#ifndef __SP_3DBOX_H__ #define __SP_3DBOX_H__ /* * SVG implementation * * Authors: * Lauris Kaplinski * Maximilian Albert * * Copyright (C) 2007 Authors * Copyright (C) 1999-2002 Lauris Kaplinski * Copyright (C) 2000-2001 Ximian, Inc. * * Released under GNU GPL, read the file 'COPYING' for more information */ #include "inkscape.h" #include "perspective-line.h" #include "sp-item-group.h" #include "sp-path.h" #include "xml/document.h" #include "xml/repr.h" #include "line-geometry.h" #include "box3d-face.h" #define SP_TYPE_3DBOX (sp_3dbox_get_type ()) #define SP_3DBOX(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), SP_TYPE_3DBOX, SP3DBox)) #define SP_3DBOX_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), SP_TYPE_3DBOX, SP3DBoxClass)) #define SP_IS_3DBOX(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), SP_TYPE_3DBOX)) #define SP_IS_3DBOX_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), SP_TYPE_3DBOX)) struct SP3DBox : public SPGroup { NR::Point corners[8]; Box3DFace *faces[6]; gint z_orders[6]; // z_orders[i] holds the ID of the face at position #i in the group (from top to bottom) std::vector currently_visible_faces; // TODO: Keeping/updating the ratios works reasonably well but is still an ad hoc implementation. // Use a mathematically correct model to update the boxes. double ratio_x; double ratio_y; double ratio_z; guint front_bits; /* used internally to determine which of two parallel faces is supposed to be the front face */ // FIXME: If we only allow a single box to be dragged at a time then we can save memory by storing // the old positions centrally in SP3DBoxContext (instead of in each box separately) // Also, it may be better not to store the old corners but rather the old lines to which we want to snap NR::Point old_center; NR::Point old_corner2; NR::Point old_corner1; NR::Point old_corner0; NR::Point old_corner3; NR::Point old_corner5; NR::Point old_corner7; gint my_counter; // for testing only }; struct SP3DBoxClass { SPGroupClass parent_class; }; GType sp_3dbox_get_type (void); void sp_3dbox_position_set (SP3DBoxContext &bc); void sp_3dbox_set_shape(SP3DBox *box3d, bool use_previous_corners = false); void sp_3dbox_recompute_corners (SP3DBox *box, NR::Point const pt1, NR::Point const pt2, NR::Point const pt3); void sp_3dbox_set_z_orders_in_the_first_place (SP3DBox *box); void sp_3dbox_set_z_orders_later_on (SP3DBox *box); void sp_3dbox_update_curves (SP3DBox *box); void sp_3dbox_link_to_existing_paths (SP3DBox *box, Inkscape::XML::Node *repr); void sp_3dbox_set_ratios (SP3DBox *box, Box3D::Axis axes = Box3D::XYZ); void sp_3dbox_switch_front_face (SP3DBox *box, Box3D::Axis axis); void sp_3dbox_reshape_after_VP_rotation (SP3DBox *box, Box3D::Axis axis); void sp_3dbox_move_corner_in_XY_plane (SP3DBox *box, guint id, NR::Point pt, Box3D::Axis axes = Box3D::XY); void sp_3dbox_move_corner_in_Z_direction (SP3DBox *box, guint id, NR::Point pt, bool constrained = true); void sp_3dbox_reshape_after_VP_toggling (SP3DBox *box, Box3D::Axis axis); NR::Maybe sp_3dbox_get_center (SP3DBox *box); NR::Maybe sp_3dbox_get_midpoint_between_corners (SP3DBox *box, guint id_corner1, guint id_corner2); void sp_3dbox_recompute_XY_corners_from_new_center (SP3DBox *box, NR::Point const new_center); void sp_3dbox_recompute_Z_corners_from_new_center (SP3DBox *box, NR::Point const new_center); NR::Point sp_3dbox_get_midpoint_in_axis_direction (NR::Point const &C, NR::Point const &D, Box3D::Axis axis, Box3D::Perspective3D *persp); void sp_3dbox_update_perspective_lines(); void sp_3dbox_corners_for_perspective_lines (const SP3DBox * box, Box3D::Axis axis, NR::Point &corner1, NR::Point &corner2, NR::Point &corner3, NR::Point &corner4); guint sp_3dbox_get_corner_id_along_edge (const SP3DBox *box, guint corner, Box3D::Axis axis, Box3D::FrontOrRear rel_pos); NR::Point sp_3dbox_get_corner_along_edge (const SP3DBox *box, guint corner, Box3D::Axis axis, Box3D::FrontOrRear rel_pos); guint sp_3dbox_get_front_corner_id (const SP3DBox *box); gchar * sp_3dbox_get_svg_descr_of_persp (Box3D::Perspective3D *persp); inline NR::Point sp_3dbox_get_corner (SP3DBox *box, guint id) { return box->corners[id]; } inline bool sp_3dbox_corners_are_adjacent (guint id_corner1, guint id_corner2) { return Box3D::is_single_axis_direction ((Box3D::Axis) (id_corner1 ^ id_corner2)); } #endif