/* * Vanishing point for 3D perspectives * * Authors: * Maximilian Albert * * 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 "libnr/nr-point.h" #include "line-geometry.h" namespace Box3D { enum VPState { VP_FINITE = 0, // perspective lines meet in the VP VP_INFINITE // perspective lines are parallel }; // The X-/Y-/Z-axis corresponds to the first/second/third digit // in binary representation, respectively. enum Axis { X = 1, Y = 2, Z = 4, XY = 3, XZ = 5, YZ = 6, XYZ = 7, NONE = 0 }; // We use the fourth bit in binary representation // to indicate whether a face is front or rear. enum FrontOrRear { // find a better name FRONT = 0, REAR = 8 }; extern Axis axes[3]; extern Axis planes[3]; extern FrontOrRear face_positions [2]; // Given a bit sequence that unambiguously specifies the face of a 3D box, // return a number between 0 and 5 corresponding to that particular face // (which is normally used to index an array). Return -1 if the bit sequence // does not specify a face. A face can either be given by its plane (e.g, XY) // or by the axis that is orthogonal to it (e.g., Z). inline gint face_to_int (guint face_id) { switch (face_id) { case 1: return 0; case 2: return 2; case 4: return 4; case 3: return 4; case 5: return 2; case 6: return 0; case 9: return 1; case 10: return 3; case 12: return 5; case 11: return 5; case 13: return 3; case 14: return 1; default: return -1; } } inline bool is_single_axis_direction (Box3D::Axis dir) { // tests whether dir is nonzero and a power of 2 return (!(dir & (dir - 1)) && dir); } /** * Given two axis directions out of {X, Y, Z} or the corresponding plane, return the remaining one * We don't check if 'plane' really specifies a plane (i.e., if it consists of precisely two directions). */ inline Box3D::Axis third_axis_direction (Box3D::Axis dir1, Box3D::Axis dir2) { return (Box3D::Axis) ((dir1 + dir2) ^ 0x7); } inline Box3D::Axis third_axis_direction (Box3D::Axis plane) { return (Box3D::Axis) (plane ^ 0x7); } /* returns the first/second axis direction occuring in the (possibly compound) expression 'dirs' */ inline Box3D::Axis extract_first_axis_direction (Box3D::Axis dirs) { if (dirs & Box3D::X) return Box3D::X; if (dirs & Box3D::Y) return Box3D::Y; if (dirs & Box3D::Z) return Box3D::Z; return Box3D::NONE; } inline Box3D::Axis extract_second_axis_direction (Box3D::Axis dirs) { return extract_first_axis_direction ((Box3D::Axis) (dirs ^ extract_first_axis_direction(dirs))); } inline Box3D::Axis orth_plane (Box3D::Axis axis) { return (Box3D::Axis) (Box3D::XYZ ^ axis); } /* returns an axis direction perpendicular to the ones occuring in the (possibly compound) expression 'dirs' */ inline Box3D::Axis get_perpendicular_axis_direction (Box3D::Axis dirs) { if (!(dirs & Box3D::X)) return Box3D::X; if (!(dirs & Box3D::Y)) return Box3D::Y; if (!(dirs & Box3D::Z)) return Box3D::Z; return Box3D::NONE; } inline gchar * string_from_axes (Box3D::Axis axes) { GString *pstring = g_string_new(""); if (axes & Box3D::X) g_string_append_printf (pstring, "X"); if (axes & Box3D::Y) g_string_append_printf (pstring, "Y"); if (axes & Box3D::Z) g_string_append_printf (pstring, "Z"); return pstring->str; } // FIXME: Store the Axis of the VP inside the class class VanishingPoint : public NR::Point { public: inline VanishingPoint() : NR::Point() {}; /*** inline VanishingPoint(NR::Point const &pt, NR::Point const &ref = NR::Point(0,0)) : NR::Point (pt), ref_pt (ref), v_dir (pt[NR::X] - ref[NR::X], pt[NR::Y] - ref[NR::Y]) {} inline VanishingPoint(NR::Coord x, NR::Coord y, NR::Point const &ref = NR::Point(0,0)) : NR::Point (x, y), ref_pt (ref), v_dir (x - ref[NR::X], y - ref[NR::Y]) {} ***/ VanishingPoint(NR::Point const &pt, NR::Point const &inf_dir, VPState st); VanishingPoint(NR::Point const &pt); VanishingPoint(NR::Point const &dir, VPState const state); VanishingPoint(NR::Point const &pt, NR::Point const &direction); VanishingPoint(NR::Coord x, NR::Coord y); VanishingPoint(NR::Coord x, NR::Coord y, VPState const state); VanishingPoint(NR::Coord x, NR::Coord y, NR::Coord dir_x, NR::Coord dir_y); VanishingPoint(VanishingPoint const &rhs); bool is_finite(); VPState toggle_parallel(); void draw(Box3D::Axis const axis); // Draws a point on the canvas if state == VP_FINITE //inline VPState state() { return state; } VPState state; //NR::Point ref_pt; // point of reference to compute the direction of parallel lines NR::Point v_dir; // direction of perslective lines if the VP has state == VP_INFINITE private: }; } // namespace Box3D /** A function to print out the VanishingPoint (prints the coordinates) **/ /*** inline std::ostream &operator<< (std::ostream &out_file, const VanishingPoint &vp) { out_file << vp; return out_file; } ***/ #endif /* !SEEN_VANISHING_POINT_H */ /* Local Variables: mode:c++ c-file-style:"stroustrup" c-file-offsets:((innamespace . 0)(inline-open . 0)) indent-tabs-mode:nil fill-column:99 End: */ // vim: filetype=cpp:expandtab:shiftwidth=4:tabstop=8:softtabstop=4 :