequence() const 
        { 
            return getPrimitive2DSequenceFromBasePrimitive2DVector(maPrimitive2DSequence);
        }

    } // end of namespace processor3d
} // end of namespace drawinglayer

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