/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*************************************************************************
 *
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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 * Copyright 2000, 2010 Oracle and/or its affiliates.
 *
 * OpenOffice.org - a multi-platform office productivity suite
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 *
 * OpenOffice.org is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU Lesser General Public License version 3 for more details
 * (a copy is included in the LICENSE file that accompanied this code).
 *
 * You should have received a copy of the GNU Lesser General Public License
 * version 3 along with OpenOffice.org.  If not, see
 * <http://www.openoffice.org/license.html>
 * for a copy of the LGPLv3 License.
 *
 ************************************************************************/

#include "svdstr.hrc"

#include "cube3d.hxx"

#include "globl3d.hxx"



#include "e3dcmpt.hxx"
namespace binfilter {

/*N*/ TYPEINIT1(E3dCubeObj, E3dCompoundObject);

/*N*/ E3dCubeObj::E3dCubeObj()
/*N*/ :	E3dCompoundObject()
/*N*/ {
/*N*/ 	// Defaults setzen
/*N*/ 	E3dDefaultAttributes aDefault;
/*N*/ 	SetDefaultAttributes(aDefault);
/*N*/ }

/*N*/ void E3dCubeObj::SetDefaultAttributes(E3dDefaultAttributes& rDefault)
/*N*/ {
/*N*/ 	aCubePos = rDefault.GetDefaultCubePos();
/*N*/ 	aCubeSize = rDefault.GetDefaultCubeSize();
/*N*/ 	nSideFlags = rDefault.GetDefaultCubeSideFlags();
/*N*/ 	bPosIsCenter = rDefault.GetDefaultCubePosIsCenter();
/*N*/ }

/*************************************************************************
|*
|* Identifier zurueckgeben
|*
\************************************************************************/

/*N*/ UINT16 E3dCubeObj::GetObjIdentifier() const
/*N*/ {
/*N*/ 	return E3D_CUBEOBJ_ID;
/*N*/ }

/*************************************************************************
|*
|* Wandle das Objekt in ein Gruppenobjekt bestehend aus 6 Polygonen
|*
\************************************************************************/

/*N*/ SdrObject *E3dCubeObj::DoConvertToPolyObj(BOOL bBezier) const
/*N*/ {
/*N*/ 	return NULL;
/*N*/ }

/*************************************************************************
|*
|* Give out simple line geometry
|*
\************************************************************************/


/*************************************************************************
|*
|* Geometrieerzeugung
|*
\************************************************************************/

/*N*/ void E3dCubeObj::CreateGeometry()
/*N*/ {
/*N*/ 	Vector3D	aPos(aCubePos);
/*N*/ 	Polygon3D	aRect3D(4);
/*N*/ 	Polygon3D	aNormals3D(4);
/*N*/ 	Polygon3D	aTexture3D(4);
/*N*/ 	short		nV1, nV2;
/*N*/ 	UINT16		nSideBit = 0x0001;
/*N*/ 
/*N*/ 	// Start der Geometrieerzeugung ankuendigen
/*N*/ 	StartCreateGeometry();
/*N*/ 
/*N*/ 	if ( bPosIsCenter )
/*?*/ 		aCubePos -= aCubeSize / 2;
/*N*/ 
/*N*/ 	for (nV1 = 0; nV1 < 3; nV1++)
/*N*/ 	{
/*N*/ 		if ( nV1 == 0 )	nV2 = 2;
/*N*/ 		else			nV2 = nV1 - 1;
/*N*/ 
/*N*/ 		// Nur die Flaechen erzeugen, fuer die ein Bit
/*N*/ 		if ( nSideFlags & nSideBit )
/*N*/ 		{	// Flaechenpunkte entgegen dem Uhrzeigersinn generieren
/*N*/ 			aRect3D[0] = aPos; aPos[nV1] += aCubeSize[nV1];
/*N*/ 			aRect3D[1] = aPos; aPos[nV2] += aCubeSize[nV2];
/*N*/ 			aRect3D[2] = aPos; aPos[nV1] -= aCubeSize[nV1];
/*N*/ 			aRect3D[3] = aPos; aPos[nV2] -= aCubeSize[nV2];
/*N*/ 
/*N*/ 			if(GetCreateNormals())
/*N*/ 			{
/*N*/ 				aNormals3D = aRect3D;
/*N*/ 				aNormals3D[0].Normalize();
/*N*/ 				aNormals3D[1].Normalize();
/*N*/ 				aNormals3D[2].Normalize();
/*N*/ 				aNormals3D[3].Normalize();
/*N*/ 
/*N*/ 				if(GetCreateTexture())
/*N*/ 				{
/*N*/ 					aTexture3D[1].X() = 0.0;
/*N*/ 					aTexture3D[1].Y() = 0.0;
/*N*/ 
/*N*/ 					aTexture3D[0].X() = 1.0;
/*N*/ 					aTexture3D[0].Y() = 0.0;
/*N*/ 
/*N*/ 					aTexture3D[2].X() = 0.0;
/*N*/ 					aTexture3D[2].Y() = 1.0;
/*N*/ 
/*N*/ 					aTexture3D[3].X() = 1.0;
/*N*/ 					aTexture3D[3].Y() = 1.0;
/*N*/ 
/*N*/ 					AddGeometry(aRect3D, aNormals3D, aTexture3D, FALSE);
/*N*/ 				}
/*N*/ 				else
/*?*/ 					AddGeometry(aRect3D, aNormals3D, FALSE);
/*N*/ 			}
/*N*/ 			else
/*N*/ 			{
/*?*/ 				AddGeometry(aRect3D, FALSE);
/*N*/ 			}
/*N*/ 		}
/*N*/ 		nSideBit <<= 1;
/*N*/ 	}
/*N*/ 	aPos += aCubeSize;
/*N*/ 
/*N*/ 	for (nV1 = 2; nV1 >= 0; nV1--)
/*N*/ 	{
/*N*/ 		if ( nV1 == 2 )	nV2 = 0;
/*N*/ 		else			nV2 = nV1 + 1;
/*N*/ 
/*N*/ 		if ( nSideFlags & nSideBit )
/*N*/ 		{	// Flaechenpunkte entgegen dem Uhrzeigersinn generieren
/*N*/ 			aRect3D[0] = aPos; aPos[nV1] -= aCubeSize[nV1];
/*N*/ 			aRect3D[1] = aPos; aPos[nV2] -= aCubeSize[nV2];
/*N*/ 			aRect3D[2] = aPos; aPos[nV1] += aCubeSize[nV1];
/*N*/ 			aRect3D[3] = aPos; aPos[nV2] += aCubeSize[nV2];
/*N*/ 
/*N*/ 			if(GetCreateTexture())
/*N*/ 			{
/*N*/ 				aTexture3D[1].X() = 0.0;
/*N*/ 				aTexture3D[1].Y() = 0.0;
/*N*/ 
/*N*/ 				aTexture3D[0].X() = 1.0;
/*N*/ 				aTexture3D[0].Y() = 0.0;
/*N*/ 
/*N*/ 				aTexture3D[2].X() = 0.0;
/*N*/ 				aTexture3D[2].Y() = 1.0;
/*N*/ 
/*N*/ 				aTexture3D[3].X() = 1.0;
/*N*/ 				aTexture3D[3].Y() = 1.0;
/*N*/ 			}
/*N*/ 
/*N*/ 			if(GetCreateNormals())
/*N*/ 			{
/*N*/ 				aNormals3D = aRect3D;
/*N*/ 				aNormals3D[0].Normalize();
/*N*/ 				aNormals3D[1].Normalize();
/*N*/ 				aNormals3D[2].Normalize();
/*N*/ 				aNormals3D[3].Normalize();
/*N*/ 
/*N*/ 				if(GetCreateTexture())
/*N*/ 					AddGeometry(aRect3D, aNormals3D, aTexture3D, FALSE);
/*N*/ 				else
/*?*/ 					AddGeometry(aRect3D, aNormals3D, FALSE);
/*N*/ 			}
/*N*/ 			else
/*N*/ 			{
/*?*/ 				AddGeometry(aRect3D, FALSE);
/*N*/ 			}
/*N*/ 		}
/*N*/ 		nSideBit <<= 1;
/*N*/ 	}
/*N*/ 
/*N*/ 	// call parent
/*N*/ 	E3dCompoundObject::CreateGeometry();
/*N*/ }

/*************************************************************************
|*
|* Objektdaten in Stream speichern
|*
\************************************************************************/

/*N*/ void E3dCubeObj::WriteData(SvStream& rOut) const
/*N*/ {
/*N*/ #ifndef SVX_LIGHT
/*N*/ 	long nVersion = rOut.GetVersion(); // Build_Nr * 10 z.B. 3810
/*N*/ 	if(nVersion < 3800)
/*N*/ 	{
/*N*/ 		// Alte Geometrie erzeugen, um die E3dPolyObj's zu haben
/*?*/ 		((E3dCompoundObject*)this)->ReCreateGeometry(TRUE);
/*N*/ 	}
/*N*/ 
/*N*/ 	// call parent, schreibt die SubList (alte Geometrie) raus
/*N*/ 	E3dCompoundObject::WriteData(rOut);
/*N*/ 
/*N*/ 	E3dIOCompat aCompat(rOut, STREAM_WRITE, 1);
/*N*/ 	rOut << aCubePos;
/*N*/ 	rOut << aCubeSize;
/*N*/ 	rOut << BOOL(bPosIsCenter);
/*N*/ 	rOut << nSideFlags;
/*N*/ 
/*N*/ 	if(nVersion < 3800)
/*N*/ 	{
/*N*/ 		// Geometrie neu erzeugen, um E3dPolyObj's wieder loszuwerden
/*?*/ 		((E3dCompoundObject*)this)->ReCreateGeometry();
/*N*/ 	}
/*N*/ #endif
/*N*/ }

/*************************************************************************
|*
|* Objektdaten aus Stream laden
|*
\************************************************************************/

/*N*/ void E3dCubeObj::ReadData(const SdrObjIOHeader& rHead, SvStream& rIn)
/*N*/ {
/*N*/ 	// call parent
/*N*/ 	E3dCompoundObject::ReadData(rHead, rIn);
/*N*/ 
/*N*/ 	// Fuer Abwaertskompatibilitaet (Lesen neuer Daten mit altem Code)
/*N*/ 	BOOL bAllDone(FALSE);
/*N*/ 	if(AreBytesLeft())
/*N*/ 	{
/*N*/ 		E3dIOCompat aIoCompat(rIn, STREAM_READ);
/*N*/ 		if(aIoCompat.GetVersion() >= 1)
/*N*/ 		{
/*N*/ 			BOOL bTmp;
/*N*/ 			rIn >> aCubePos;
/*N*/ 			rIn >> aCubeSize;
/*N*/ 			rIn >> bTmp; bPosIsCenter = bTmp;
/*N*/ 			rIn >> nSideFlags;
/*N*/ 			bAllDone = TRUE;
/*N*/ 		}
/*N*/ 	}
/*N*/ 
/*N*/ 	if(!bAllDone)
/*N*/ 	{
/*N*/ 		// Geometrie aus erzeugten PolyObj's rekonstruieren
/*N*/ 		const Volume3D& rVolume = GetLocalBoundVolume();
/*N*/ 		aCubeSize = rVolume.MaxVec() - rVolume.MinVec();
/*N*/ 		aCubePos = rVolume.MinVec();
/*N*/ 		bPosIsCenter = FALSE;
/*N*/ 		nSideFlags = CUBE_FULL;
/*N*/ 	}
/*N*/ 
/*N*/ 	// Geometrie neu erzeugen, mit oder ohne E3dPolyObj's
/*N*/ 	ReCreateGeometry();
/*N*/ }

/*************************************************************************
|*
|* Zuweisungsoperator
|*
\************************************************************************/


/*************************************************************************
|*
|* Lokale Parameter setzen mit Geometrieneuerzeugung
|*
\************************************************************************/

/*N*/ void E3dCubeObj::SetCubePos(const Vector3D& rNew)
/*N*/ {
/*N*/ 	if(aCubePos != rNew)
/*N*/ 	{
/*N*/ 		aCubePos = rNew;
/*N*/ 		bGeometryValid = FALSE;
/*N*/ 	}
/*N*/ }

/*N*/ void E3dCubeObj::SetCubeSize(const Vector3D& rNew)
/*N*/ {
/*N*/ 	if(aCubeSize != rNew)
/*N*/ 	{
/*N*/ 		aCubeSize = rNew;
/*N*/ 		bGeometryValid = FALSE;
/*N*/ 	}
/*N*/ }

/*N*/ void E3dCubeObj::SetPosIsCenter(BOOL bNew)
/*N*/ {DBG_BF_ASSERT(0, "STRIP"); //STRIP001 
/*N*/ }


/*************************************************************************
|*
|* Get the name of the object (singular)
|*
\************************************************************************/


/*************************************************************************
|*
|* Get the name of the object (plural)
|*
\************************************************************************/



}

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