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#ifndef INCLUDED_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX
#define INCLUDED_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX

#include <drawinglayer/drawinglayerdllapi.h>

#include <drawinglayer/processor3d/baseprocessor3d.hxx>
#include <drawinglayer/primitive2d/baseprimitive2d.hxx>
#include <basegfx/matrix/b3dhommatrix.hxx>
#include <basegfx/color/bcolor.hxx>
#include <basegfx/polygon/b2dpolygon.hxx>
#include <basegfx/polygon/b3dpolygon.hxx>
#include <basegfx/polygon/b2dpolypolygon.hxx>
#include <basegfx/polygon/b3dpolypolygon.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>



namespace drawinglayer
{
    namespace processor3d
    {
        /** Shadow3DExtractingProcessor class

            This processor extracts the 2D shadow geometry (projected geometry) of all feeded primitives.
            It is used to create the shadow of 3D objects which consists of 2D geometry. It needs quite
            some data to do so since we do not only offer flat projected 2D shadow, but also projections
            dependent on the light source
         */
        class DRAWINGLAYER_DLLPUBLIC Shadow3DExtractingProcessor : public BaseProcessor3D
        {
        private:
            /// result holding vector (2D) and target vector for stacking (inited to &maPrimitive2DSequence)
            primitive2d::Primitive2DVector                  maPrimitive2DSequence;
            primitive2d::Primitive2DVector*                 mpPrimitive2DSequence;

            /// object transformation for scene for 2d definition
            basegfx::B2DHomMatrix                           maObjectTransformation;

            /// prepared data (transformations) for 2D/3D shadow calculations
            basegfx::B3DHomMatrix                           maWorldToEye;
            basegfx::B3DHomMatrix                           maEyeToView;
            basegfx::B3DVector                              maLightNormal;
            basegfx::B3DVector                              maShadowPlaneNormal;
            basegfx::B3DPoint                               maPlanePoint;
            double                                          mfLightPlaneScalar;

            /*  the shadow color used for sub-primitives. Can stay at black since
                the encapsulating 2d shadow primitive will contain the color
             */
            basegfx::BColor                                 maPrimitiveColor;

            /// bitfield
            /// flag if shadow plane projection preparation leaded to valid results
            bool                                            mbShadowProjectionIsValid : 1;

            /// flag if conversion is switched on
            bool                                            mbConvert : 1;

            /// flag if conversion shall use projection
            bool                                            mbUseProjection : 1;

            /// local helpers
            basegfx::B2DPolygon impDoShadowProjection(const basegfx::B3DPolygon& rSource);
            basegfx::B2DPolyPolygon impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource);

            /*  as tooling, the process() implementation takes over API handling and calls this
                virtual render method when the primitive implementation is BasePrimitive3D-based.
             */
            virtual void processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate) SAL_OVERRIDE;

        public:
            Shadow3DExtractingProcessor(
                const geometry::ViewInformation3D& rViewInformation,
                const basegfx::B2DHomMatrix& rObjectTransformation,
                const basegfx::B3DVector& rLightNormal,
                double fShadowSlant,
                const basegfx::B3DRange& rContained3DRange);
            virtual ~Shadow3DExtractingProcessor();

            /// data read access
            const primitive2d::Primitive2DSequence getPrimitive2DSequence() const;
            const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; }
            const basegfx::B3DHomMatrix& getWorldToEye() const { return maWorldToEye; }
            const basegfx::B3DHomMatrix& getEyeToView() const { return maEyeToView; }
        };
    } // end of namespace processor3d
} // end of namespace drawinglayer

#endif //_DRAWINGLAYER_PROCESSOR3D_SHADOW3DEXTRACTOR_HXX

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