#define __PERSP3D_C__ /* * Class modelling a 3D perspective as an SPObject * * Authors: * Maximilian Albert * * 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 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 p, Proj::Axis axis) { for (std::set::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::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::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::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::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::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 persp3d_list_of_boxes(Persp3D *persp) { std::list bx_lst; for (std::vector::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::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 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::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_currently_selected (Box3DContext *bc) { Inkscape::Selection *selection = sp_desktop_selection (bc->desktop); std::set 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::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 :