/*
* Vanishing point for 3D perspectives
*
* Authors:
* Maximilian Albert <Anhalter42@gmx.de>
*
* Copyright (C) 2007 authors
*
* Released under GNU GPL, read the file 'COPYING' for more information
*/
#ifndef SEEN_VANISHING_POINT_H
#define SEEN_VANISHING_POINT_H
#include <2geom/point.h>
#include <list>
#include <set>
#include "knot.h"
#include "selection.h"
#include "persp3d.h"
#include "box3d.h"
#include "ui/control-manager.h" // TODO break enums out separately
class SPBox3D;
namespace Box3D {
enum VPState {
VP_FINITE = 0, // perspective lines meet in the VP
VP_INFINITE // perspective lines are parallel
};
/* VanishingPoint is a simple wrapper class to easily extract VP data from perspectives.
* A VanishingPoint represents a VP in a certain direction (X, Y, Z) of a single perspective.
* In particular, it can potentially have more than one box linked to it (although in facth they
* are rather linked to the parent perspective).
*/
// FIXME: Don't store the box in the VP but rather the perspective (and link the box to it)!!
class VanishingPoint {
public:
VanishingPoint() : my_counter(VanishingPoint::global_counter++), _persp(NULL), _axis(Proj::NONE) {}
VanishingPoint(Persp3D *persp, Proj::Axis axis) : my_counter(VanishingPoint::global_counter++), _persp(persp), _axis(axis) {}
VanishingPoint(const VanishingPoint &other) : my_counter(VanishingPoint::global_counter++), _persp(other._persp), _axis(other._axis) {}
inline VanishingPoint &operator=(VanishingPoint const &rhs) {
_persp = rhs._persp;
_axis = rhs._axis;
my_counter = rhs.my_counter;
return *this;
}
inline bool operator==(VanishingPoint const &rhs) const {
/* vanishing points coincide if they belong to the same perspective */
return (_persp == rhs._persp && _axis == rhs._axis);
}
inline bool operator<(VanishingPoint const &rhs) const {
return my_counter < rhs.my_counter;
}
inline void set(Persp3D *persp, Proj::Axis axis) {
_persp = persp;
_axis = axis;
}
void set_pos(Proj::Pt2 const &pt);
inline bool is_finite() const {
g_return_val_if_fail (_persp, false);
return persp3d_get_VP (_persp, _axis).is_finite();
}
inline Geom::Point get_pos() const {
g_return_val_if_fail (_persp, Geom::Point (Geom::infinity(), Geom::infinity()));
return persp3d_get_VP (_persp,_axis).affine();
}
inline Persp3D * get_perspective() const {
return _persp;
}
inline Persp3D * set_perspective(Persp3D *persp) {
return _persp = persp;
}
inline bool hasBox (SPBox3D *box) {
return persp3d_has_box(_persp, box);
}
inline unsigned int numberOfBoxes() const {
return persp3d_num_boxes(_persp);
}
/* returns all selected boxes sharing this perspective */
std::list<SPBox3D *> selectedBoxes(Inkscape::Selection *sel);
inline void updateBoxDisplays() const {
g_return_if_fail (_persp);
persp3d_update_box_displays(_persp);
}
inline void updateBoxReprs() const {
g_return_if_fail (_persp);
persp3d_update_box_reprs(_persp);
}
inline void updatePerspRepr() const {
g_return_if_fail (_persp);
SP_OBJECT(_persp)->updateRepr(SP_OBJECT_WRITE_EXT);
}
inline void printPt() const {
g_return_if_fail (_persp);
persp3d_get_VP (_persp, _axis).print("");
}
inline char const *axisString () { return Proj::string_from_axis(_axis); }
unsigned int my_counter;
static unsigned int global_counter; // FIXME: Only to implement operator< so that we can merge lists. Do this in a better way!!
private:
Persp3D *_persp;
Proj::Axis _axis;
};
struct VPDrag;
struct less_ptr : public std::binary_function<VanishingPoint *, VanishingPoint *, bool> {
bool operator()(VanishingPoint *vp1, VanishingPoint *vp2) {
return GPOINTER_TO_INT(vp1) < GPOINTER_TO_INT(vp2);
}
};
struct VPDragger {
public:
VPDragger(VPDrag *parent, Geom::Point p, VanishingPoint &vp);
~VPDragger();
VPDrag *parent;
SPKnot *knot;
// position of the knot, desktop coords
Geom::Point point;
// position of the knot before it began to drag; updated when released
Geom::Point point_original;
bool dragging_started;
std::list<VanishingPoint> vps;
void addVP(VanishingPoint &vp, bool update_pos = false);
void removeVP(const VanishingPoint &vp);
void updateTip();
unsigned int numberOfBoxes(); // the number of boxes linked to all VPs of the dragger
VanishingPoint *findVPWithBox(SPBox3D *box);
std::set<VanishingPoint*, less_ptr> VPsOfSelectedBoxes();
bool hasPerspective(const Persp3D *persp);
void mergePerspectives(); // remove duplicate perspectives
void updateBoxDisplays();
void updateVPs(Geom::Point const &pt);
void updateZOrders();
void printVPs();
private:
sigc::connection _moved_connection;
sigc::connection _grabbed_connection;
sigc::connection _ungrabbed_connection;
};
struct VPDrag {
public:
VPDrag(SPDocument *document);
~VPDrag();
VPDragger *getDraggerFor (VanishingPoint const &vp);
bool dragging;
SPDocument *document;
std::vector<VPDragger *> draggers;
std::vector<SPCtrlLine *> lines;
void printDraggers(); // convenience for debugging
/*
* FIXME: Should the following functions be merged?
* Also, they should make use of the info in a VanishingPoint structure (regarding boxes
* and perspectives) rather than each time iterating over the whole list of selected items?
*/
void updateDraggers ();
void updateLines ();
void updateBoxHandles ();
void updateBoxReprs ();
void updateBoxDisplays ();
void drawLinesForFace (const SPBox3D *box, Proj::Axis axis); //, guint corner1, guint corner2, guint corner3, guint corner4);
bool show_lines; /* whether perspective lines are drawn at all */
unsigned int front_or_rear_lines; /* whether we draw perspective lines from all corners or only the
front/rear corners (indicated by the first/second bit, respectively */
inline bool hasEmptySelection() { return this->selection->isEmpty(); }
bool allBoxesAreSelected (VPDragger *dragger);
// FIXME: Should this be private? (It's the case with the corresponding function in gradient-drag.h)
// But vp_knot_grabbed_handler
void addDragger (VanishingPoint &vp);
void swap_perspectives_of_VPs(Persp3D *persp2, Persp3D *persp1);
private:
//void deselect_all();
/**
* Create a line from p1 to p2 and add it to the lines list.
*/
void addLine(Geom::Point const &p1, Geom::Point const &p2, Inkscape::CtrlLineType type);
Inkscape::Selection *selection;
sigc::connection sel_changed_connection;
sigc::connection sel_modified_connection;
};
} // namespace Box3D
#endif /* !SEEN_VANISHING_POINT_H */
/*
Local Variables:
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c-file-offsets:((innamespace . 0)(inline-open . 0))
indent-tabs-mode:nil
fill-column:99
End:
*/
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