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#ifdef _MSC_VER
#pragma hdrstop
#endif

#include "ximp3dscene.hxx"

#include "xmluconv.hxx"



#include "xmlnmspe.hxx"


#include <com/sun/star/drawing/CameraGeometry.hpp>

#include "eventimp.hxx"
namespace binfilter {

using namespace ::rtl;
using namespace ::com::sun::star;
using namespace ::binfilter::xmloff::token;

//////////////////////////////////////////////////////////////////////////////
// dr3d:3dlight context

SdXML3DLightContext::SdXML3DLightContext( 
    SvXMLImport& rImport, 
    sal_uInt16 nPrfx,
    const ::rtl::OUString& rLName, 
    const ::com::sun::star::uno::Reference< ::com::sun::star::xml::sax::XAttributeList >& xAttrList)
:	SvXMLImportContext( rImport, nPrfx, rLName),
    maDiffuseColor(0x00000000),
    maDirection(0.0, 0.0, 1.0),
    mbEnabled(FALSE),
    mbSpecular(FALSE)
{
    // read attributes for the 3DScene
    sal_Int16 nAttrCount = xAttrList.is() ? xAttrList->getLength() : 0;
    for(sal_Int16 i=0; i < nAttrCount; i++)
    {
        OUString sAttrName = xAttrList->getNameByIndex( i );
        OUString aLocalName;
        sal_uInt16 nPrefix = GetImport().GetNamespaceMap().GetKeyByAttrName( sAttrName, &aLocalName );
        OUString sValue = xAttrList->getValueByIndex( i );
        const SvXMLTokenMap& rAttrTokenMap = GetImport().GetShapeImport()->Get3DLightAttrTokenMap();

        switch(rAttrTokenMap.Get(nPrefix, aLocalName))
        {
            case XML_TOK_3DLIGHT_DIFFUSE_COLOR:
            {
                GetImport().GetMM100UnitConverter().convertColor(maDiffuseColor, sValue);
                break;
            }
            case XML_TOK_3DLIGHT_DIRECTION:
            {
                GetImport().GetMM100UnitConverter().convertVector3D(maDirection, sValue);
                break;
            }
            case XML_TOK_3DLIGHT_ENABLED:
            {
                GetImport().GetMM100UnitConverter().convertBool(mbEnabled, sValue);
                break;
            }
            case XML_TOK_3DLIGHT_SPECULAR:
            {
                GetImport().GetMM100UnitConverter().convertBool(mbSpecular, sValue);
                break;
            }
        }
    }
}

SdXML3DLightContext::~SdXML3DLightContext()
{
}

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

TYPEINIT1( SdXML3DSceneShapeContext, SdXMLShapeContext );

SdXML3DSceneShapeContext::SdXML3DSceneShapeContext( 
    SvXMLImport& rImport,
    USHORT nPrfx, 
    const OUString& rLocalName,
    const ::com::sun::star::uno::Reference< ::com::sun::star::xml::sax::XAttributeList>& xAttrList,
    uno::Reference< drawing::XShapes >& rShapes) 
:	SdXMLShapeContext( rImport, nPrfx, rLocalName, xAttrList, rShapes ), SdXML3DSceneAttributesHelper( rImport )
{
}

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

SdXML3DSceneShapeContext::~SdXML3DSceneShapeContext()
{
}

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

void SdXML3DSceneShapeContext::StartElement(const uno::Reference< xml::sax::XAttributeList>& xAttrList)
{
    // create new 3DScene shape and add it to rShapes, use it
    // as base for the new 3DScene import
    AddShape( "com.sun.star.drawing.Shape3DSceneObject" );		
    if( mxShape.is() )
    {
        SetStyle();

        mxChilds = uno::Reference< drawing::XShapes >::query( mxShape );
        if( mxChilds.is() )
            GetImport().GetShapeImport()->pushGroupForSorting( mxChilds );

        SetLayer();

        // set pos, size, shear and rotate
        SetTransformation();
    }

    // read attributes for the 3DScene
    sal_Int16 nAttrCount = xAttrList.is() ? xAttrList->getLength() : 0;
    for(sal_Int16 i=0; i < nAttrCount; i++)
    {
        OUString sAttrName = xAttrList->getNameByIndex( i );
        OUString aLocalName;
        sal_uInt16 nPrefix = GetImport().GetNamespaceMap().GetKeyByAttrName( sAttrName, &aLocalName );
        OUString sValue = xAttrList->getValueByIndex( i );
        processSceneAttribute( nPrefix, aLocalName, sValue );
    }

    // #91047# call parent function is missing here, added it
    if(mxShape.is())
    {
        // call parent
        SdXMLShapeContext::StartElement(xAttrList);
    }
}

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

void SdXML3DSceneShapeContext::EndElement()
{
    if(mxShape.is())
    {
        uno::Reference< beans::XPropertySet > xPropSet(mxShape, uno::UNO_QUERY);
        if(xPropSet.is())
        {
            setSceneAttributes( xPropSet );
        }

        if( mxChilds.is() )
            GetImport().GetShapeImport()->popGroupAndSort();

        // call parent
        SdXMLShapeContext::EndElement();
    }
}

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

SvXMLImportContext* SdXML3DSceneShapeContext::CreateChildContext( USHORT nPrefix,
    const OUString& rLocalName,
    const uno::Reference< xml::sax::XAttributeList>& xAttrList )
{
    SvXMLImportContext* pContext = 0L;

    if( nPrefix == XML_NAMESPACE_OFFICE && IsXMLToken( rLocalName, XML_EVENTS ) )
    {
        pContext = new SdXMLEventsContext( GetImport(), nPrefix, rLocalName, xAttrList, mxShape );
    }
    // look for local light context first
    else if(nPrefix == XML_NAMESPACE_DR3D && IsXMLToken( rLocalName, XML_LIGHT ) )
    {
        // dr3d:light inside dr3d:scene context
        pContext = create3DLightContext( nPrefix, rLocalName, xAttrList );
    }

    // call GroupChildContext function at common ShapeImport
    if(!pContext)
    {
        pContext = GetImport().GetShapeImport()->Create3DSceneChildContext(
            GetImport(), nPrefix, rLocalName, xAttrList, mxChilds);
        }

    // call parent when no own context was created
    if(!pContext)
    {
        pContext = SvXMLImportContext::CreateChildContext(
        nPrefix, rLocalName, xAttrList);
    }

    return pContext;
}

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

SdXML3DSceneAttributesHelper::SdXML3DSceneAttributesHelper( SvXMLImport& rImporter )
:	mrImport( rImporter ),
    mbSetTransform( FALSE ),
    mxPrjMode(drawing::ProjectionMode_PERSPECTIVE),
    mnDistance(1000),
    mnFocalLength(1000),
    mnShadowSlant(0),
    mxShadeMode(drawing::ShadeMode_SMOOTH),
    maAmbientColor(0x00666666),
    mbLightingMode(FALSE),
    maVRP(0.0, 0.0, 1.0),
    maVPN(0.0, 0.0, 1.0),
    maVUP(0.0, 1.0, 0.0),
    mbVRPUsed(FALSE),
    mbVPNUsed(FALSE),
    mbVUPUsed(FALSE)
{
}

SdXML3DSceneAttributesHelper::~SdXML3DSceneAttributesHelper()
{
    // release remembered light contexts, they are no longer needed
    while(maList.Count())
        maList.Remove(maList.Count() - 1)->ReleaseRef();
}

/** creates a 3d ligth context and adds it to the internal list for later processing */
SvXMLImportContext * SdXML3DSceneAttributesHelper::create3DLightContext( sal_uInt16 nPrfx, const ::rtl::OUString& rLName, const ::com::sun::star::uno::Reference< ::com::sun::star::xml::sax::XAttributeList >& xAttrList)
{
    SvXMLImportContext*	pContext = new SdXML3DLightContext(mrImport, nPrfx, rLName, xAttrList);

    // remember SdXML3DLightContext for later evaluation
    if(pContext)
    {
        pContext->AddRef();
        maList.Insert((SdXML3DLightContext*)pContext, LIST_APPEND);
    }

    return pContext;
}

/** this should be called for each scene attribute */
void SdXML3DSceneAttributesHelper::processSceneAttribute( sal_uInt16 nPrefix, const ::rtl::OUString& rLocalName, const ::rtl::OUString& rValue )
{
    if( XML_NAMESPACE_DR3D == nPrefix )
    {
        if( IsXMLToken( rLocalName, XML_TRANSFORM ) )
        {
            SdXMLImExTransform3D aTransform(rValue, mrImport.GetMM100UnitConverter());
            if(aTransform.NeedsAction())
                mbSetTransform = aTransform.GetFullHomogenTransform(mxHomMat);
            return;
        }
        else if( IsXMLToken( rLocalName, XML_VRP ) )
        {
            Vector3D aNewVec;
            mrImport.GetMM100UnitConverter().convertVector3D(aNewVec, rValue);

            if(aNewVec != maVRP)
            {
                maVRP = aNewVec;
                mbVRPUsed = TRUE;
            }
            return;
        }
        else if( IsXMLToken( rLocalName, XML_VPN ) )
        {
            Vector3D aNewVec;
            mrImport.GetMM100UnitConverter().convertVector3D(aNewVec, rValue);
            
            if(aNewVec != maVPN)
            {
                maVPN = aNewVec;
                mbVPNUsed = TRUE;
            }
            return;
        }
        else if( IsXMLToken( rLocalName, XML_VUP ) )
        {
            Vector3D aNewVec;
            mrImport.GetMM100UnitConverter().convertVector3D(aNewVec, rValue);
            
            if(aNewVec != maVUP)
            {
                maVUP = aNewVec;
                mbVUPUsed = TRUE;
            }
            return;
        }
        else if( IsXMLToken( rLocalName, XML_PROJECTION ) )
        {
            if( IsXMLToken( rValue, XML_PARALLEL ) )
                mxPrjMode = drawing::ProjectionMode_PARALLEL;
            else
                mxPrjMode = drawing::ProjectionMode_PERSPECTIVE;
            return;
        }
        else if( IsXMLToken( rLocalName, XML_DISTANCE ) )
        {
            mrImport.GetMM100UnitConverter().convertMeasure(mnDistance, rValue);
            return;
        }
        else if( IsXMLToken( rLocalName, XML_FOCAL_LENGTH ) )
        {
            mrImport.GetMM100UnitConverter().convertMeasure(mnFocalLength, rValue);
            return;
        }
        else if( IsXMLToken( rLocalName, XML_SHADOW_SLANT ) )
        {
            mrImport.GetMM100UnitConverter().convertNumber(mnShadowSlant, rValue);
            return;
        }
        else if( IsXMLToken( rLocalName, XML_SHADE_MODE ) )
        {
            if( IsXMLToken( rValue, XML_FLAT ) )
                mxShadeMode = drawing::ShadeMode_FLAT;
            else if( IsXMLToken( rValue, XML_PHONG ) )
                mxShadeMode = drawing::ShadeMode_PHONG;
            else if( IsXMLToken( rValue, XML_GOURAUD ) )
                mxShadeMode = drawing::ShadeMode_SMOOTH;
            else
                mxShadeMode = drawing::ShadeMode_DRAFT;
            return;
        }
        else if( IsXMLToken( rLocalName, XML_AMBIENT_COLOR ) )
        {
            mrImport.GetMM100UnitConverter().convertColor(maAmbientColor, rValue);
            return;
        }
        else if( IsXMLToken( rLocalName, XML_LIGHTING_MODE ) )
        {
            mrImport.GetMM100UnitConverter().convertBool(mbLightingMode, rValue);
            return;
        }
    }
}

/** this sets the scene attributes at this propertyset */
void SdXML3DSceneAttributesHelper::setSceneAttributes( const ::com::sun::star::uno::Reference< ::com::sun::star::beans::XPropertySet >& xPropSet )
{
    uno::Any aAny;

    // world transformation
    if(mbSetTransform)
    {
        aAny <<= mxHomMat;
        xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DTransformMatrix")), aAny);
    }

    // distance
    aAny <<= mnDistance;
    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneDistance")), aAny);

    // focalLength
    aAny <<= mnFocalLength;
    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneFocalLength")), aAny);

    // shadowSlant
    aAny <<= (sal_Int16)mnShadowSlant;
    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneShadowSlant")), aAny);

    // shadeMode
    aAny <<= mxShadeMode;
    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneShadeMode")), aAny);

    // ambientColor
    aAny <<= maAmbientColor.GetColor();
    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneAmbientColor")), aAny);

    // lightingMode
    aAny <<= mbLightingMode;
    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneTwoSidedLighting")), aAny);

    if(maList.Count())
    {
        uno::Any aAny2;
        uno::Any aAny3;

        // set lights
        for(sal_uInt32 a(0L); a < maList.Count(); a++)
        {
            SdXML3DLightContext* pCtx = (SdXML3DLightContext*)maList.GetObject(a);

            // set anys
            aAny <<= pCtx->GetDiffuseColor().GetColor();
            drawing::Direction3D xLightDir;
            xLightDir.DirectionX = pCtx->GetDirection().X();
            xLightDir.DirectionY = pCtx->GetDirection().Y();
            xLightDir.DirectionZ = pCtx->GetDirection().Z();
            aAny2 <<= xLightDir;
            aAny3 <<= pCtx->GetEnabled();

            switch(a)
            {
                case 0:
                {
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightColor1")), aAny);
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightDirection1")), aAny2);
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightOn1")), aAny3);
                    break;
                }
                case 1:
                {
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightColor2")), aAny);
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightDirection2")), aAny2);
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightOn2")), aAny3);
                    break;
                }
                case 2:
                {
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightColor3")), aAny);
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightDirection3")), aAny2);
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightOn3")), aAny3);
                    break;
                }
                case 3:
                {
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightColor4")), aAny);
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightDirection4")), aAny2);
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightOn4")), aAny3);
                    break;
                }
                case 4:
                {
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightColor5")), aAny);
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightDirection5")), aAny2);
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightOn5")), aAny3);
                    break;
                }
                case 5:
                {
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightColor6")), aAny);
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightDirection6")), aAny2);
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightOn6")), aAny3);
                    break;
                }
                case 6:
                {
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightColor7")), aAny);
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightDirection7")), aAny2);
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightOn7")), aAny3);
                    break;
                }
                case 7:
                {
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightColor8")), aAny);
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightDirection8")), aAny2);
                    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DSceneLightOn8")), aAny3);
                    break;
                }
            }
        }
    }

    // CameraGeometry and camera settings
    drawing::CameraGeometry aCamGeo;
    aCamGeo.vrp.PositionX = maVRP.X();
    aCamGeo.vrp.PositionY = maVRP.Y();
    aCamGeo.vrp.PositionZ = maVRP.Z();
    aCamGeo.vpn.DirectionX = maVPN.X();
    aCamGeo.vpn.DirectionY = maVPN.Y();
    aCamGeo.vpn.DirectionZ = maVPN.Z();
    aCamGeo.vup.DirectionX = maVUP.X();
    aCamGeo.vup.DirectionY = maVUP.Y();
    aCamGeo.vup.DirectionZ = maVUP.Z();
    aAny <<= aCamGeo;
    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DCameraGeometry")), aAny);

    // #91047# set drawing::ProjectionMode AFTER camera geometry is set
    // projection "D3DScenePerspective" drawing::ProjectionMode
    aAny <<= mxPrjMode;
    xPropSet->setPropertyValue(OUString(RTL_CONSTASCII_USTRINGPARAM("D3DScenePerspective")), aAny);
}
}//end of namespace binfilter

/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
