box3d.cpp revision d5ad05ac17abfd7d2eae333a8c1233971e1c1a8f
3f4f0d494ca026eab6c7bba188b98c8a74fc4a02Krzysztof Kosiński#define __SP_BOX3D_C__
3f4f0d494ca026eab6c7bba188b98c8a74fc4a02Krzysztof Kosiński
3f4f0d494ca026eab6c7bba188b98c8a74fc4a02Krzysztof Kosiński/*
3f4f0d494ca026eab6c7bba188b98c8a74fc4a02Krzysztof Kosiński * SVG <box3d> implementation
3f4f0d494ca026eab6c7bba188b98c8a74fc4a02Krzysztof Kosiński *
3f4f0d494ca026eab6c7bba188b98c8a74fc4a02Krzysztof Kosiński * Authors:
3f4f0d494ca026eab6c7bba188b98c8a74fc4a02Krzysztof Kosiński * Maximilian Albert <Anhalter42@gmx.de>
9f23cdd7a5ae710b8ba3a3f023386b65c98e6f61Jabiertxof * Lauris Kaplinski <lauris@kaplinski.com>
8e7816e2594857eb4a5456120b0cf24344fa9a99Jabiertxof * bulia byak <buliabyak@users.sf.net>
3f4f0d494ca026eab6c7bba188b98c8a74fc4a02Krzysztof Kosiński *
8e7816e2594857eb4a5456120b0cf24344fa9a99Jabiertxof * Copyright (C) 2007 Authors
8e7816e2594857eb4a5456120b0cf24344fa9a99Jabiertxof * Copyright (C) 1999-2002 Lauris Kaplinski
8e7816e2594857eb4a5456120b0cf24344fa9a99Jabiertxof * Copyright (C) 2000-2001 Ximian, Inc.
3f4f0d494ca026eab6c7bba188b98c8a74fc4a02Krzysztof Kosiński *
3f4f0d494ca026eab6c7bba188b98c8a74fc4a02Krzysztof Kosiński * Released under GNU GPL, read the file 'COPYING' for more information
3f4f0d494ca026eab6c7bba188b98c8a74fc4a02Krzysztof Kosiński */
3f4f0d494ca026eab6c7bba188b98c8a74fc4a02Krzysztof Kosiński
3f4f0d494ca026eab6c7bba188b98c8a74fc4a02Krzysztof Kosiński#include <glibmm/i18n.h>
#include "attributes.h"
#include "xml/document.h"
#include "xml/repr.h"
#include "box3d.h"
#include "box3d-side.h"
#include "box3d-context.h"
#include "proj_pt.h"
#include "transf_mat_3x4.h"
#include "perspective-line.h"
#include "inkscape.h"
#include "persp3d.h"
#include "line-geometry.h"
#include "persp3d-reference.h"
#include "uri.h"
#include <2geom/line.h>
#include "sp-guide.h"
#include "sp-namedview.h"
#include "preferences.h"
#include "desktop.h"
#include "desktop-handles.h"
#include "macros.h"
static void box3d_class_init(SPBox3DClass *klass);
static void box3d_init(SPBox3D *box3d);
static void box3d_build(SPObject *object, SPDocument *document, Inkscape::XML::Node *repr);
static void box3d_release(SPObject *object);
static void box3d_set(SPObject *object, unsigned int key, const gchar *value);
static void box3d_update(SPObject *object, SPCtx *ctx, guint flags);
static Inkscape::XML::Node *box3d_write(SPObject *object, Inkscape::XML::Document *doc, Inkscape::XML::Node *repr, guint flags);
static gchar *box3d_description(SPItem *item);
static Geom::Matrix box3d_set_transform(SPItem *item, Geom::Matrix const &xform);
static void box3d_convert_to_guides(SPItem *item);
static void box3d_ref_changed(SPObject *old_ref, SPObject *ref, SPBox3D *box);
static SPGroupClass *parent_class;
static gint counter = 0;
GType
box3d_get_type(void)
{
static GType type = 0;
if (!type) {
GTypeInfo info = {
sizeof(SPBox3DClass),
NULL, /* base_init */
NULL, /* base_finalize */
(GClassInitFunc) box3d_class_init,
NULL, /* class_finalize */
NULL, /* class_data */
sizeof(SPBox3D),
16, /* n_preallocs */
(GInstanceInitFunc) box3d_init,
NULL, /* value_table */
};
type = g_type_register_static(SP_TYPE_GROUP, "SPBox3D", &info, (GTypeFlags) 0);
}
return type;
}
static void
box3d_class_init(SPBox3DClass *klass)
{
SPObjectClass *sp_object_class = (SPObjectClass *) klass;
SPItemClass *item_class = (SPItemClass *) klass;
parent_class = (SPGroupClass *) g_type_class_ref(SP_TYPE_GROUP);
sp_object_class->build = box3d_build;
sp_object_class->release = box3d_release;
sp_object_class->set = box3d_set;
sp_object_class->write = box3d_write;
sp_object_class->update = box3d_update;
item_class->description = box3d_description;
item_class->set_transform = box3d_set_transform;
item_class->convert_to_guides = box3d_convert_to_guides;
}
static void
box3d_init(SPBox3D *box)
{
box->persp_href = NULL;
box->persp_ref = new Persp3DReference(SP_OBJECT(box));
}
static void
box3d_build(SPObject *object, SPDocument *document, Inkscape::XML::Node *repr)
{
if (((SPObjectClass *) (parent_class))->build) {
((SPObjectClass *) (parent_class))->build(object, document, repr);
}
SPBox3D *box = SP_BOX3D (object);
box->my_counter = counter++;
/* we initialize the z-orders to zero so that they are updated during dragging */
for (int i = 0; i < 6; ++i) {
box->z_orders[i] = 0;
}
// TODO: Create/link to the correct perspective
SPDocument *doc = SP_OBJECT_DOCUMENT(box);
if (!doc)
return;
box->persp_ref->changedSignal().connect(sigc::bind(sigc::ptr_fun(box3d_ref_changed), box));
sp_object_read_attr(object, "inkscape:perspectiveID");
sp_object_read_attr(object, "inkscape:corner0");
sp_object_read_attr(object, "inkscape:corner7");
}
/**
* Virtual release of SPBox3D members before destruction.
*/
static void
box3d_release(SPObject *object)
{
SPBox3D *box = (SPBox3D *) object;
if (box->persp_href) {
g_free(box->persp_href);
}
// We have to store this here because the Persp3DReference gets destroyed below, but we need to
// access it to call persp3d_remove_box(), which cannot be called earlier because the reference
// needs to be destroyed first.
Persp3D *persp = box3d_get_perspective(box);
if (box->persp_ref) {
box->persp_ref->detach();
delete box->persp_ref;
box->persp_ref = NULL;
}
if (persp) {
persp3d_remove_box (persp, box);
/*
// TODO: This deletes a perspective when the last box referring to it is gone. Eventually,
// it would be nice to have this but currently it crashes when undoing/redoing box deletion
// Reason: When redoing a box deletion, the associated perspective is deleted twice, first
// by the following code and then again by the redo mechanism! Perhaps we should perform
// deletion of the perspective from another location "outside" the undo/redo mechanism?
if (persp->perspective_impl->boxes.empty()) {
SPDocument *doc = SP_OBJECT_DOCUMENT(box);
persp->deleteObject();
doc->setCurrentPersp3D(persp3d_document_first_persp(doc));
}
*/
}
if (((SPObjectClass *) parent_class)->release)
((SPObjectClass *) parent_class)->release(object);
}
static void
box3d_set(SPObject *object, unsigned int key, const gchar *value)
{
SPBox3D *box = SP_BOX3D(object);
switch (key) {
case SP_ATTR_INKSCAPE_BOX3D_PERSPECTIVE_ID:
if ( value && box->persp_href && ( strcmp(value, box->persp_href) == 0 ) ) {
/* No change, do nothing. */
} else {
if (box->persp_href) {
g_free(box->persp_href);
box->persp_href = NULL;
}
if (value) {
box->persp_href = g_strdup(value);
// Now do the attaching, which emits the changed signal.
try {
box->persp_ref->attach(Inkscape::URI(value));
} catch (Inkscape::BadURIException &e) {
g_warning("%s", e.what());
box->persp_ref->detach();
}
} else {
// Detach, which emits the changed signal.
box->persp_ref->detach();
}
}
// FIXME: Is the following update doubled by some call in either persp3d.cpp or vanishing_point_new.cpp?
box3d_position_set(box);
break;
case SP_ATTR_INKSCAPE_BOX3D_CORNER0:
if (value && strcmp(value, "0 : 0 : 0 : 0")) {
box->orig_corner0 = Proj::Pt3(value);
box->save_corner0 = box->orig_corner0;
box3d_position_set(box);
}
break;
case SP_ATTR_INKSCAPE_BOX3D_CORNER7:
if (value && strcmp(value, "0 : 0 : 0 : 0")) {
box->orig_corner7 = Proj::Pt3(value);
box->save_corner7 = box->orig_corner7;
box3d_position_set(box);
}
break;
default:
if (((SPObjectClass *) (parent_class))->set) {
((SPObjectClass *) (parent_class))->set(object, key, value);
}
break;
}
}
/**
* Gets called when (re)attached to another perspective.
*/
static void
box3d_ref_changed(SPObject *old_ref, SPObject *ref, SPBox3D *box)
{
if (old_ref) {
sp_signal_disconnect_by_data(old_ref, box);
persp3d_remove_box (SP_PERSP3D(old_ref), box);
}
if ( SP_IS_PERSP3D(ref) && ref != box ) // FIXME: Comparisons sane?
{
persp3d_add_box (SP_PERSP3D(ref), box);
}
}
static void
box3d_update(SPObject *object, SPCtx *ctx, guint flags)
{
if (flags & (SP_OBJECT_MODIFIED_FLAG | SP_OBJECT_STYLE_MODIFIED_FLAG | SP_OBJECT_VIEWPORT_MODIFIED_FLAG)) {
/* FIXME?: Perhaps the display updates of box sides should be instantiated from here, but this
causes evil update loops so it's all done from box3d_position_set, which is called from
various other places (like the handlers in object-edit.cpp, vanishing-point.cpp, etc. */
}
// Invoke parent method
if (((SPObjectClass *) (parent_class))->update)
((SPObjectClass *) (parent_class))->update(object, ctx, flags);
}
static Inkscape::XML::Node *box3d_write(SPObject *object, Inkscape::XML::Document *xml_doc, Inkscape::XML::Node *repr, guint flags)
{
SPBox3D *box = SP_BOX3D(object);
if ((flags & SP_OBJECT_WRITE_BUILD) && !repr) {
// this is where we end up when saving as plain SVG (also in other circumstances?)
// thus we don' set "sodipodi:type" so that the box is only saved as an ordinary svg:g
repr = xml_doc->createElement("svg:g");
}
if (flags & SP_OBJECT_WRITE_EXT) {
if (box->persp_href) {
repr->setAttribute("inkscape:perspectiveID", box->persp_href);
} else {
/* box is not yet linked to a perspective; use the document's current perspective */
SPDocument *doc = SP_OBJECT_DOCUMENT(object);
if (box->persp_ref->getURI()) {
gchar *uri_string = box->persp_ref->getURI()->toString();
repr->setAttribute("inkscape:perspectiveID", uri_string);
g_free(uri_string);
} else {
Inkscape::XML::Node *persp_repr = SP_OBJECT_REPR(doc->getCurrentPersp3D());
const gchar *persp_id = persp_repr->attribute("id");
gchar *href = g_strdup_printf("#%s", persp_id);
repr->setAttribute("inkscape:perspectiveID", href);
g_free(href);
}
}
gchar *coordstr0 = box->orig_corner0.coord_string();
gchar *coordstr7 = box->orig_corner7.coord_string();
repr->setAttribute("inkscape:corner0", coordstr0);
repr->setAttribute("inkscape:corner7", coordstr7);
g_free(coordstr0);
g_free(coordstr7);
box->orig_corner0.normalize();
box->orig_corner7.normalize();
box->save_corner0 = box->orig_corner0;
box->save_corner7 = box->orig_corner7;
}
if (((SPObjectClass *) (parent_class))->write) {
((SPObjectClass *) (parent_class))->write(object, xml_doc, repr, flags);
}
return repr;
}
static gchar *
box3d_description(SPItem *item)
{
g_return_val_if_fail(SP_IS_BOX3D(item), NULL);
return g_strdup(_("<b>3D Box</b>"));
}
void
box3d_position_set (SPBox3D *box)
{
/* This draws the curve and calls requestDisplayUpdate() for each side (the latter is done in
box3d_side_position_set() to avoid update conflicts with the parent box) */
for (SPObject *child = sp_object_first_child(SP_OBJECT (box)); child != NULL; child = SP_OBJECT_NEXT(child) ) {
if (SP_IS_BOX3D_SIDE(child))
box3d_side_position_set(SP_BOX3D_SIDE(child));
}
}
static Geom::Matrix
box3d_set_transform(SPItem *item, Geom::Matrix const &xform)
{
SPBox3D *box = SP_BOX3D(item);
// We don't apply the transform to the box directly but instead to its perspective (which is
// done in sp_selection_apply_affine). Here we only adjust strokes, patterns, etc.
Geom::Matrix ret(Geom::Matrix(xform).without_translation());
gdouble const sw = hypot(ret[0], ret[1]);
gdouble const sh = hypot(ret[2], ret[3]);
for (SPObject *child = sp_object_first_child(box); child != NULL; child = SP_OBJECT_NEXT(child)) {
if (SP_IS_ITEM(child)) {
SPItem *childitem = SP_ITEM(child);
// Adjust stroke width
childitem->adjust_stroke(sqrt(fabs(sw * sh)));
// Adjust pattern fill
childitem->adjust_pattern(xform);
// Adjust gradient fill
childitem->adjust_gradient(xform);
// Adjust LPE
childitem->adjust_livepatheffect(xform);
}
}
return Geom::identity();
}
Proj::Pt3
box3d_get_proj_corner (guint id, Proj::Pt3 const &c0, Proj::Pt3 const &c7) {
return Proj::Pt3 ((id & Box3D::X) ? c7[Proj::X] : c0[Proj::X],
(id & Box3D::Y) ? c7[Proj::Y] : c0[Proj::Y],
(id & Box3D::Z) ? c7[Proj::Z] : c0[Proj::Z],
1.0);
}
Proj::Pt3
box3d_get_proj_corner (SPBox3D const *box, guint id) {
return Proj::Pt3 ((id & Box3D::X) ? box->orig_corner7[Proj::X] : box->orig_corner0[Proj::X],
(id & Box3D::Y) ? box->orig_corner7[Proj::Y] : box->orig_corner0[Proj::Y],
(id & Box3D::Z) ? box->orig_corner7[Proj::Z] : box->orig_corner0[Proj::Z],
1.0);
}
Geom::Point
box3d_get_corner_screen (SPBox3D const *box, guint id, bool item_coords) {
Proj::Pt3 proj_corner (box3d_get_proj_corner (box, id));
if (!box3d_get_perspective(box)) {
return Geom::Point (NR_HUGE, NR_HUGE);
}
Geom::Matrix const i2d (SP_ITEM(box)->i2d_affine ());
if (item_coords) {
return box3d_get_perspective(box)->perspective_impl->tmat.image(proj_corner).affine() * i2d.inverse();
} else {
return box3d_get_perspective(box)->perspective_impl->tmat.image(proj_corner).affine();
}
}
Proj::Pt3
box3d_get_proj_center (SPBox3D *box) {
box->orig_corner0.normalize();
box->orig_corner7.normalize();
return Proj::Pt3 ((box->orig_corner0[Proj::X] + box->orig_corner7[Proj::X]) / 2,
(box->orig_corner0[Proj::Y] + box->orig_corner7[Proj::Y]) / 2,
(box->orig_corner0[Proj::Z] + box->orig_corner7[Proj::Z]) / 2,
1.0);
}
Geom::Point
box3d_get_center_screen (SPBox3D *box) {
Proj::Pt3 proj_center (box3d_get_proj_center (box));
if (!box3d_get_perspective(box)) {
return Geom::Point (NR_HUGE, NR_HUGE);
}
Geom::Matrix const i2d (SP_ITEM(box)->i2d_affine ());
return box3d_get_perspective(box)->perspective_impl->tmat.image(proj_center).affine() * i2d.inverse();
}
/*
* To keep the snappoint from jumping randomly between the two lines when the mouse pointer is close to
* their intersection, we remember the last snapped line and keep snapping to this specific line as long
* as the distance from the intersection to the mouse pointer is less than remember_snap_threshold.
*/
// Should we make the threshold settable in the preferences?
static double remember_snap_threshold = 30;
static guint remember_snap_index = 0;
static Proj::Pt3
box3d_snap (SPBox3D *box, int id, Proj::Pt3 const &pt_proj, Proj::Pt3 const &start_pt) {
double z_coord = start_pt[Proj::Z];
double diff_x = box->save_corner7[Proj::X] - box->save_corner0[Proj::X];
double diff_y = box->save_corner7[Proj::Y] - box->save_corner0[Proj::Y];
double x_coord = start_pt[Proj::X];
double y_coord = start_pt[Proj::Y];
Proj::Pt3 A_proj (x_coord, y_coord, z_coord, 1.0);
Proj::Pt3 B_proj (x_coord + diff_x, y_coord, z_coord, 1.0);
Proj::Pt3 C_proj (x_coord + diff_x, y_coord + diff_y, z_coord, 1.0);
Proj::Pt3 D_proj (x_coord, y_coord + diff_y, z_coord, 1.0);
Proj::Pt3 E_proj (x_coord - diff_x, y_coord + diff_y, z_coord, 1.0);
Persp3DImpl *persp_impl = box3d_get_perspective(box)->perspective_impl;
Geom::Point A = persp_impl->tmat.image(A_proj).affine();
Geom::Point B = persp_impl->tmat.image(B_proj).affine();
Geom::Point C = persp_impl->tmat.image(C_proj).affine();
Geom::Point D = persp_impl->tmat.image(D_proj).affine();
Geom::Point E = persp_impl->tmat.image(E_proj).affine();
Geom::Point pt = persp_impl->tmat.image(pt_proj).affine();
// TODO: Replace these lines between corners with lines from a corner to a vanishing point
// (this might help to prevent rounding errors if the box is small)
Box3D::Line pl1(A, B);
Box3D::Line pl2(A, D);
Box3D::Line diag1(A, (id == -1 || (!(id & Box3D::X) == !(id & Box3D::Y))) ? C : E);
Box3D::Line diag2(A, E); // diag2 is only taken into account if id equals -1, i.e., if we are snapping the center
int num_snap_lines = (id != -1) ? 3 : 4;
Geom::Point snap_pts[num_snap_lines];
snap_pts[0] = pl1.closest_to (pt);
snap_pts[1] = pl2.closest_to (pt);
snap_pts[2] = diag1.closest_to (pt);
if (id == -1) {
snap_pts[3] = diag2.closest_to (pt);
}
gdouble const zoom = inkscape_active_desktop()->current_zoom();
// determine the distances to all potential snapping points
double snap_dists[num_snap_lines];
for (int i = 0; i < num_snap_lines; ++i) {
snap_dists[i] = Geom::L2 (snap_pts[i] - pt) * zoom;
}
// while we are within a given tolerance of the starting point,
// keep snapping to the same point to avoid jumping
bool within_tolerance = true;
for (int i = 0; i < num_snap_lines; ++i) {
if (snap_dists[i] > remember_snap_threshold) {
within_tolerance = false;
break;
}
}
// find the closest snapping point
int snap_index = -1;
double snap_dist = NR_HUGE;
for (int i = 0; i < num_snap_lines; ++i) {
if (snap_dists[i] < snap_dist) {
snap_index = i;
snap_dist = snap_dists[i];
}
}
// snap to the closest point (or the previously remembered one
// if we are within tolerance of the starting point)
Geom::Point result;
if (within_tolerance) {
result = snap_pts[remember_snap_index];
} else {
remember_snap_index = snap_index;
result = snap_pts[snap_index];
}
return box3d_get_perspective(box)->perspective_impl->tmat.preimage (result, z_coord, Proj::Z);
}
void
box3d_set_corner (SPBox3D *box, const guint id, Geom::Point const &new_pos, const Box3D::Axis movement, bool constrained) {
g_return_if_fail ((movement != Box3D::NONE) && (movement != Box3D::XYZ));
box->orig_corner0.normalize();
box->orig_corner7.normalize();
/* update corners 0 and 7 according to which handle was moved and to the axes of movement */
if (!(movement & Box3D::Z)) {
Persp3DImpl *persp_impl = box3d_get_perspective(box)->perspective_impl;
Proj::Pt3 pt_proj (persp_impl->tmat.preimage (new_pos, (id < 4) ? box->orig_corner0[Proj::Z] :
box->orig_corner7[Proj::Z], Proj::Z));
if (constrained) {
pt_proj = box3d_snap (box, id, pt_proj, box3d_get_proj_corner (id, box->save_corner0, box->save_corner7));
}
// normalizing pt_proj is essential because we want to mingle affine coordinates
pt_proj.normalize();
box->orig_corner0 = Proj::Pt3 ((id & Box3D::X) ? box->save_corner0[Proj::X] : pt_proj[Proj::X],
(id & Box3D::Y) ? box->save_corner0[Proj::Y] : pt_proj[Proj::Y],
box->save_corner0[Proj::Z],
1.0);
box->orig_corner7 = Proj::Pt3 ((id & Box3D::X) ? pt_proj[Proj::X] : box->save_corner7[Proj::X],
(id & Box3D::Y) ? pt_proj[Proj::Y] : box->save_corner7[Proj::Y],
box->save_corner7[Proj::Z],
1.0);
} else {
Persp3D *persp = box3d_get_perspective(box);
Persp3DImpl *persp_impl = box3d_get_perspective(box)->perspective_impl;
Box3D::PerspectiveLine pl(persp_impl->tmat.image(
box3d_get_proj_corner (id, box->save_corner0, box->save_corner7)).affine(),
Proj::Z, persp);
Geom::Point new_pos_snapped(pl.closest_to(new_pos));
Proj::Pt3 pt_proj (persp_impl->tmat.preimage (new_pos_snapped,
box3d_get_proj_corner (box, id)[(movement & Box3D::Y) ? Proj::X : Proj::Y],
(movement & Box3D::Y) ? Proj::X : Proj::Y));
bool corner0_move_x = !(id & Box3D::X) && (movement & Box3D::X);
bool corner0_move_y = !(id & Box3D::Y) && (movement & Box3D::Y);
bool corner7_move_x = (id & Box3D::X) && (movement & Box3D::X);
bool corner7_move_y = (id & Box3D::Y) && (movement & Box3D::Y);
// normalizing pt_proj is essential because we want to mingle affine coordinates
pt_proj.normalize();
box->orig_corner0 = Proj::Pt3 (corner0_move_x ? pt_proj[Proj::X] : box->orig_corner0[Proj::X],
corner0_move_y ? pt_proj[Proj::Y] : box->orig_corner0[Proj::Y],
(id & Box3D::Z) ? box->orig_corner0[Proj::Z] : pt_proj[Proj::Z],
1.0);
box->orig_corner7 = Proj::Pt3 (corner7_move_x ? pt_proj[Proj::X] : box->orig_corner7[Proj::X],
corner7_move_y ? pt_proj[Proj::Y] : box->orig_corner7[Proj::Y],
(id & Box3D::Z) ? pt_proj[Proj::Z] : box->orig_corner7[Proj::Z],
1.0);
}
// FIXME: Should we update the box here? If so, how?
}
void box3d_set_center (SPBox3D *box, Geom::Point const &new_pos, Geom::Point const &old_pos, const Box3D::Axis movement, bool constrained) {
g_return_if_fail ((movement != Box3D::NONE) && (movement != Box3D::XYZ));
box->orig_corner0.normalize();
box->orig_corner7.normalize();
Persp3D *persp = box3d_get_perspective(box);
if (!(movement & Box3D::Z)) {
double coord = (box->orig_corner0[Proj::Z] + box->orig_corner7[Proj::Z]) / 2;
double radx = (box->orig_corner7[Proj::X] - box->orig_corner0[Proj::X]) / 2;
double rady = (box->orig_corner7[Proj::Y] - box->orig_corner0[Proj::Y]) / 2;
Proj::Pt3 pt_proj (persp->perspective_impl->tmat.preimage (new_pos, coord, Proj::Z));
if (constrained) {
Proj::Pt3 old_pos_proj (persp->perspective_impl->tmat.preimage (old_pos, coord, Proj::Z));
old_pos_proj.normalize();
pt_proj = box3d_snap (box, -1, pt_proj, old_pos_proj);
}
// normalizing pt_proj is essential because we want to mingle affine coordinates
pt_proj.normalize();
box->orig_corner0 = Proj::Pt3 ((movement & Box3D::X) ? pt_proj[Proj::X] - radx : box->orig_corner0[Proj::X],
(movement & Box3D::Y) ? pt_proj[Proj::Y] - rady : box->orig_corner0[Proj::Y],
box->orig_corner0[Proj::Z],
1.0);
box->orig_corner7 = Proj::Pt3 ((movement & Box3D::X) ? pt_proj[Proj::X] + radx : box->orig_corner7[Proj::X],
(movement & Box3D::Y) ? pt_proj[Proj::Y] + rady : box->orig_corner7[Proj::Y],
box->orig_corner7[Proj::Z],
1.0);
} else {
double coord = (box->orig_corner0[Proj::X] + box->orig_corner7[Proj::X]) / 2;
double radz = (box->orig_corner7[Proj::Z] - box->orig_corner0[Proj::Z]) / 2;
Box3D::PerspectiveLine pl(old_pos, Proj::Z, persp);
Geom::Point new_pos_snapped(pl.closest_to(new_pos));
Proj::Pt3 pt_proj (persp->perspective_impl->tmat.preimage (new_pos_snapped, coord, Proj::X));
/* normalizing pt_proj is essential because we want to mingle affine coordinates */
pt_proj.normalize();
box->orig_corner0 = Proj::Pt3 (box->orig_corner0[Proj::X],
box->orig_corner0[Proj::Y],
pt_proj[Proj::Z] - radz,
1.0);
box->orig_corner7 = Proj::Pt3 (box->orig_corner7[Proj::X],
box->orig_corner7[Proj::Y],
pt_proj[Proj::Z] + radz,
1.0);
}
}
/*
* Manipulates corner1 through corner4 to contain the indices of the corners
* from which the perspective lines in the direction of 'axis' emerge
*/
void box3d_corners_for_PLs (const SPBox3D * box, Proj::Axis axis,
Geom::Point &corner1, Geom::Point &corner2, Geom::Point &corner3, Geom::Point &corner4)
{
Persp3D *persp = box3d_get_perspective(box);
g_return_if_fail (persp);
Persp3DImpl *persp_impl = persp->perspective_impl;
//box->orig_corner0.normalize();
//box->orig_corner7.normalize();
double coord = (box->orig_corner0[axis] > box->orig_corner7[axis]) ?
box->orig_corner0[axis] :
box->orig_corner7[axis];
Proj::Pt3 c1, c2, c3, c4;
// FIXME: This can certainly be done more elegantly/efficiently than by a case-by-case analysis.
switch (axis) {
case Proj::X:
c1 = Proj::Pt3 (coord, box->orig_corner0[Proj::Y], box->orig_corner0[Proj::Z], 1.0);
c2 = Proj::Pt3 (coord, box->orig_corner7[Proj::Y], box->orig_corner0[Proj::Z], 1.0);
c3 = Proj::Pt3 (coord, box->orig_corner7[Proj::Y], box->orig_corner7[Proj::Z], 1.0);
c4 = Proj::Pt3 (coord, box->orig_corner0[Proj::Y], box->orig_corner7[Proj::Z], 1.0);
break;
case Proj::Y:
c1 = Proj::Pt3 (box->orig_corner0[Proj::X], coord, box->orig_corner0[Proj::Z], 1.0);
c2 = Proj::Pt3 (box->orig_corner7[Proj::X], coord, box->orig_corner0[Proj::Z], 1.0);
c3 = Proj::Pt3 (box->orig_corner7[Proj::X], coord, box->orig_corner7[Proj::Z], 1.0);
c4 = Proj::Pt3 (box->orig_corner0[Proj::X], coord, box->orig_corner7[Proj::Z], 1.0);
break;
case Proj::Z:
c1 = Proj::Pt3 (box->orig_corner7[Proj::X], box->orig_corner7[Proj::Y], coord, 1.0);
c2 = Proj::Pt3 (box->orig_corner7[Proj::X], box->orig_corner0[Proj::Y], coord, 1.0);
c3 = Proj::Pt3 (box->orig_corner0[Proj::X], box->orig_corner0[Proj::Y], coord, 1.0);
c4 = Proj::Pt3 (box->orig_corner0[Proj::X], box->orig_corner7[Proj::Y], coord, 1.0);
break;
default:
return;
}
corner1 = persp_impl->tmat.image(c1).affine();
corner2 = persp_impl->tmat.image(c2).affine();
corner3 = persp_impl->tmat.image(c3).affine();
corner4 = persp_impl->tmat.image(c4).affine();
}
/* Auxiliary function: Checks whether the half-line from A to B crosses the line segment joining C and D */
static bool
box3d_half_line_crosses_joining_line (Geom::Point const &A, Geom::Point const &B,
Geom::Point const &C, Geom::Point const &D) {
Geom::Point n0 = (B - A).ccw();
double d0 = dot(n0,A);
Geom::Point n1 = (D - C).ccw();
double d1 = dot(n1,C);
Geom::Line lineAB(A,B);
Geom::Line lineCD(C,D);
Geom::OptCrossing inters = Geom::OptCrossing(); // empty by default
try
{
inters = Geom::intersection(lineAB, lineCD);
}
catch (Geom::InfiniteSolutions e)
{
// We're probably dealing with parallel lines, so they don't really cross
return false;
}
if (!inters) {
return false;
}
Geom::Point E = lineAB.pointAt((*inters).ta); // the point of intersection
if ((dot(C,n0) < d0) == (dot(D,n0) < d0)) {
// C and D lie on the same side of the line AB
return false;
}
if ((dot(A,n1) < d1) != (dot(B,n1) < d1)) {
// A and B lie on different sides of the line CD
return true;
} else if (Geom::distance(E,A) < Geom::distance(E,B)) {
// The line CD passes on the "wrong" side of A
return false;
}
// The line CD passes on the "correct" side of A
return true;
}
static bool
box3d_XY_axes_are_swapped (SPBox3D *box) {
Persp3D *persp = box3d_get_perspective(box);
g_return_val_if_fail(persp, false);
Box3D::PerspectiveLine l1(box3d_get_corner_screen(box, 3, false), Proj::X, persp);
Box3D::PerspectiveLine l2(box3d_get_corner_screen(box, 3, false), Proj::Y, persp);
Geom::Point v1(l1.direction());
Geom::Point v2(l2.direction());
v1.normalize();
v2.normalize();
return (v1[Geom::X]*v2[Geom::Y] - v1[Geom::Y]*v2[Geom::X] > 0);
}
static inline void
box3d_aux_set_z_orders (int z_orders[6], int a, int b, int c, int d, int e, int f) {
z_orders[0] = a;
z_orders[1] = b;
z_orders[2] = c;
z_orders[3] = d;
z_orders[4] = e;
z_orders[5] = f;
}
static inline void
box3d_swap_z_orders (int z_orders[6]) {
int tmp;
for (int i = 0; i < 3; ++i) {
tmp = z_orders[i];
z_orders[i] = z_orders[5-i];
z_orders[5-i] = tmp;
}
}
/*
* In standard perspective we have:
* 2 = front face
* 1 = top face
* 0 = left face
* 3 = right face
* 4 = bottom face
* 5 = rear face
*/
/* All VPs infinite */
static void
box3d_set_new_z_orders_case0 (SPBox3D *box, int z_orders[6], Box3D::Axis central_axis) {
Persp3D *persp = box3d_get_perspective(box);
Geom::Point xdir(persp3d_get_infinite_dir(persp, Proj::X));
Geom::Point ydir(persp3d_get_infinite_dir(persp, Proj::Y));
Geom::Point zdir(persp3d_get_infinite_dir(persp, Proj::Z));
bool swapped = box3d_XY_axes_are_swapped(box);
switch(central_axis) {
case Box3D::X:
if (!swapped) {
box3d_aux_set_z_orders (z_orders, 2, 0, 4, 1, 3, 5);
} else {
box3d_aux_set_z_orders (z_orders, 3, 1, 5, 2, 4, 0);
}
break;
case Box3D::Y:
if (!swapped) {
box3d_aux_set_z_orders (z_orders, 2, 3, 1, 4, 0, 5);
} else {
box3d_aux_set_z_orders (z_orders, 5, 0, 4, 1, 3, 2);
}
break;
case Box3D::Z:
if (!swapped) {
box3d_aux_set_z_orders (z_orders, 2, 0, 1, 4, 3, 5);
} else {
box3d_aux_set_z_orders (z_orders, 5, 3, 4, 1, 0, 2);
}
break;
case Box3D::NONE:
if (!swapped) {
box3d_aux_set_z_orders (z_orders, 2, 3, 4, 1, 0, 5);
} else {
box3d_aux_set_z_orders (z_orders, 5, 0, 1, 4, 3, 2);
}
break;
default:
g_assert_not_reached();
break;
}
}
/* Precisely one finite VP */
static void
box3d_set_new_z_orders_case1 (SPBox3D *box, int z_orders[6], Box3D::Axis central_axis, Box3D::Axis fin_axis) {
Persp3D *persp = box3d_get_perspective(box);
Geom::Point vp(persp3d_get_VP(persp, Box3D::toProj(fin_axis)).affine());
// note: in some of the case distinctions below we rely upon the fact that oaxis1 and oaxis2 are ordered
Box3D::Axis oaxis1 = Box3D::get_remaining_axes(fin_axis).first;
Box3D::Axis oaxis2 = Box3D::get_remaining_axes(fin_axis).second;
int inside1 = 0;
int inside2 = 0;
inside1 = box3d_pt_lies_in_PL_sector (box, vp, 3, 3 ^ oaxis2, oaxis1);
inside2 = box3d_pt_lies_in_PL_sector (box, vp, 3, 3 ^ oaxis1, oaxis2);
bool swapped = box3d_XY_axes_are_swapped(box);
switch(central_axis) {
case Box3D::X:
if (!swapped) {
box3d_aux_set_z_orders (z_orders, 2, 4, 0, 1, 3, 5);
} else {
box3d_aux_set_z_orders (z_orders, 5, 3, 1, 0, 2, 4);
}
break;
case Box3D::Y:
if (inside2 > 0) {
box3d_aux_set_z_orders (z_orders, 1, 2, 3, 0, 5, 4);
} else if (inside2 < 0) {
box3d_aux_set_z_orders (z_orders, 2, 3, 1, 4, 0, 5);
} else {
if (!swapped) {
box3d_aux_set_z_orders (z_orders, 2, 3, 1, 5, 0, 4);
} else {
box3d_aux_set_z_orders (z_orders, 5, 0, 4, 1, 3, 2);
}
}
break;
case Box3D::Z:
if (inside2) {
if (!swapped) {
box3d_aux_set_z_orders (z_orders, 2, 1, 3, 0, 4, 5);
} else {
box3d_aux_set_z_orders (z_orders, 5, 3, 4, 0, 1, 2);
}
} else if (inside1) {
if (!swapped) {
box3d_aux_set_z_orders (z_orders, 2, 0, 1, 4, 3, 5);
} else {
box3d_aux_set_z_orders (z_orders, 5, 3, 4, 1, 0, 2);
}
} else {
// "regular" case
if (!swapped) {
box3d_aux_set_z_orders (z_orders, 0, 1, 2, 5, 4, 3);
} else {
box3d_aux_set_z_orders (z_orders, 5, 3, 4, 0, 2, 1);
}
}
break;
case Box3D::NONE:
if (!swapped) {
box3d_aux_set_z_orders (z_orders, 2, 3, 4, 5, 0, 1);
} else {
box3d_aux_set_z_orders (z_orders, 5, 0, 1, 3, 2, 4);
}
break;
default:
g_assert_not_reached();
}
}
/* Precisely 2 finite VPs */
static void
box3d_set_new_z_orders_case2 (SPBox3D *box, int z_orders[6], Box3D::Axis central_axis, Box3D::Axis /*infinite_axis*/) {
Persp3D *persp = box3d_get_perspective(box);
Geom::Point c3(box3d_get_corner_screen(box, 3, false));
Geom::Point xdir(persp3d_get_PL_dir_from_pt(persp, c3, Proj::X));
Geom::Point ydir(persp3d_get_PL_dir_from_pt(persp, c3, Proj::Y));
Geom::Point zdir(persp3d_get_PL_dir_from_pt(persp, c3, Proj::Z));
bool swapped = box3d_XY_axes_are_swapped(box);
int insidexy = box3d_VP_lies_in_PL_sector (box, Proj::X, 3, 3 ^ Box3D::Z, Box3D::Y);
//int insidexz = box3d_VP_lies_in_PL_sector (box, Proj::X, 3, 3 ^ Box3D::Y, Box3D::Z);
int insideyx = box3d_VP_lies_in_PL_sector (box, Proj::Y, 3, 3 ^ Box3D::Z, Box3D::X);
int insideyz = box3d_VP_lies_in_PL_sector (box, Proj::Y, 3, 3 ^ Box3D::X, Box3D::Z);
//int insidezx = box3d_VP_lies_in_PL_sector (box, Proj::Z, 3, 3 ^ Box3D::Y, Box3D::X);
int insidezy = box3d_VP_lies_in_PL_sector (box, Proj::Z, 3, 3 ^ Box3D::X, Box3D::Y);
switch(central_axis) {
case Box3D::X:
if (!swapped) {
if (insidezy == -1) {
box3d_aux_set_z_orders (z_orders, 2, 4, 0, 1, 3, 5);
} else if (insidexy == 1) {
box3d_aux_set_z_orders (z_orders, 2, 4, 0, 5, 1, 3);
} else {
box3d_aux_set_z_orders (z_orders, 2, 4, 0, 1, 3, 5);
}
} else {
if (insideyz == -1) {
box3d_aux_set_z_orders (z_orders, 3, 1, 5, 0, 2, 4);
} else {
if (!swapped) {
box3d_aux_set_z_orders (z_orders, 3, 1, 5, 2, 4, 0);
} else {
if (insidexy == 0) {
box3d_aux_set_z_orders (z_orders, 3, 5, 1, 0, 2, 4);
} else {
box3d_aux_set_z_orders (z_orders, 3, 1, 5, 0, 2, 4);
}
}
}
}
break;
case Box3D::Y:
if (!swapped) {
if (insideyz == 1) {
box3d_aux_set_z_orders (z_orders, 2, 3, 1, 0, 5, 4);
} else {
box3d_aux_set_z_orders (z_orders, 2, 3, 1, 5, 0, 4);
}
} else {
if (insideyx == 1) {
box3d_aux_set_z_orders (z_orders, 4, 0, 5, 1, 3, 2);
} else {
box3d_aux_set_z_orders (z_orders, 5, 0, 4, 1, 3, 2);
}
}
break;
case Box3D::Z:
if (!swapped) {
if (insidezy == 1) {
box3d_aux_set_z_orders (z_orders, 2, 1, 0, 4, 3, 5);
} else if (insidexy == -1) {
box3d_aux_set_z_orders (z_orders, 2, 1, 0, 5, 4, 3);
} else {
box3d_aux_set_z_orders (z_orders, 2, 0, 1, 5, 3, 4);
}
} else {
box3d_aux_set_z_orders (z_orders, 3, 4, 5, 1, 0, 2);
}
break;
case Box3D::NONE:
if (!swapped) {
box3d_aux_set_z_orders (z_orders, 2, 3, 4, 1, 0, 5);
} else {
box3d_aux_set_z_orders (z_orders, 5, 0, 1, 4, 3, 2);
}
break;
default:
g_assert_not_reached();
break;
}
}
/*
* It can happen that during dragging the box is everted.
* In this case the opposite sides in this direction need to be swapped
*/
static Box3D::Axis
box3d_everted_directions (SPBox3D *box) {
Box3D::Axis ev = Box3D::NONE;
box->orig_corner0.normalize();
box->orig_corner7.normalize();
if (box->orig_corner0[Proj::X] < box->orig_corner7[Proj::X])
ev = (Box3D::Axis) (ev ^ Box3D::X);
if (box->orig_corner0[Proj::Y] < box->orig_corner7[Proj::Y])
ev = (Box3D::Axis) (ev ^ Box3D::Y);
if (box->orig_corner0[Proj::Z] > box->orig_corner7[Proj::Z]) // FIXME: Remove the need to distinguish signs among the cases
ev = (Box3D::Axis) (ev ^ Box3D::Z);
return ev;
}
static void
box3d_swap_sides(int z_orders[6], Box3D::Axis axis) {
int pos1 = -1;
int pos2 = -1;
for (int i = 0; i < 6; ++i) {
if (!(Box3D::int_to_face(z_orders[i]) & axis)) {
if (pos1 == -1) {
pos1 = i;
} else {
pos2 = i;
break;
}
}
}
int tmp = z_orders[pos1];
z_orders[pos1] = z_orders[pos2];
z_orders[pos2] = tmp;
}
bool
box3d_recompute_z_orders (SPBox3D *box) {
Persp3D *persp = box3d_get_perspective(box);
if (!persp)
return false;
int z_orders[6];
Geom::Point c3(box3d_get_corner_screen(box, 3, false));
// determine directions from corner3 to the VPs
int num_finite = 0;
Box3D::Axis axis_finite = Box3D::NONE;
Box3D::Axis axis_infinite = Box3D::NONE;
Geom::Point dirs[3];
for (int i = 0; i < 3; ++i) {
dirs[i] = persp3d_get_PL_dir_from_pt(persp, c3, Box3D::toProj(Box3D::axes[i]));
if (persp3d_VP_is_finite(persp->perspective_impl, Proj::axes[i])) {
num_finite++;
axis_finite = Box3D::axes[i];
} else {
axis_infinite = Box3D::axes[i];
}
}
// determine the "central" axis (if there is one)
Box3D::Axis central_axis = Box3D::NONE;
if(Box3D::lies_in_sector(dirs[0], dirs[1], dirs[2])) {
central_axis = Box3D::Z;
} else if(Box3D::lies_in_sector(dirs[1], dirs[2], dirs[0])) {
central_axis = Box3D::X;
} else if(Box3D::lies_in_sector(dirs[2], dirs[0], dirs[1])) {
central_axis = Box3D::Y;
}
switch (num_finite) {
case 0:
// TODO: Remark: In this case (and maybe one of the others, too) the z-orders for all boxes
// coincide, hence only need to be computed once in a more central location.
box3d_set_new_z_orders_case0(box, z_orders, central_axis);
break;
case 1:
box3d_set_new_z_orders_case1(box, z_orders, central_axis, axis_finite);
break;
case 2:
case 3:
box3d_set_new_z_orders_case2(box, z_orders, central_axis, axis_infinite);
break;
default:
/*
* For each VP F, check wether the half-line from the corner3 to F crosses the line segment
* joining the other two VPs. If this is the case, it determines the "central" corner from
* which the visible sides can be deduced. Otherwise, corner3 is the central corner.
*/
// FIXME: We should eliminate the use of Geom::Point altogether
Box3D::Axis central_axis = Box3D::NONE;
Geom::Point vp_x = persp3d_get_VP(persp, Proj::X).affine();
Geom::Point vp_y = persp3d_get_VP(persp, Proj::Y).affine();
Geom::Point vp_z = persp3d_get_VP(persp, Proj::Z).affine();
Geom::Point vpx(vp_x[Geom::X], vp_x[Geom::Y]);
Geom::Point vpy(vp_y[Geom::X], vp_y[Geom::Y]);
Geom::Point vpz(vp_z[Geom::X], vp_z[Geom::Y]);
Geom::Point c3 = box3d_get_corner_screen(box, 3, false);
Geom::Point corner3(c3[Geom::X], c3[Geom::Y]);
if (box3d_half_line_crosses_joining_line (corner3, vpx, vpy, vpz)) {
central_axis = Box3D::X;
} else if (box3d_half_line_crosses_joining_line (corner3, vpy, vpz, vpx)) {
central_axis = Box3D::Y;
} else if (box3d_half_line_crosses_joining_line (corner3, vpz, vpx, vpy)) {
central_axis = Box3D::Z;
}
unsigned int central_corner = 3 ^ central_axis;
if (central_axis == Box3D::Z) {
central_corner = central_corner ^ Box3D::XYZ;
}
if (box3d_XY_axes_are_swapped(box)) {
central_corner = central_corner ^ Box3D::XYZ;
}
Geom::Point c1(box3d_get_corner_screen(box, 1, false));
Geom::Point c2(box3d_get_corner_screen(box, 2, false));
Geom::Point c7(box3d_get_corner_screen(box, 7, false));
Geom::Point corner1(c1[Geom::X], c1[Geom::Y]);
Geom::Point corner2(c2[Geom::X], c2[Geom::Y]);
Geom::Point corner7(c7[Geom::X], c7[Geom::Y]);
// FIXME: At present we don't use the information about central_corner computed above.
switch (central_axis) {
case Box3D::Y:
if (!box3d_half_line_crosses_joining_line(vpz, vpy, corner3, corner2)) {
box3d_aux_set_z_orders (z_orders, 2, 3, 1, 5, 0, 4);
} else {
// degenerate case
box3d_aux_set_z_orders (z_orders, 2, 1, 3, 0, 5, 4);
}
break;
case Box3D::Z:
if (box3d_half_line_crosses_joining_line(vpx, vpz, corner3, corner1)) {
// degenerate case
box3d_aux_set_z_orders (z_orders, 2, 0, 1, 4, 3, 5);
} else if (box3d_half_line_crosses_joining_line(vpx, vpy, corner3, corner7)) {
// degenerate case
box3d_aux_set_z_orders (z_orders, 2, 1, 0, 5, 3, 4);
} else {
box3d_aux_set_z_orders (z_orders, 2, 1, 0, 3, 4, 5);
}
break;
case Box3D::X:
if (box3d_half_line_crosses_joining_line(vpz, vpx, corner3, corner1)) {
// degenerate case
box3d_aux_set_z_orders (z_orders, 2, 1, 0, 4, 5, 3);
} else {
box3d_aux_set_z_orders (z_orders, 2, 4, 0, 5, 1, 3);
}
break;
case Box3D::NONE:
box3d_aux_set_z_orders (z_orders, 2, 3, 4, 1, 0, 5);
break;
default:
g_assert_not_reached();
break;
} // end default case
}
// TODO: If there are still errors in z-orders of everted boxes, we need to choose a variable corner
// instead of the hard-coded corner #3 in the computations above
Box3D::Axis ev = box3d_everted_directions(box);
for (int i = 0; i < 3; ++i) {
if (ev & Box3D::axes[i]) {
box3d_swap_sides(z_orders, Box3D::axes[i]);
}
}
// Check whether anything actually changed
for (int i = 0; i < 6; ++i) {
if (box->z_orders[i] != z_orders[i]) {
for (int j = i; j < 6; ++j) {
box->z_orders[j] = z_orders[j];
}
return true;
}
}
return false;
}
static std::map<int, Box3DSide *>
box3d_get_sides (SPBox3D *box) {
std::map<int, Box3DSide *> sides;
for (SPObject *side = sp_object_first_child(box); side != NULL; side = SP_OBJECT_NEXT(side)) {
if (SP_IS_BOX3D_SIDE(side))
sides[Box3D::face_to_int(sp_repr_get_int_attribute(SP_OBJECT_REPR(side),
"inkscape:box3dsidetype", -1))] = SP_BOX3D_SIDE(side);
}
sides.erase(-1);
return sides;
}
// TODO: Check whether the box is everted in any direction and swap the sides opposite to this direction
void
box3d_set_z_orders (SPBox3D *box) {
// For efficiency reasons, we only set the new z-orders if something really changed
if (box3d_recompute_z_orders (box)) {
std::map<int, Box3DSide *> sides = box3d_get_sides(box);
std::map<int, Box3DSide *>::iterator side;
for (unsigned int i = 0; i < 6; ++i) {
side = sides.find(box->z_orders[i]);
if (side != sides.end()) {
SP_ITEM((*side).second)->lowerToBottom();
}
}
}
}
/*
* Auxiliary function for z-order recomputing:
* Determines whether \a pt lies in the sector formed by the two PLs from the corners with IDs
* \a i21 and \a id2 to the VP in direction \a axis. If the VP is infinite, we say that \a pt
* lies in the sector if it lies between the two (parallel) PLs.
* \ret * 0 if \a pt doesn't lie in the sector
* * 1 if \a pt lies in the sector and either VP is finite of VP is infinite and the direction
* from the edge between the two corners to \a pt points towards the VP
* * -1 otherwise
*/
// TODO: Maybe it would be useful to have a similar method for projective points pt because then we
// can use it for VPs and perhaps merge the case distinctions during z-order recomputation.
int
box3d_pt_lies_in_PL_sector (SPBox3D const *box, Geom::Point const &pt, int id1, int id2, Box3D::Axis axis) {
Persp3D *persp = box3d_get_perspective(box);
// the two corners
Geom::Point c1(box3d_get_corner_screen(box, id1, false));
Geom::Point c2(box3d_get_corner_screen(box, id2, false));
int ret = 0;
if (persp3d_VP_is_finite(persp->perspective_impl, Box3D::toProj(axis))) {
Geom::Point vp(persp3d_get_VP(persp, Box3D::toProj(axis)).affine());
Geom::Point v1(c1 - vp);
Geom::Point v2(c2 - vp);
Geom::Point w(pt - vp);
ret = static_cast<int>(Box3D::lies_in_sector(v1, v2, w));
} else {
Box3D::PerspectiveLine pl1(c1, Box3D::toProj(axis), persp);
Box3D::PerspectiveLine pl2(c2, Box3D::toProj(axis), persp);
if (pl1.lie_on_same_side(pt, c2) && pl2.lie_on_same_side(pt, c1)) {
// test whether pt lies "towards" or "away from" the VP
Box3D::Line edge(c1,c2);
Geom::Point c3(box3d_get_corner_screen(box, id1 ^ axis, false));
if (edge.lie_on_same_side(pt, c3)) {
ret = 1;
} else {
ret = -1;
}
}
}
return ret;
}
int
box3d_VP_lies_in_PL_sector (SPBox3D const *box, Proj::Axis vpdir, int id1, int id2, Box3D::Axis axis) {
Persp3D *persp = box3d_get_perspective(box);
if (!persp3d_VP_is_finite(persp->perspective_impl, vpdir)) {
return 0;
} else {
return box3d_pt_lies_in_PL_sector(box, persp3d_get_VP(persp, vpdir).affine(), id1, id2, axis);
}
}
/* swap the coordinates of corner0 and corner7 along the specified axis */
static void
box3d_swap_coords(SPBox3D *box, Proj::Axis axis, bool smaller = true) {
box->orig_corner0.normalize();
box->orig_corner7.normalize();
if ((box->orig_corner0[axis] < box->orig_corner7[axis]) != smaller) {
double tmp = box->orig_corner0[axis];
box->orig_corner0[axis] = box->orig_corner7[axis];
box->orig_corner7[axis] = tmp;
}
// Should we also swap the coordinates of save_corner0 and save_corner7?
}
/* ensure that the coordinates of corner0 and corner7 are in the correct order (to prevent everted boxes) */
void
box3d_relabel_corners(SPBox3D *box) {
box3d_swap_coords(box, Proj::X, false);
box3d_swap_coords(box, Proj::Y, false);
box3d_swap_coords(box, Proj::Z, true);
}
static void
box3d_check_for_swapped_coords(SPBox3D *box, Proj::Axis axis, bool smaller) {
box->orig_corner0.normalize();
box->orig_corner7.normalize();
if ((box->orig_corner0[axis] < box->orig_corner7[axis]) != smaller) {
box->swapped = (Box3D::Axis) (box->swapped | Proj::toAffine(axis));
} else {
box->swapped = (Box3D::Axis) (box->swapped & ~Proj::toAffine(axis));
}
}
static void
box3d_exchange_coords(SPBox3D *box) {
box->orig_corner0.normalize();
box->orig_corner7.normalize();
for (int i = 0; i < 3; ++i) {
if (box->swapped & Box3D::axes[i]) {
double tmp = box->orig_corner0[i];
box->orig_corner0[i] = box->orig_corner7[i];
box->orig_corner7[i] = tmp;
}
}
}
void
box3d_check_for_swapped_coords(SPBox3D *box) {
box3d_check_for_swapped_coords(box, Proj::X, false);
box3d_check_for_swapped_coords(box, Proj::Y, false);
box3d_check_for_swapped_coords(box, Proj::Z, true);
box3d_exchange_coords(box);
}
static void
box3d_extract_boxes_rec(SPObject *obj, std::list<SPBox3D *> &boxes) {
if (SP_IS_BOX3D(obj)) {
boxes.push_back(SP_BOX3D(obj));
} else if (SP_IS_GROUP(obj)) {
for (SPObject *child = sp_object_first_child(obj); child != NULL; child = SP_OBJECT_NEXT(child) ) {
box3d_extract_boxes_rec(child, boxes);
}
}
}
std::list<SPBox3D *>
box3d_extract_boxes(SPObject *obj) {
std::list<SPBox3D *> boxes;
box3d_extract_boxes_rec(obj, boxes);
return boxes;
}
Persp3D *
box3d_get_perspective(SPBox3D const *box) {
return box->persp_ref->getObject();
}
void
box3d_switch_perspectives(SPBox3D *box, Persp3D *old_persp, Persp3D *new_persp, bool recompute_corners) {
if (recompute_corners) {
box->orig_corner0.normalize();
box->orig_corner7.normalize();
double z0 = box->orig_corner0[Proj::Z];
double z7 = box->orig_corner7[Proj::Z];
Geom::Point corner0_screen = box3d_get_corner_screen(box, 0, false);
Geom::Point corner7_screen = box3d_get_corner_screen(box, 7, false);
box->orig_corner0 = new_persp->perspective_impl->tmat.preimage(corner0_screen, z0, Proj::Z);
box->orig_corner7 = new_persp->perspective_impl->tmat.preimage(corner7_screen, z7, Proj::Z);
}
persp3d_remove_box (old_persp, box);
persp3d_add_box (new_persp, box);
gchar *href = g_strdup_printf("#%s", SP_OBJECT_REPR(new_persp)->attribute("id"));
SP_OBJECT_REPR(box)->setAttribute("inkscape:perspectiveID", href);
g_free(href);
}
/* Converts the 3D box to an ordinary SPGroup, adds it to the XML tree at the same position as
the original box and deletes the latter */
SPGroup *
box3d_convert_to_group(SPBox3D *box) {
SPDocument *doc = SP_OBJECT_DOCUMENT(box);
Inkscape::XML::Document *xml_doc = sp_document_repr_doc(doc);
// remember position of the box
int pos = SP_OBJECT_REPR(box)->position();
// remember important attributes
Inkscape::XML::Node *repr_source = SP_OBJECT_REPR(box);
gchar const *id = repr_source->attribute("id");
gchar const *style = repr_source->attribute("style");
gchar const *mask = repr_source->attribute("mask");
gchar const *clip_path = repr_source->attribute("clip-path");
// create a new group and add the sides (converted to ordinary paths) as its children
Inkscape::XML::Node *grepr = xml_doc->createElement("svg:g");
Inkscape::XML::Node *repr;
for (SPObject *child = sp_object_first_child(SP_OBJECT(box)); child != NULL; child = SP_OBJECT_NEXT(child) ) {
if (SP_IS_BOX3D_SIDE(child)) {
repr = box3d_side_convert_to_path(SP_BOX3D_SIDE(child));
grepr->appendChild(repr);
} else {
g_warning("Non-side item encountered as child of a 3D box.");
}
}
// add the new group to the box's parent and set remembered position
SPObject *parent = SP_OBJECT_PARENT(box);
SP_OBJECT_REPR(parent)->appendChild(grepr);
grepr->setPosition(pos);
grepr->setAttribute("style", style);
if (mask)
grepr->setAttribute("mask", mask);
if (clip_path)
grepr->setAttribute("clip-path", clip_path);
SP_OBJECT(box)->deleteObject(true);
grepr->setAttribute("id", id);
return SP_GROUP(doc->getObjectByRepr(grepr));
}
static inline void
box3d_push_back_corner_pair(SPBox3D *box, std::list<std::pair<Geom::Point, Geom::Point> > &pts, int c1, int c2) {
pts.push_back(std::make_pair(box3d_get_corner_screen(box, c1, false),
box3d_get_corner_screen(box, c2, false)));
}
void
box3d_convert_to_guides(SPItem *item) {
SPBox3D *box = SP_BOX3D(item);
Inkscape::Preferences *prefs = Inkscape::Preferences::get();
if (!prefs->getBool("/tools/shapes/3dbox/convertguides", true)) {
SP_ITEM(box)->convert_to_guides();
return;
}
std::list<std::pair<Geom::Point, Geom::Point> > pts;
/* perspective lines in X direction */
box3d_push_back_corner_pair(box, pts, 0, 1);
box3d_push_back_corner_pair(box, pts, 2, 3);
box3d_push_back_corner_pair(box, pts, 4, 5);
box3d_push_back_corner_pair(box, pts, 6, 7);
/* perspective lines in Y direction */
box3d_push_back_corner_pair(box, pts, 0, 2);
box3d_push_back_corner_pair(box, pts, 1, 3);
box3d_push_back_corner_pair(box, pts, 4, 6);
box3d_push_back_corner_pair(box, pts, 5, 7);
/* perspective lines in Z direction */
box3d_push_back_corner_pair(box, pts, 0, 4);
box3d_push_back_corner_pair(box, pts, 1, 5);
box3d_push_back_corner_pair(box, pts, 2, 6);
box3d_push_back_corner_pair(box, pts, 3, 7);
sp_guide_pt_pairs_to_guides(inkscape_active_desktop(), pts);
}
/*
Local Variables:
mode:c++
c-file-style:"stroustrup"
c-file-offsets:((innamespace . 0)(inline-open . 0)(case-label . +))
indent-tabs-mode:nil
fill-column:99
End:
*/
// vim: filetype=cpp:expandtab:shiftwidth=4:tabstop=8:softtabstop=4 :