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#ifndef _E3D_VIEW3D_HXX
#define _E3D_VIEW3D_HXX

#include <bf_svtools/bf_solar.h>

#include <bf_svx/svdview.hxx>
#include <bf_svx/def3d.hxx>
#include <bf_svx/deflt3d.hxx>
#include <bf_goodies/vector3d.hxx>

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 ?
    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                      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;
    }

    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 &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

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