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#ifndef _E3D_VIEW3D_HXX
#define _E3D_VIEW3D_HXX

#include <bf_svx/svdview.hxx>

#ifndef _SVX_DEF3D_HXX
#include <bf_svx/def3d.hxx>
#endif

#ifndef _E3D_DEFLT3D_HXX
#include <bf_svx/deflt3d.hxx>
#endif

#ifndef _SVX_VECTOR3D_HXX
#include <bf_goodies/vector3d.hxx>
#endif
namespace binfilter {

//************************************************************
//   Vorausdeklarationen
//************************************************************

class E3dObject;
class E3dScene;
class SceneList;

/*************************************************************************
|*
|* Ableitung von SdrView zur Bearbeitung von 3D-Objekten
|*
\************************************************************************/

class E3dView : public SdrView
{
protected:
	SdrObject**					pMarkedObjs;
	XPolyPolygon*				pMirrorPolygon;
	XPolyPolygon*				pMirroredPolygon;
	SdrPageView*				pMyPV;

	E3dDefaultAttributes		a3DDefaultAttr;
	MouseEvent					aMouseEvent;					// Die Parameter der letzten Events (Mouse, Keyboard)
	Vector3D					aDefaultTranslation;            // wird das Objekt erstmalig verschoben ?
	Vector3D					aDefaultLightPos;               // wo ist das gerichtete Licht ?
//-/	Vector3D					aDefaultCamPos;                 // nur die Z-Achse (aus dem Bildschirm heraus)
	Color						aDefaultLightColor;             // dito mit den Farben
	Color						aDefaultAmbientColor;

	double						fDefaultScaleX;                 // Verzerrungen
	double						fDefaultScaleY;
	double						fDefaultScaleZ;
	double						fDefaultRotateX;                // und Drehungen
	double						fDefaultRotateY;
	double						fDefaultRotateZ;
	double						fDefaultExtrusionDeepth;        // Extrusionstiefe
//-/	double						fDefaultCamFocal;               // Brennweite der Kamera
	double						fDefaultLightIntensity;         // Intensitaeten der beiden (notwendigen) Licht-
	double						fDefaultAmbientIntensity;       // quellen
	long						nHDefaultSegments;              // wieviele HSegmente braucht mein Lathe-Ojekt
	long						nVDefaultSegments;              // wieviele VSegmente braucht mein Lathe-Ojekt
	long						nPolyCnt;

	E3dDragConstraint			eDragConstraint;
	E3dDragDetail				eDragDetail;

	BOOL						b3dCreationActive;
	BOOL						bDoubleSided;

	void InitView();



public:
	TYPEINFO();

	E3dView(SdrModel* pModel, OutputDevice* pOut);
	virtual ~E3dView();

	// Alle markierten Objekte auf dem angegebenen OutputDevice ausgeben.

	// Zugriff auf die Default-Attribute
	E3dDefaultAttributes& Get3DDefaultAttributes() { return a3DDefaultAttr; }
	virtual	void CheckPossibilities();

	// Event setzen/rausruecken
	void SetMouseEvent(const MouseEvent& rNew) { aMouseEvent = rNew; }
	const MouseEvent& GetMouseEvent() { return aMouseEvent; }

	// Nachtraeglichhe Korrekturmoeglichkeit um alle Extrudes in einer
	// bestimmten Tiefensortierung anzulegen
	void DoDepthArrange(E3dScene* pScene, double fDepth);
	void Set3DDragConstraint(E3dDragConstraint eConstr) { eDragConstraint = eConstr; }
	E3dDragConstraint Get3DDragConstraint() { return eDragConstraint; }
	void Set3DDragDetail(E3dDragDetail eDetail)	{ eDragDetail = eDetail; }
	E3dDragDetail Get3DDragDetail() { return eDragDetail; }
	BOOL IsCreationActive() const { return b3dCreationActive; }

	const Vector3D &DefaultTranslation () const
	{
		return aDefaultTranslation;
	}

	Vector3D &DefaultTranslation ()
	{
		return aDefaultTranslation;
	}

	const Vector3D &DefaultLightPos () const
	{
		return aDefaultLightPos;
	}

	Vector3D &DefaultLightPos ()
	{
		return aDefaultLightPos;
	}

//-/	const Vector3D &DefaultCamPos () const
//-/	{
//-/		return aDefaultCamPos;
//-/	}

//-/	Vector3D &DefaultCamPos ()
//-/	{
//-/		return aDefaultCamPos;
//-/	}

	double &DefaultScaleX ()
	{
		return fDefaultScaleX;
	}

	double DefaultScaleX () const
	{
		return fDefaultScaleX;
	}

	double &DefaultScaleY ()
	{
		return fDefaultScaleY;
	}

	double DefaultScaleY () const
	{
		return fDefaultScaleY;
	}

	double &DefaultScaleZ ()
	{
		return fDefaultScaleZ;
	}

	double DefaultScaleZ () const
	{
		return fDefaultScaleZ;
	}

	double &DefaultRotateX ()
	{
		return fDefaultRotateX;
	}

	double DefaultRotateX () const
	{
		return fDefaultRotateX;
	}

	double &DefaultRotateY ()
	{
		return fDefaultRotateY;
	}

	double DefaultRotateY () const
	{
		return fDefaultRotateY;
	}

	double &DefaultRotateZ ()
	{
		return fDefaultRotateZ;
	}

	double DefaultRotateZ () const
	{
		return fDefaultRotateZ;
	}

	double &DefaultExtrusionDeepth ()
	{
		return fDefaultExtrusionDeepth;
	}

	double DefaultExtrusionDeepth () const
	{
		return fDefaultExtrusionDeepth;
	}

//-/	double &DefaultCamFocal ()
//-/	{
//-/		return fDefaultCamFocal;
//-/	}

//-/	double DefaultCamFocal () const
//-/	{
//-/		return fDefaultCamFocal;
//-/	}

	double &DefaultLightIntensity ()
	{
		return fDefaultLightIntensity;
	}

	double DefaultLightIntensity () const
	{
		return fDefaultLightIntensity;
	}

	double &DefaultAmbientIntensity ()
	{
		return fDefaultAmbientIntensity;
	}

	double DefaultAmbientIntensity () const
	{
		return fDefaultAmbientIntensity;
	}

	const Color &DefaultLightColor () const
	{
		return aDefaultLightColor;
	}

	Color DefaultLightColor ()
	{
		return aDefaultLightColor;
	}

	const Color &DefaultAmbientColor () const
	{
		return aDefaultAmbientColor;
	}

	Color DefaultAmbientColor ()
	{
		return aDefaultAmbientColor;
	}

	long GetHDefaultSegments() const { return nHDefaultSegments; }
	void SetHDefaultSegments(long nSegs) { nHDefaultSegments = nSegs; }

	long GetVDefaultSegments() const { return nVDefaultSegments; }
	void SetVDefaultSegments(long nSegs) { nVDefaultSegments = nSegs; }



	BOOL DoubleSided () const
	{
		return bDoubleSided;
	}

	BOOL &DoubleSided ()
	{
		return bDoubleSided;
	}

};

}//end of namespace binfilter
#endif			// _E3D_VIEW3D_HXX
