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#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE3D_SDRLATHEPRIMITIVE3D_HXX
#define INCLUDED_DRAWINGLAYER_PRIMITIVE3D_SDRLATHEPRIMITIVE3D_HXX

#include <drawinglayer/drawinglayerdllapi.h>

#include <drawinglayer/primitive3d/sdrprimitive3d.hxx>
#include <basegfx/polygon/b2dpolypolygon.hxx>



namespace drawinglayer
{
    namespace primitive3d
    {
        /** SdrLathePrimitive3D class

            This 3D primitive expands the SdrPrimitive3D to a 3D rotation definition.
            The given 2D tools::PolyPolygon geometry is imagined as lying on the XY-plane in 3D
            and gets rotated around the Y-Axis.

            Various possibilities e.g. for creating diagonals (edge roudings in 3D)
            and similar are given.

            The decomposition will create all necessary 3D planes for visualisation.
         */
        class DRAWINGLAYER_DLLPUBLIC SdrLathePrimitive3D : public SdrPrimitive3D
        {
        private:
            /// geometry helper for slices
            basegfx::B2DPolyPolygon                     maCorrectedPolyPolygon;
            Slice3DVector                               maSlices;

            /// primitive geometry data
            basegfx::B2DPolyPolygon                     maPolyPolygon;
            sal_uInt32                                  mnHorizontalSegments;
            sal_uInt32                                  mnVerticalSegments;
            double                                      mfDiagonal;
            double                                      mfBackScale;
            double                                      mfRotation;

            /// decomposition data when ReducedLineGeometry is used, see get3DDecomposition
            geometry::ViewInformation3D*                mpLastRLGViewInformation;

            /// bitfield
            bool                                        mbSmoothNormals : 1; // Plane self
            bool                                        mbSmoothHorizontalNormals : 1; // always
            bool                                        mbSmoothLids : 1; // Front/back
            bool                                        mbCharacterMode : 1;
            bool                                        mbCloseFront : 1;
            bool                                        mbCloseBack : 1;

            /// create slices
            void impCreateSlices();

            /// get (evtl. create) slices
            const Slice3DVector& getSlices() const;

        protected:
            /// local helpers
            void impCreateOutlines(
                const geometry::ViewInformation3D& rViewInformation,
                const basegfx::B3DPolygon& rLoopA,
                const basegfx::B3DPolygon& rLoopB,
                basegfx::B3DPolyPolygon& rTarget) const;

            bool impHasCutWith(
                const basegfx::B2DPolygon& rPoly,
                const basegfx::B2DPoint& rStart,
                const basegfx::B2DPoint& rEnd) const;

            /// local decomposition.
            virtual Primitive3DSequence create3DDecomposition(const geometry::ViewInformation3D& rViewInformation) const SAL_OVERRIDE;

        public:
            /// constructor
            SdrLathePrimitive3D(
                const basegfx::B3DHomMatrix& rTransform,
                const basegfx::B2DVector& rTextureSize,
                const attribute::SdrLineFillShadowAttribute3D& rSdrLFSAttribute,
                const attribute::Sdr3DObjectAttribute& rSdr3DObjectAttribute,
                const basegfx::B2DPolyPolygon& rPolyPolygon,
                sal_uInt32 nHorizontalSegments,
                sal_uInt32 nVerticalSegments,
                double fDiagonal,
                double fBackScale,
                double fRotation,
                bool bSmoothNormals,
                bool bSmoothHorizontalNormals,
                bool bSmoothLids,
                bool bCharacterMode,
                bool bCloseFront,
                bool bCloseBack);
            virtual ~SdrLathePrimitive3D();

            /// data read access
            const basegfx::B2DPolyPolygon& getPolyPolygon() const { return maPolyPolygon; }
            sal_uInt32 getHorizontalSegments() const { return mnHorizontalSegments; }
            sal_uInt32 getVerticalSegments() const { return mnVerticalSegments; }
            double getDiagonal() const { return mfDiagonal; }
            double getBackScale() const { return mfBackScale; }
            double getRotation() const { return mfRotation; }
            bool getSmoothNormals() const { return mbSmoothNormals; }
            bool getSmoothHorizontalNormals() const { return mbSmoothHorizontalNormals; }
            bool getSmoothLids() const { return mbSmoothLids; }
            bool getCharacterMode() const { return mbCharacterMode; }
            bool getCloseFront() const { return mbCloseFront; }
            bool getCloseBack() const { return mbCloseBack; }

            /// compare operator
            virtual bool operator==(const BasePrimitive3D& rPrimitive) const SAL_OVERRIDE;

            /// get range
            virtual basegfx::B3DRange getB3DRange(const geometry::ViewInformation3D& rViewInformation) const SAL_OVERRIDE;

            /// Overloaded to allow for reduced line mode to decide if to buffer decomposition or not
            virtual Primitive3DSequence get3DDecomposition(const geometry::ViewInformation3D& rViewInformation) const SAL_OVERRIDE;

            /// provide unique ID
            DeclPrimitive3DIDBlock()
        };
    } // end of namespace primitive3d
} // end of namespace drawinglayer



#endif //INCLUDED_DRAWINGLAYER_PRIMITIVE3D_SDRLATHEPRIMITIVE3D_HXX

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