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authorMaximilian Albert <maximilian.albert@gmail.com>2007-12-13 09:45:27 +0000
committercilix42 <cilix42@users.sourceforge.net>2007-12-13 09:45:27 +0000
commitcae2409c94b11d17643f7c19829e2653d759ff8e (patch)
treea8399ab9b3e8ff2570a92bef06e63f2307fef592 /src/persp3d.cpp
parentlibgdl: avoid setting a negative preferred height for dock items, (diff)
downloadinkscape-cae2409c94b11d17643f7c19829e2653d759ff8e.tar.gz
inkscape-cae2409c94b11d17643f7c19829e2653d759ff8e.zip
Fundamentally reworked version of the 3D box tool (among many other things, this fixes bugs #168900 and #168868). See mailing list for details. Sorry for this single large commit but it was unfeasible to keep the history.
(bzr r4224)
Diffstat (limited to 'src/persp3d.cpp')
-rw-r--r--src/persp3d.cpp546
1 files changed, 546 insertions, 0 deletions
diff --git a/src/persp3d.cpp b/src/persp3d.cpp
new file mode 100644
index 000000000..3dafba30d
--- /dev/null
+++ b/src/persp3d.cpp
@@ -0,0 +1,546 @@
+#define __PERSP3D_C__
+
+/*
+ * Class modelling a 3D perspective as an SPObject
+ *
+ * Authors:
+ * Maximilian Albert <Anhalter42@gmx.de>
+ *
+ * Copyright (C) 2007 authors
+ *
+ * Released under GNU GPL, read the file 'COPYING' for more information
+ */
+
+#include "persp3d.h"
+#include "perspective-line.h"
+#include "attributes.h"
+#include "document-private.h"
+#include "vanishing-point.h"
+#include "box3d-context.h"
+#include "box3d.h"
+#include "xml/document.h"
+#include "xml/node-event-vector.h"
+#include "desktop-handles.h"
+#include <glibmm/i18n.h>
+
+static void persp3d_class_init(Persp3DClass *klass);
+static void persp3d_init(Persp3D *stop);
+
+static void persp3d_build(SPObject *object, SPDocument *document, Inkscape::XML::Node *repr);
+static void persp3d_release(SPObject *object);
+static void persp3d_set(SPObject *object, unsigned key, gchar const *value);
+static void persp3d_update(SPObject *object, SPCtx *ctx, guint flags);
+static Inkscape::XML::Node *persp3d_write(SPObject *object, Inkscape::XML::Node *repr, guint flags);
+
+static void persp3d_on_repr_attr_changed (Inkscape::XML::Node * repr, const gchar *key, const gchar *oldval, const gchar *newval, bool is_interactive, void * data);
+
+static SPObjectClass *persp3d_parent_class;
+
+static int global_counter = 0;
+
+/**
+ * Registers Persp3d class and returns its type.
+ */
+GType
+persp3d_get_type()
+{
+ static GType type = 0;
+ if (!type) {
+ GTypeInfo info = {
+ sizeof(Persp3DClass),
+ NULL, NULL,
+ (GClassInitFunc) persp3d_class_init,
+ NULL, NULL,
+ sizeof(Persp3D),
+ 16,
+ (GInstanceInitFunc) persp3d_init,
+ NULL, /* value_table */
+ };
+ type = g_type_register_static(SP_TYPE_OBJECT, "Persp3D", &info, (GTypeFlags)0);
+ }
+ return type;
+}
+
+static Inkscape::XML::NodeEventVector const persp3d_repr_events = {
+ NULL, /* child_added */
+ NULL, /* child_removed */
+ persp3d_on_repr_attr_changed,
+ NULL, /* content_changed */
+ NULL /* order_changed */
+};
+
+/**
+ * Callback to initialize Persp3D vtable.
+ */
+static void persp3d_class_init(Persp3DClass *klass)
+{
+ SPObjectClass *sp_object_class = (SPObjectClass *) klass;
+
+ persp3d_parent_class = (SPObjectClass *) g_type_class_ref(SP_TYPE_OBJECT);
+
+ sp_object_class->build = persp3d_build;
+ sp_object_class->release = persp3d_release;
+ sp_object_class->set = persp3d_set;
+ sp_object_class->update = persp3d_update;
+ sp_object_class->write = persp3d_write;
+}
+
+/**
+ * Callback to initialize Persp3D object.
+ */
+static void
+persp3d_init(Persp3D *persp)
+{
+ persp->tmat = Proj::TransfMat3x4 ();
+
+ //persp->boxes = NULL;
+ persp->document = NULL;
+
+ persp->my_counter = global_counter++;
+}
+
+/**
+ * Virtual build: set persp3d attributes from its associated XML node.
+ */
+static void persp3d_build(SPObject *object, SPDocument *document, Inkscape::XML::Node *repr)
+{
+ if (((SPObjectClass *) persp3d_parent_class)->build)
+ (* ((SPObjectClass *) persp3d_parent_class)->build)(object, document, repr);
+
+ /* calls sp_object_set for the respective attributes */
+ // The transformation matrix is updated according to the values we read for the VPs
+ sp_object_read_attr(object, "inkscape:vp_x");
+ sp_object_read_attr(object, "inkscape:vp_y");
+ sp_object_read_attr(object, "inkscape:vp_z");
+ sp_object_read_attr(object, "inkscape:persp3d-origin");
+
+ if (repr) {
+ repr->addListener (&persp3d_repr_events, object);
+ }
+
+ // FIXME: What precisely does this do and is it necessary for perspectives?
+ /* Register ourselves */
+ //sp_document_add_resource(document, "persp3d", object);
+}
+
+/**
+ * Virtual release of Persp3D members before destruction.
+ */
+static void persp3d_release(SPObject *object) {
+ //Persp3D *persp = (Persp3D *) object;
+
+ // FIXME: What precisely does this do and is it necessary for perspectives?
+ /**
+ if (SP_OBJECT_DOCUMENT(object)) {
+ // Unregister ourselves
+ sp_document_remove_resource(SP_OBJECT_DOCUMENT(object), "persp3d", SP_OBJECT(object));
+ }
+ **/
+}
+
+
+/**
+ * Virtual set: set attribute to value.
+ */
+// FIXME: Currently we only read the finite positions of vanishing points;
+// should we move VPs into their own repr (as it's done for SPStop, e.g.)?
+static void
+persp3d_set(SPObject *object, unsigned key, gchar const *value)
+{
+ Persp3D *persp = SP_PERSP3D (object);
+
+ switch (key) {
+ case SP_ATTR_INKSCAPE_PERSP3D_VP_X: {
+ if (value) {
+ Proj::Pt2 new_image (value);
+ persp3d_update_with_point (persp, Proj::X, new_image);
+ }
+ break;
+ }
+ case SP_ATTR_INKSCAPE_PERSP3D_VP_Y: {
+ if (value) {
+ Proj::Pt2 new_image (value);
+ persp3d_update_with_point (persp, Proj::Y, new_image);
+ break;
+ }
+ }
+ case SP_ATTR_INKSCAPE_PERSP3D_VP_Z: {
+ if (value) {
+ Proj::Pt2 new_image (value);
+ persp3d_update_with_point (persp, Proj::Z, new_image);
+ break;
+ }
+ }
+ case SP_ATTR_INKSCAPE_PERSP3D_ORIGIN: {
+ if (value) {
+ Proj::Pt2 new_image (value);
+ persp3d_update_with_point (persp, Proj::W, new_image);
+ break;
+ }
+ }
+ default: {
+ if (((SPObjectClass *) persp3d_parent_class)->set)
+ (* ((SPObjectClass *) persp3d_parent_class)->set)(object, key, value);
+ break;
+ }
+ }
+
+ // FIXME: Is this the right place for resetting the draggers?
+ SPEventContext *ec = inkscape_active_event_context();
+ if (SP_IS_BOX3D_CONTEXT(ec)) {
+ Box3DContext *bc = SP_BOX3D_CONTEXT(ec);
+ bc->_vpdrag->updateDraggers();
+ bc->_vpdrag->updateLines();
+ bc->_vpdrag->updateBoxHandles();
+ bc->_vpdrag->updateBoxReprs();
+ }
+}
+
+static void
+persp3d_update(SPObject *object, SPCtx *ctx, guint flags)
+{
+ if (flags & SP_OBJECT_MODIFIED_FLAG | SP_OBJECT_STYLE_MODIFIED_FLAG | SP_OBJECT_VIEWPORT_MODIFIED_FLAG) {
+
+ /* TODO: Should we update anything here? */
+
+ }
+
+ if (((SPObjectClass *) persp3d_parent_class)->update)
+ ((SPObjectClass *) persp3d_parent_class)->update(object, ctx, flags);
+}
+
+Persp3D *
+persp3d_create_xml_element (SPDocument *document, Persp3D *dup) {// if dup is given, copy the attributes over
+ SPDefs *defs = (SPDefs *) SP_DOCUMENT_DEFS(document);
+ Inkscape::XML::Document *xml_doc = sp_document_repr_doc(document);
+ Inkscape::XML::Node *repr;
+ if (dup) {
+ repr = SP_OBJECT_REPR(dup)->duplicate (xml_doc);
+ } else {
+ repr = xml_doc->createElement("inkscape:perspective");
+ repr->setAttribute("sodipodi:type", "inkscape:persp3d");
+ }
+
+ /* Append the new persp3d to defs */
+ SP_OBJECT_REPR(defs)->addChild(repr, NULL);
+ Inkscape::GC::release(repr);
+
+ return (Persp3D *) sp_object_get_child_by_repr (SP_OBJECT(defs), repr);
+}
+
+/**
+ * Virtual write: write object attributes to repr.
+ */
+static Inkscape::XML::Node *
+persp3d_write(SPObject *object, Inkscape::XML::Node *repr, guint flags)
+{
+ SPDocument *document = SP_OBJECT_DOCUMENT(object);
+ Persp3D *persp = SP_PERSP3D(object);
+
+ if ((flags & SP_OBJECT_WRITE_BUILD) && !repr) {
+ repr = SP_OBJECT_REPR(persp3d_create_xml_element (document));
+ }
+
+ if (flags & SP_OBJECT_WRITE_EXT) {
+ gchar *str = NULL; // FIXME: Should this be freed each time we set an attribute or only in the end or at all?
+ str = persp3d_pt_to_str (persp, Proj::X);
+ repr->setAttribute("inkscape:vp_x", str);
+
+ str = persp3d_pt_to_str (persp, Proj::Y);
+ repr->setAttribute("inkscape:vp_y", str);
+
+ str = persp3d_pt_to_str (persp, Proj::Z);
+ repr->setAttribute("inkscape:vp_z", str);
+
+ str = persp3d_pt_to_str (persp, Proj::W);
+ repr->setAttribute("inkscape:persp3d-origin", str);
+ }
+
+ if (((SPObjectClass *) persp3d_parent_class)->write)
+ (* ((SPObjectClass *) persp3d_parent_class)->write)(object, repr, flags);
+
+ return repr;
+}
+
+/* convenience wrapper around persp3d_get_finite_dir() and persp3d_get_infinite_dir() */
+NR::Point persp3d_get_PL_dir_from_pt (Persp3D *persp, NR::Point const &pt, Proj::Axis axis) {
+ if (persp3d_VP_is_finite(persp, axis)) {
+ return persp3d_get_finite_dir(persp, pt, axis);
+ } else {
+ return persp3d_get_infinite_dir(persp, axis);
+ }
+}
+
+NR::Point
+persp3d_get_finite_dir (Persp3D *persp, NR::Point const &pt, Proj::Axis axis) {
+ Box3D::PerspectiveLine pl(pt, axis, persp);
+ return pl.direction();
+}
+
+NR::Point
+persp3d_get_infinite_dir (Persp3D *persp, Proj::Axis axis) {
+ Proj::Pt2 vp(persp3d_get_VP(persp, axis));
+ if (vp[2] != 0.0) {
+ g_print ("VP should be infinite but is (%f : %f : %f)\n", vp[0], vp[1], vp[2]);
+ g_return_val_if_fail(vp[2] != 0.0, NR::Point(0.0, 0.0));
+ }
+ return NR::Point(vp[0], vp[1]);
+}
+
+double
+persp3d_get_infinite_angle (Persp3D *persp, Proj::Axis axis) {
+ return persp->tmat.get_infinite_angle(axis);
+}
+
+bool
+persp3d_VP_is_finite (Persp3D *persp, Proj::Axis axis) {
+ return persp->tmat.has_finite_image(axis);
+}
+
+void
+persp3d_toggle_VP (Persp3D *persp, Proj::Axis axis, bool set_undo) {
+ persp->tmat.toggle_finite(axis);
+ // FIXME: Remove this repr update and rely on vp_drag_sel_modified() to do this for us
+ // On the other hand, vp_drag_sel_modified() would update all boxes;
+ // here we can confine ourselves to the boxes of this particular perspective.
+ persp3d_update_box_reprs (persp);
+ persp3d_update_z_orders (persp);
+ SP_OBJECT(persp)->updateRepr(SP_OBJECT_WRITE_EXT);
+ if (set_undo) {
+ sp_document_done(sp_desktop_document(inkscape_active_desktop()), SP_VERB_CONTEXT_3DBOX,
+ _("Toggle vanishing point"));
+ }
+}
+
+/* toggle VPs for the same axis in all perspectives of a given list */
+void
+persp3d_toggle_VPs (std::set<Persp3D *> p, Proj::Axis axis) {
+ for (std::set<Persp3D *>::iterator i = p.begin(); i != p.end(); ++i) {
+ persp3d_toggle_VP((*i), axis, false);
+ }
+ sp_document_done(sp_desktop_document(inkscape_active_desktop()), SP_VERB_CONTEXT_3DBOX,
+ _("Toggle multiple vanishing points"));
+}
+
+void
+persp3d_set_VP_state (Persp3D *persp, Proj::Axis axis, Proj::VPState state) {
+ if (persp3d_VP_is_finite(persp, axis) != (state == Proj::FINITE)) {
+ persp3d_toggle_VP(persp, axis);
+ }
+}
+
+void
+persp3d_rotate_VP (Persp3D *persp, Proj::Axis axis, double angle, bool alt_pressed) { // angle is in degrees
+ // FIXME: Most of this functionality should be moved to trans_mat_3x4.(h|cpp)
+ if (persp->tmat.has_finite_image(axis)) {
+ // don't rotate anything for finite VPs
+ return;
+ }
+ Proj::Pt2 v_dir_proj (persp->tmat.column(axis));
+ NR::Point v_dir (v_dir_proj[0], v_dir_proj[1]);
+ double a = NR::atan2 (v_dir) * 180/M_PI;
+ a += alt_pressed ? 0.5 * ((angle > 0 ) - (angle < 0)) : angle; // the r.h.s. yields +/-0.5 or angle
+ persp->tmat.set_infinite_direction (axis, a);
+
+ persp3d_update_box_reprs (persp);
+ persp3d_update_z_orders (persp);
+ SP_OBJECT(persp)->updateRepr(SP_OBJECT_WRITE_EXT);
+}
+
+void
+persp3d_update_with_point (Persp3D *persp, Proj::Axis const axis, Proj::Pt2 const &new_image) {
+ persp->tmat.set_image_pt (axis, new_image);
+}
+
+void
+persp3d_apply_affine_transformation (Persp3D *persp, NR::Matrix const &xform) {
+ persp->tmat *= xform;
+ persp3d_update_box_reprs(persp);
+}
+
+gchar *
+persp3d_pt_to_str (Persp3D *persp, Proj::Axis const axis)
+{
+ return persp->tmat.pt_to_str(axis);
+}
+
+void
+persp3d_add_box (Persp3D *persp, SPBox3D *box) {
+ if (!box) {
+ //g_warning ("Trying to add NULL box to perspective.\n");
+ return;
+ }
+ if (std::find (persp->boxes.begin(), persp->boxes.end(), box) != persp->boxes.end()) {
+ //g_warning ("Attempting to add already existent box to perspective.\n");
+ return;
+ }
+ persp->boxes.push_back(box);
+ //SP_OBJECT_REPR(box)->setAttribute("inkscape:perspectiveID", SP_OBJECT_REPR(persp)->attribute("id"));
+}
+
+void
+persp3d_remove_box (Persp3D *persp, SPBox3D *box) {
+ std::vector<SPBox3D *>::iterator i = std::find (persp->boxes.begin(), persp->boxes.end(), box);
+ if (i != persp->boxes.end()) {
+ persp->boxes.erase(i);
+ }
+}
+
+bool
+persp3d_has_box (Persp3D *persp, SPBox3D *box) {
+ // FIXME: For some reason, std::find() does not seem to compare pointers "correctly" (or do we need to
+ // provide a proper comparison function?), so we manually traverse the list.
+ for (std::vector<SPBox3D *>::iterator i = persp->boxes.begin(); i != persp->boxes.end(); ++i) {
+ if ((*i) == box) {
+ return true;
+ }
+ }
+ return false;
+}
+
+void
+persp3d_update_box_displays (Persp3D *persp) {
+ if (persp->boxes.empty())
+ return;
+ //g_print ("Requesting display update for %d boxes in the perspective.\n", persp->boxes.size());
+ for (std::vector<SPBox3D *>::iterator i = persp->boxes.begin(); i != persp->boxes.end(); ++i) {
+ box3d_position_set(*i);
+ }
+}
+
+void
+persp3d_update_box_reprs (Persp3D *persp) {
+ if (persp->boxes.empty())
+ return;
+ //g_print ("Requesting repr update for %d boxes in the perspective.\n", persp->boxes.size());
+ for (std::vector<SPBox3D *>::iterator i = persp->boxes.begin(); i != persp->boxes.end(); ++i) {
+ SP_OBJECT(*i)->updateRepr(SP_OBJECT_WRITE_EXT);
+ }
+}
+
+void
+persp3d_update_z_orders (Persp3D *persp) {
+ if (persp->boxes.empty())
+ return;
+ for (std::vector<SPBox3D *>::iterator i = persp->boxes.begin(); i != persp->boxes.end(); ++i) {
+ box3d_set_z_orders(*i);
+ }
+}
+
+// FIXME: For some reason we seem to require a vector instead of a list in Persp3D, but in vp_knot_moved_handler()
+// we need a list of boxes. If we can store a list in Persp3D right from the start, this function becomes
+// obsolete. We should do this.
+std::list<SPBox3D *>
+persp3d_list_of_boxes(Persp3D *persp) {
+ std::list<SPBox3D *> bx_lst;
+ for (std::vector<SPBox3D *>::iterator i = persp->boxes.begin(); i != persp->boxes.end(); ++i) {
+ bx_lst.push_back(*i);
+ }
+ return bx_lst;
+}
+
+bool
+persp3d_perspectives_coincide(const Persp3D *lhs, const Persp3D *rhs)
+{
+ return lhs->tmat == rhs->tmat;
+}
+
+void
+persp3d_absorb(Persp3D *persp1, Persp3D *persp2) {
+ /* double check if we are called in sane situations */
+ g_return_if_fail (persp3d_perspectives_coincide(persp1, persp2) && persp1 != persp2);
+
+ std::vector<SPBox3D *>::iterator boxes;
+
+ // Note: We first need to copy the boxes of persp2 into a separate list;
+ // otherwise the loop below gets confused when perspectives are reattached.
+ std::list<SPBox3D *> boxes_of_persp2 = persp3d_list_of_boxes(persp2);
+
+ Inkscape::XML::Node *persp_repr = SP_OBJECT_REPR(persp1);
+ const gchar *persp_id = persp_repr->attribute("id");
+ gchar *href = g_strdup_printf("#%s", persp_id);
+
+ for (std::list<SPBox3D *>::iterator i = boxes_of_persp2.begin(); i != boxes_of_persp2.end(); ++i) {
+ SP_OBJECT_REPR(*i)->setAttribute("inkscape:perspectiveID", href);
+ }
+ g_free(href);
+
+ persp1->boxes.insert(persp1->boxes.begin(), persp2->boxes.begin(), persp2->boxes.end());
+}
+
+static void
+persp3d_on_repr_attr_changed ( Inkscape::XML::Node * repr,
+ const gchar *key,
+ const gchar *oldval,
+ const gchar *newval,
+ bool is_interactive,
+ void * data )
+{
+ //g_print("persp3d_on_repr_attr_changed!!!! TODO: Do we need to trigger any further updates than the box reprs?");
+
+ if (!data)
+ return;
+
+ Persp3D *persp = (Persp3D*) data;
+ persp3d_update_box_displays (persp);
+
+ //lpeobj->requestModified(SP_OBJECT_MODIFIED_FLAG);
+}
+
+/* returns a std::set() of all perspectives of the currently selected boxes */
+std::set<Persp3D *>
+persp3d_currently_selected (Box3DContext *bc) {
+ Inkscape::Selection *selection = sp_desktop_selection (bc->desktop);
+
+ std::set<Persp3D *> p;
+ for (GSList *i = (GSList *) selection->itemList(); i != NULL; i = i->next) {
+ if (SP_IS_BOX3D (i->data)) {
+ p.insert(SP_BOX3D(i->data)->persp_ref->getObject());
+ }
+ }
+ return p;
+}
+
+void
+persp3d_print_debugging_info (Persp3D *persp) {
+ g_print ("=== Info for Persp3D %d ===\n", persp->my_counter);
+ gchar * cstr;
+ for (int i = 0; i < 4; ++i) {
+ cstr = persp3d_get_VP(persp, Proj::axes[i]).coord_string();
+ g_print (" VP %s: %s\n", Proj::string_from_axis(Proj::axes[i]), cstr);
+ g_free(cstr);
+ }
+ cstr = persp3d_get_VP(persp, Proj::W).coord_string();
+ g_print (" Origin: %s\n", cstr);
+ g_free(cstr);
+
+ g_print (" Boxes: ");
+ for (std::vector<SPBox3D *>::iterator i = persp->boxes.begin(); i != persp->boxes.end(); ++i) {
+ g_print ("%d (%d)", (*i)->my_counter, (*i)->persp_ref->getObject()->my_counter);
+ }
+ g_print ("\n");
+ g_print ("========================\n");
+}
+
+void
+persp3d_print_debugging_info_all(SPDocument *document) {
+ SPDefs *defs = (SPDefs *) SP_DOCUMENT_DEFS(document);
+ Inkscape::XML::Node *repr;
+ for (SPObject *child = sp_object_first_child(defs); child != NULL; child = SP_OBJECT_NEXT(child) ) {
+ repr = SP_OBJECT_REPR(child);
+ if (SP_IS_PERSP3D(child)) {
+ persp3d_print_debugging_info(SP_PERSP3D(child));
+ }
+ }
+}
+
+/*
+ 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:encoding=utf-8:textwidth=99 :