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#define __PERSPECTIVE3D_C__
/*
* Class modelling a 3D perspective
*
* Authors:
* Maximilian Albert <Anhalter42@gmx.de>
*
* Copyright (C) 2007 authors
*
* Released under GNU GPL, read the file 'COPYING' for more information
*/
#include "box3d.h"
#include "box3d-context.h"
#include "perspective-line.h"
#include <iostream>
#include "desktop.h"
// can probably be removed later
#include "inkscape.h"
#include "knotholder.h"
namespace Box3D {
gint Perspective3D::counter = 0;
Perspective3D *
get_persp_of_box (const SP3DBox *box)
{
SPDesktop *desktop = inkscape_active_desktop(); // Should we pass the desktop as an argument?
for (GSList *p = desktop->perspectives; p != NULL; p = p->next) {
if (((Perspective3D *) p->data)->has_box (box))
return (Perspective3D *) p->data;
}
g_warning ("Stray 3D box!\n");
g_assert_not_reached();
}
/**
* Computes the intersection of the two perspective lines from pt1 and pt2 to the respective
* vanishing points in the given directions.
*/
// FIXME: This has been moved to a virtual method inside PerspectiveLine; can probably be purged
NR::Point
perspective_intersection (NR::Point pt1, Box3D::Axis dir1, NR::Point pt2, Box3D::Axis dir2, Perspective3D *persp)
{
VanishingPoint const *vp1 = persp->get_vanishing_point(dir1);
VanishingPoint const *vp2 = persp->get_vanishing_point(dir2);
NR::Maybe<NR::Point> meet = Line(pt1, *vp1).intersect(Line(pt2, *vp2));
// FIXME: How to handle parallel lines (also depends on the type of the VPs)?
if (!meet) { meet = NR::Point (0.0, 0.0); }
return *meet;
}
/**
* Find the point on the perspective line from line_pt to the
* vanishing point in direction dir that is closest to ext_pt.
*/
NR::Point
perspective_line_snap (NR::Point line_pt, Box3D::Axis dir, NR::Point ext_pt, Perspective3D *persp)
{
return PerspectiveLine(line_pt, dir, persp).closest_to(ext_pt);
}
Perspective3D::Perspective3D (VanishingPoint const &pt_x, VanishingPoint const &pt_y, VanishingPoint const &pt_z)
: desktop (NULL),
boxes (NULL)
{
vp_x = new VanishingPoint (pt_x);
vp_y = new VanishingPoint (pt_y);
vp_z = new VanishingPoint (pt_z);
my_counter = Perspective3D::counter++;
}
Perspective3D::Perspective3D (Perspective3D &other)
: desktop (other.desktop),
boxes (NULL) // FIXME: Should we add an option to copy the list of boxes?
{
vp_x = new VanishingPoint (*other.vp_x);
vp_y = new VanishingPoint (*other.vp_y);
vp_z = new VanishingPoint (*other.vp_z);
my_counter = Perspective3D::counter++;
}
Perspective3D::~Perspective3D ()
{
// we can have desktop == NULL when building a box whose attribute "inkscape:perspective" is set
if (desktop != NULL) {
desktop->remove_perspective (this);
}
delete vp_x;
delete vp_y;
delete vp_z;
g_slist_free (boxes);
}
bool
Perspective3D::operator==(Perspective3D const &other)
{
// Two perspectives are equal iff their vanishing points coincide and have identical states
return (*vp_x == *other.vp_x && *vp_y == *other.vp_y && *vp_z == *other.vp_z);
}
VanishingPoint *
Perspective3D::get_vanishing_point (Box3D::Axis const dir)
{
switch (dir) {
case X:
return vp_x;
break;
case Y:
return vp_y;
break;
case Z:
return vp_z;
break;
case NONE:
g_warning ("Axis direction must be specified. As a workaround we return the VP in X direction.\n");
return vp_x;
break;
default:
g_warning ("Single axis direction needed to determine corresponding vanishing point.\n");
return get_vanishing_point (extract_first_axis_direction(dir));
break;
}
}
void
Perspective3D::set_vanishing_point (Box3D::Axis const dir, VanishingPoint const &pt)
{
switch (dir) {
case X:
(*vp_x) = pt;
break;
case Y:
(*vp_y) = pt;
break;
case Z:
(*vp_z) = pt;
break;
case NONE:
// no vanishing point to set
break;
}
}
void
Perspective3D::set_vanishing_point (Box3D::Axis const dir, gdouble pt_x, gdouble pt_y, gdouble dir_x, gdouble dir_y, VPState st)
{
VanishingPoint *vp;
switch (dir) {
case X:
vp = vp_x;
break;
case Y:
vp = vp_y;
break;
case Z:
vp = vp_z;
break;
case NONE:
// no vanishing point to set
return;
}
vp->set_pos (pt_x, pt_y);
vp->v_dir = NR::Point (dir_x, dir_y);
vp->state = st;
}
void
Perspective3D::add_box (SP3DBox *box)
{
if (g_slist_find (this->boxes, box) != NULL) {
// Don't add the same box twice
g_warning ("Box already uses the current perspective. We don't add it again.\n");
return;
}
this->boxes = g_slist_append (this->boxes, box);
}
void
Perspective3D::remove_box (const SP3DBox *box)
{
if (!g_slist_find (this->boxes, box)) {
g_warning ("Could not find box that is to be removed in the current perspective.\n");
}
this->boxes = g_slist_remove (this->boxes, box);
}
bool
Perspective3D::has_box (const SP3DBox *box)
{
return (g_slist_find (this->boxes, box) != NULL);
}
/**
* Update the shape of a box after a handle was dragged or a VP was changed, according to the stored ratios.
*/
void
Perspective3D::reshape_boxes (Box3D::Axis axes)
{
// TODO: Leave the "correct" corner fixed according to which face is supposed to be on front.
NR::Point new_pt;
VanishingPoint *vp;
for (const GSList *i = this->boxes; i != NULL; i = i->next) {
SP3DBox *box = SP_3DBOX (i->data);
if (axes & Box3D::X) {
vp = this->get_vanishing_point (Box3D::X);
new_pt = vp->get_pos() + box->ratio_x * (box->corners[3] - vp->get_pos());
sp_3dbox_move_corner_in_XY_plane (box, 2, new_pt);
}
if (axes & Box3D::Y) {
vp = this->get_vanishing_point (Box3D::Y);
new_pt = vp->get_pos() + box->ratio_y * (box->corners[0] - vp->get_pos());
sp_3dbox_move_corner_in_XY_plane (box, 2, new_pt);
}
if (axes & Box3D::Z) {
vp = this->get_vanishing_point (Box3D::Z);
new_pt = vp->get_pos() + box->ratio_z * (box->corners[0] - vp->get_pos());
sp_3dbox_move_corner_in_Z_direction (box, 4, new_pt);
}
sp_3dbox_set_shape (box, true);
// FIXME: Is there a way update the knots without accessing the
// statically linked function knotholder_update_knots?
SPEventContext *ec = inkscape_active_event_context();
g_assert (ec != NULL);
if (ec->shape_knot_holder != NULL) {
knotholder_update_knots(ec->shape_knot_holder, (SPItem *) box);
}
}
}
void
Perspective3D::update_box_reprs ()
{
for (GSList *i = this->boxes; i != NULL; i = i->next) {
SP_OBJECT(SP_3DBOX (i->data))->updateRepr(SP_OBJECT_WRITE_EXT);
}
}
// FIXME: We get compiler errors when we try to move the code from sp_3dbox_get_perspective_string to this function
/***
gchar *
Perspective3D::svg_string ()
{
}
***/
void
Perspective3D::print_debugging_info ()
{
g_print ("====================================================\n");
SPDesktop *desktop = inkscape_active_desktop();
for (GSList *i = desktop->perspectives; i != NULL; i = i->next) {
Perspective3D *persp = (Perspective3D *) i->data;
g_print ("Perspective %d:\n", persp->my_counter);
//g_print ("Perspective:\n");
VanishingPoint * vp = persp->get_vanishing_point(Box3D::X);
g_print (" VP X: (%f,%f) ", (*vp)[NR::X], (*vp)[NR::Y]);
g_print ((vp->is_finite()) ? "(finite)\n" : "(infinite)\n");
vp = persp->get_vanishing_point(Box3D::Y);
g_print (" VP Y: (%f,%f) ", (*vp)[NR::X], (*vp)[NR::Y]);
g_print ((vp->is_finite()) ? "(finite)\n" : "(infinite)\n");
vp = persp->get_vanishing_point(Box3D::Z);
g_print (" VP Z: (%f,%f) ", (*vp)[NR::X], (*vp)[NR::Y]);
g_print ((vp->is_finite()) ? "(finite)\n" : "(infinite)\n");
g_print ("\nBoxes: ");
if (persp->boxes == NULL) {
g_print ("none");
} else {
GSList *j;
for (j = persp->boxes; j != NULL; j = j->next) {
if (j->next == NULL) break;
g_print ("%d, ", SP_3DBOX (j->data)->my_counter);
}
if (j != NULL) {
g_print ("%d", SP_3DBOX (j->data)->my_counter);
}
}
}
g_print ("\n====================================================\n");
}
} // namespace Box3D
/*
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 :
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