#define __SP_BOX3D_C__ /* * SVG <box3d> implementation * * Authors: * Maximilian Albert <Anhalter42@gmx.de> * Lauris Kaplinski <lauris@kaplinski.com> * bulia byak <buliabyak@users.sf.net> * * 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 <glibmm/i18n.h> #include "attributes.h" #include "xml/document.h" #include "xml/repr.h" #include "box3d.h" #include "box3d-side.h" #include "box3d-context.h" #include "proj_pt.h" #include "transf_mat_3x4.h" #include "perspective-line.h" #include "inkscape.h" #include "persp3d.h" #include "line-geometry.h" #include "persp3d-reference.h" #include "uri.h" #include "2geom/geom.h" #include "sp-guide.h" #include "sp-namedview.h" #include "prefs-utils.h" #include "desktop.h" #include "macros.h" static void box3d_class_init(SPBox3DClass *klass); static void box3d_init(SPBox3D *box3d); static void box3d_build(SPObject *object, SPDocument *document, Inkscape::XML::Node *repr); static void box3d_release(SPObject *object); static void box3d_set(SPObject *object, unsigned int key, const gchar *value); static void box3d_update(SPObject *object, SPCtx *ctx, guint flags); static Inkscape::XML::Node *box3d_write(SPObject *object, Inkscape::XML::Node *repr, guint flags); static gchar *box3d_description(SPItem *item); static NR::Matrix box3d_set_transform(SPItem *item, NR::Matrix const &xform); static void box3d_convert_to_guides(SPItem *item); static void box3d_ref_changed(SPObject *old_ref, SPObject *ref, SPBox3D *box); static SPGroupClass *parent_class; static gint counter = 0; GType box3d_get_type(void) { static GType type = 0; if (!type) { GTypeInfo info = { sizeof(SPBox3DClass), NULL, /* base_init */ NULL, /* base_finalize */ (GClassInitFunc) box3d_class_init, NULL, /* class_finalize */ NULL, /* class_data */ sizeof(SPBox3D), 16, /* n_preallocs */ (GInstanceInitFunc) box3d_init, NULL, /* value_table */ }; type = g_type_register_static(SP_TYPE_GROUP, "SPBox3D", &info, (GTypeFlags) 0); } return type; } static void box3d_class_init(SPBox3DClass *klass) { SPObjectClass *sp_object_class = (SPObjectClass *) klass; SPItemClass *item_class = (SPItemClass *) klass; parent_class = (SPGroupClass *) g_type_class_ref(SP_TYPE_GROUP); sp_object_class->build = box3d_build; sp_object_class->release = box3d_release; sp_object_class->set = box3d_set; sp_object_class->write = box3d_write; sp_object_class->update = box3d_update; item_class->description = box3d_description; item_class->set_transform = box3d_set_transform; item_class->convert_to_guides = box3d_convert_to_guides; } static void box3d_init(SPBox3D *box) { box->persp_href = NULL; box->persp_ref = new Persp3DReference(SP_OBJECT(box)); } static void box3d_build(SPObject *object, SPDocument *document, Inkscape::XML::Node *repr) { if (((SPObjectClass *) (parent_class))->build) { ((SPObjectClass *) (parent_class))->build(object, document, repr); } SPBox3D *box = SP_BOX3D (object); box->my_counter = counter++; /* we initialize the z-orders to zero so that they are updated during dragging */ for (int i = 0; i < 6; ++i) { box->z_orders[i] = 0; } // TODO: Create/link to the correct perspective SPDocument *doc = SP_OBJECT_DOCUMENT(box); if (!doc) { g_print ("No document for the box!!!!\n"); return; } box->persp_ref->changedSignal().connect(sigc::bind(sigc::ptr_fun(box3d_ref_changed), box)); sp_object_read_attr(object, "inkscape:perspectiveID"); sp_object_read_attr(object, "inkscape:corner0"); sp_object_read_attr(object, "inkscape:corner7"); } /** * Virtual release of SPBox3D members before destruction. */ static void box3d_release(SPObject *object) { SPBox3D *box = (SPBox3D *) object; if (box->persp_href) { g_free(box->persp_href); } if (box->persp_ref) { box->persp_ref->detach(); delete box->persp_ref; box->persp_ref = NULL; } //persp3d_remove_box (box3d_get_perspective(box), box); if (((SPObjectClass *) parent_class)->release) ((SPObjectClass *) parent_class)->release(object); } static void box3d_set(SPObject *object, unsigned int key, const gchar *value) { SPBox3D *box = SP_BOX3D(object); switch (key) { case SP_ATTR_INKSCAPE_BOX3D_PERSPECTIVE_ID: if ( value && box->persp_href && ( strcmp(value, box->persp_href) == 0 ) ) { /* No change, do nothing. */ } else { if (box->persp_href) { g_free(box->persp_href); box->persp_href = NULL; } if (value) { box->persp_href = g_strdup(value); // Now do the attaching, which emits the changed signal. try { box->persp_ref->attach(Inkscape::URI(value)); } catch (Inkscape::BadURIException &e) { g_warning("%s", e.what()); box->persp_ref->detach(); } } else { // Detach, which emits the changed signal. box->persp_ref->detach(); } } // FIXME: Is the following update doubled by some call in either persp3d.cpp or vanishing_point_new.cpp? box3d_position_set(box); break; case SP_ATTR_INKSCAPE_BOX3D_CORNER0: if (value && strcmp(value, "0 : 0 : 0 : 0")) { box->orig_corner0 = Proj::Pt3(value); box->save_corner0 = box->orig_corner0; box3d_position_set(box); } break; case SP_ATTR_INKSCAPE_BOX3D_CORNER7: if (value && strcmp(value, "0 : 0 : 0 : 0")) { box->orig_corner7 = Proj::Pt3(value); box->save_corner7 = box->orig_corner7; box3d_position_set(box); } break; default: if (((SPObjectClass *) (parent_class))->set) { ((SPObjectClass *) (parent_class))->set(object, key, value); } break; } } /** * Gets called when (re)attached to another perspective. */ static void box3d_ref_changed(SPObject *old_ref, SPObject *ref, SPBox3D *box) { if (old_ref) { sp_signal_disconnect_by_data(old_ref, box); persp3d_remove_box (SP_PERSP3D(old_ref), box); /* Note: This sometimes leads to attempts to remove boxes twice from the list of selected/transformed boxes in a perspectives, but this should be uncritical. */ persp3d_remove_box_transform (SP_PERSP3D(old_ref), box); } if ( SP_IS_PERSP3D(ref) && ref != box ) // FIXME: Comparisons sane? { persp3d_add_box (SP_PERSP3D(ref), box); /* Note: This sometimes leads to attempts to add boxes twice to the list of selected/transformed boxes in a perspectives, but this should be uncritical. */ persp3d_add_box_transform (SP_PERSP3D(ref), box); } } static void box3d_update(SPObject *object, SPCtx *ctx, guint flags) { if (flags & (SP_OBJECT_MODIFIED_FLAG | SP_OBJECT_STYLE_MODIFIED_FLAG | SP_OBJECT_VIEWPORT_MODIFIED_FLAG)) { /* FIXME?: Perhaps the display updates of box sides should be instantiated from here, but this causes evil update loops so it's all done from box3d_position_set, which is called from various other places (like the handlers in object-edit.cpp, vanishing-point.cpp, etc. */ } // Invoke parent method if (((SPObjectClass *) (parent_class))->update) ((SPObjectClass *) (parent_class))->update(object, ctx, flags); } static Inkscape::XML::Node *box3d_write(SPObject *object, Inkscape::XML::Node *repr, guint flags) { SPBox3D *box = SP_BOX3D(object); if ((flags & SP_OBJECT_WRITE_BUILD) && !repr) { // this is where we end up when saving as plain SVG (also in other circumstances?) // thus we don' set "sodipodi:type" so that the box is only saved as an ordinary svg:g Inkscape::XML::Document *xml_doc = sp_document_repr_doc(SP_OBJECT_DOCUMENT(object)); repr = xml_doc->createElement("svg:g"); } if (flags & SP_OBJECT_WRITE_EXT) { if (box->persp_href) { repr->setAttribute("inkscape:perspectiveID", box->persp_href); } else { /* box is not yet linked to a perspective; use the document's current perspective */ SPDocument *doc = inkscape_active_document(); if (box->persp_ref->getURI()) { gchar *uri_string = box->persp_ref->getURI()->toString(); repr->setAttribute("inkscape:perspectiveID", uri_string); g_free(uri_string); } else if (doc) { Inkscape::XML::Node *persp_repr = SP_OBJECT_REPR(doc->current_persp3d); const gchar *persp_id = persp_repr->attribute("id"); gchar *href = g_strdup_printf("#%s", persp_id); repr->setAttribute("inkscape:perspectiveID", href); g_free(href); } else { g_print ("No active document while creating perspective!!!\n"); } } gchar *coordstr0 = box->orig_corner0.coord_string(); gchar *coordstr7 = box->orig_corner7.coord_string(); repr->setAttribute("inkscape:corner0", coordstr0); repr->setAttribute("inkscape:corner7", coordstr7); g_free(coordstr0); g_free(coordstr7); box->orig_corner0.normalize(); box->orig_corner7.normalize(); box->save_corner0 = box->orig_corner0; box->save_corner7 = box->orig_corner7; } if (((SPObjectClass *) (parent_class))->write) { ((SPObjectClass *) (parent_class))->write(object, repr, flags); } return repr; } static gchar * box3d_description(SPItem *item) { g_return_val_if_fail(SP_IS_BOX3D(item), NULL); return g_strdup(_("<b>3D Box</b>")); } void box3d_position_set (SPBox3D *box) { /* This draws the curve and calls requestDisplayUpdate() for each side (the latter is done in box3d_side_position_set() to avoid update conflicts with the parent box) */ for (SPObject *child = sp_object_first_child(SP_OBJECT (box)); child != NULL; child = SP_OBJECT_NEXT(child) ) { box3d_side_position_set (SP_BOX3D_SIDE (child)); } } static NR::Matrix box3d_set_transform(SPItem *item, NR::Matrix const &xform) { SPBox3D *box = SP_BOX3D(item); /* check whether we need to unlink any boxes from their perspectives */ Persp3D *persp = box3d_get_perspective(box); Persp3D *transf_persp; if (!persp3d_has_all_boxes_in_selection (persp)) { std::list<SPBox3D *> sel = persp3d_selected_boxes (persp); /* create a new perspective as a copy of the current one and link the selected boxes to it */ transf_persp = persp3d_create_xml_element (SP_OBJECT_DOCUMENT(persp), persp); for (std::list<SPBox3D *>::iterator b = sel.begin(); b != sel.end(); ++b) { box3d_switch_perspectives(*b, persp, transf_persp); } } else { transf_persp = persp; } /* only transform the perspective once, even if it has several selected boxes */ if(!persp3d_was_transformed (transf_persp)) { /* concatenate the affine transformation with the perspective mapping; this function also triggers repr updates of boxes and the perspective itself */ persp3d_apply_affine_transformation(transf_persp, xform); } box3d_mark_transformed(box); if (persp3d_all_transformed(transf_persp)) { /* all boxes were transformed; make perspective sensitive for further transformations */ persp3d_unset_transforms(transf_persp); } NR::Matrix ret(NR::transform(xform)); gdouble const sw = hypot(ret[0], ret[1]); gdouble const sh = hypot(ret[2], ret[3]); SPItem *sideitem = NULL; for (SPObject *side = sp_object_first_child(box); side != NULL; side = SP_OBJECT_NEXT(side)) { sideitem = SP_ITEM(side); // Adjust stroke width sp_item_adjust_stroke(sideitem, sqrt(fabs(sw * sh))); // Adjust pattern fill sp_item_adjust_pattern(sideitem, xform); // Adjust gradient fill sp_item_adjust_gradient(sideitem, xform); // Adjust LPE sp_item_adjust_livepatheffect(item, xform); } return NR::identity(); } Proj::Pt3 box3d_get_proj_corner (guint id, Proj::Pt3 const &c0, Proj::Pt3 const &c7) { return Proj::Pt3 ((id & Box3D::X) ? c7[Proj::X] : c0[Proj::X], (id & Box3D::Y) ? c7[Proj::Y] : c0[Proj::Y], (id & Box3D::Z) ? c7[Proj::Z] : c0[Proj::Z], 1.0); } Proj::Pt3 box3d_get_proj_corner (SPBox3D const *box, guint id) { return Proj::Pt3 ((id & Box3D::X) ? box->orig_corner7[Proj::X] : box->orig_corner0[Proj::X], (id & Box3D::Y) ? box->orig_corner7[Proj::Y] : box->orig_corner0[Proj::Y], (id & Box3D::Z) ? box->orig_corner7[Proj::Z] : box->orig_corner0[Proj::Z], 1.0); } NR::Point box3d_get_corner_screen (SPBox3D const *box, guint id) { Proj::Pt3 proj_corner (box3d_get_proj_corner (box, id)); if (!box3d_get_perspective(box)) { return NR::Point (NR_HUGE, NR_HUGE); } return box3d_get_perspective(box)->tmat.image(proj_corner).affine(); } Proj::Pt3 box3d_get_proj_center (SPBox3D *box) { box->orig_corner0.normalize(); box->orig_corner7.normalize(); return Proj::Pt3 ((box->orig_corner0[Proj::X] + box->orig_corner7[Proj::X]) / 2, (box->orig_corner0[Proj::Y] + box->orig_corner7[Proj::Y]) / 2, (box->orig_corner0[Proj::Z] + box->orig_corner7[Proj::Z]) / 2, 1.0); } NR::Point box3d_get_center_screen (SPBox3D *box) { Proj::Pt3 proj_center (box3d_get_proj_center (box)); if (!box3d_get_perspective(box)) { return NR::Point (NR_HUGE, NR_HUGE); } return box3d_get_perspective(box)->tmat.image(proj_center).affine(); } /* * To keep the snappoint from jumping randomly between the two lines when the mouse pointer is close to * their intersection, we remember the last snapped line and keep snapping to this specific line as long * as the distance from the intersection to the mouse pointer is less than remember_snap_threshold. */ // Should we make the threshold settable in the preferences? static double remember_snap_threshold = 30; static guint remember_snap_index = 0; static Proj::Pt3 box3d_snap (SPBox3D *box, int id, Proj::Pt3 const &pt_proj, Proj::Pt3 const &start_pt) { double z_coord = start_pt[Proj::Z]; double diff_x = box->save_corner7[Proj::X] - box->save_corner0[Proj::X]; double diff_y = box->save_corner7[Proj::Y] - box->save_corner0[Proj::Y]; double x_coord = start_pt[Proj::X]; double y_coord = start_pt[Proj::Y]; Proj::Pt3 A_proj (x_coord, y_coord, z_coord, 1.0); Proj::Pt3 B_proj (x_coord + diff_x, y_coord, z_coord, 1.0); Proj::Pt3 C_proj (x_coord + diff_x, y_coord + diff_y, z_coord, 1.0); Proj::Pt3 D_proj (x_coord, y_coord + diff_y, z_coord, 1.0); Proj::Pt3 E_proj (x_coord - diff_x, y_coord + diff_y, z_coord, 1.0); Persp3D *persp = box3d_get_perspective(box); NR::Point A = persp->tmat.image(A_proj).affine(); NR::Point B = persp->tmat.image(B_proj).affine(); NR::Point C = persp->tmat.image(C_proj).affine(); NR::Point D = persp->tmat.image(D_proj).affine(); NR::Point E = persp->tmat.image(E_proj).affine(); NR::Point pt = persp->tmat.image(pt_proj).affine(); // TODO: Replace these lines between corners with lines from a corner to a vanishing point // (this might help to prevent rounding errors if the box is small) Box3D::Line pl1(A, B); Box3D::Line pl2(A, D); Box3D::Line diag1(A, (id == -1 || (!(id & Box3D::X) == !(id & Box3D::Y))) ? C : E); Box3D::Line diag2(A, E); // diag2 is only taken into account if id equals -1, i.e., if we are snapping the center int num_snap_lines = (id != -1) ? 3 : 4; NR::Point snap_pts[num_snap_lines]; snap_pts[0] = pl1.closest_to (pt); snap_pts[1] = pl2.closest_to (pt); snap_pts[2] = diag1.closest_to (pt); if (id == -1) { snap_pts[3] = diag2.closest_to (pt); } gdouble const zoom = inkscape_active_desktop()->current_zoom(); // determine the distances to all potential snapping points double snap_dists[num_snap_lines]; for (int i = 0; i < num_snap_lines; ++i) { snap_dists[i] = NR::L2 (snap_pts[i] - pt) * zoom; } // while we are within a given tolerance of the starting point, // keep snapping to the same point to avoid jumping bool within_tolerance = true; for (int i = 0; i < num_snap_lines; ++i) { if (snap_dists[i] > remember_snap_threshold) { within_tolerance = false; break; } } // find the closest snapping point int snap_index = -1; double snap_dist = NR_HUGE; for (int i = 0; i < num_snap_lines; ++i) { if (snap_dists[i] < snap_dist) { snap_index = i; snap_dist = snap_dists[i]; } } // snap to the closest point (or the previously remembered one // if we are within tolerance of the starting point) NR::Point result; if (within_tolerance) { result = snap_pts[remember_snap_index]; } else { remember_snap_index = snap_index; result = snap_pts[snap_index]; } return box3d_get_perspective(box)->tmat.preimage (result, z_coord, Proj::Z); } void box3d_set_corner (SPBox3D *box, const guint id, NR::Point const &new_pos, const Box3D::Axis movement, bool constrained) { g_return_if_fail ((movement != Box3D::NONE) && (movement != Box3D::XYZ)); box->orig_corner0.normalize(); box->orig_corner7.normalize(); /* update corners 0 and 7 according to which handle was moved and to the axes of movement */ if (!(movement & Box3D::Z)) { Proj::Pt3 pt_proj (box3d_get_perspective(box)->tmat.preimage (new_pos, (id < 4) ? box->orig_corner0[Proj::Z] : box->orig_corner7[Proj::Z], Proj::Z)); if (constrained) { pt_proj = box3d_snap (box, id, pt_proj, box3d_get_proj_corner (id, box->save_corner0, box->save_corner7)); } // normalizing pt_proj is essential because we want to mingle affine coordinates pt_proj.normalize(); box->orig_corner0 = Proj::Pt3 ((id & Box3D::X) ? box->save_corner0[Proj::X] : pt_proj[Proj::X], (id & Box3D::Y) ? box->save_corner0[Proj::Y] : pt_proj[Proj::Y], box->save_corner0[Proj::Z], 1.0); box->orig_corner7 = Proj::Pt3 ((id & Box3D::X) ? pt_proj[Proj::X] : box->save_corner7[Proj::X], (id & Box3D::Y) ? pt_proj[Proj::Y] : box->save_corner7[Proj::Y], box->save_corner7[Proj::Z], 1.0); } else { Persp3D *persp = box3d_get_perspective(box); Box3D::PerspectiveLine pl(persp->tmat.image( box3d_get_proj_corner (id, box->save_corner0, box->save_corner7)).affine(), Proj::Z, persp); NR::Point new_pos_snapped(pl.closest_to(new_pos)); Proj::Pt3 pt_proj (persp->tmat.preimage (new_pos_snapped, box3d_get_proj_corner (box, id)[(movement & Box3D::Y) ? Proj::X : Proj::Y], (movement & Box3D::Y) ? Proj::X : Proj::Y)); bool corner0_move_x = !(id & Box3D::X) && (movement & Box3D::X); bool corner0_move_y = !(id & Box3D::Y) && (movement & Box3D::Y); bool corner7_move_x = (id & Box3D::X) && (movement & Box3D::X); bool corner7_move_y = (id & Box3D::Y) && (movement & Box3D::Y); // normalizing pt_proj is essential because we want to mingle affine coordinates pt_proj.normalize(); box->orig_corner0 = Proj::Pt3 (corner0_move_x ? pt_proj[Proj::X] : box->orig_corner0[Proj::X], corner0_move_y ? pt_proj[Proj::Y] : box->orig_corner0[Proj::Y], (id & Box3D::Z) ? box->orig_corner0[Proj::Z] : pt_proj[Proj::Z], 1.0); box->orig_corner7 = Proj::Pt3 (corner7_move_x ? pt_proj[Proj::X] : box->orig_corner7[Proj::X], corner7_move_y ? pt_proj[Proj::Y] : box->orig_corner7[Proj::Y], (id & Box3D::Z) ? pt_proj[Proj::Z] : box->orig_corner7[Proj::Z], 1.0); } // FIXME: Should we update the box here? If so, how? } void box3d_set_center (SPBox3D *box, NR::Point const &new_pos, NR::Point const &old_pos, const Box3D::Axis movement, bool constrained) { g_return_if_fail ((movement != Box3D::NONE) && (movement != Box3D::XYZ)); box->orig_corner0.normalize(); box->orig_corner7.normalize(); Persp3D *persp = box3d_get_perspective(box); if (!(movement & Box3D::Z)) { double coord = (box->orig_corner0[Proj::Z] + box->orig_corner7[Proj::Z]) / 2; double radx = (box->orig_corner7[Proj::X] - box->orig_corner0[Proj::X]) / 2; double rady = (box->orig_corner7[Proj::Y] - box->orig_corner0[Proj::Y]) / 2; Proj::Pt3 pt_proj (persp->tmat.preimage (new_pos, coord, Proj::Z)); if (constrained) { Proj::Pt3 old_pos_proj (persp->tmat.preimage (old_pos, coord, Proj::Z)); old_pos_proj.normalize(); pt_proj = box3d_snap (box, -1, pt_proj, old_pos_proj); } // normalizing pt_proj is essential because we want to mingle affine coordinates pt_proj.normalize(); box->orig_corner0 = Proj::Pt3 ((movement & Box3D::X) ? pt_proj[Proj::X] - radx : box->orig_corner0[Proj::X], (movement & Box3D::Y) ? pt_proj[Proj::Y] - rady : box->orig_corner0[Proj::Y], box->orig_corner0[Proj::Z], 1.0); box->orig_corner7 = Proj::Pt3 ((movement & Box3D::X) ? pt_proj[Proj::X] + radx : box->orig_corner7[Proj::X], (movement & Box3D::Y) ? pt_proj[Proj::Y] + rady : box->orig_corner7[Proj::Y], box->orig_corner7[Proj::Z], 1.0); } else { double coord = (box->orig_corner0[Proj::X] + box->orig_corner7[Proj::X]) / 2; double radz = (box->orig_corner7[Proj::Z] - box->orig_corner0[Proj::Z]) / 2; Box3D::PerspectiveLine pl(old_pos, Proj::Z, persp); NR::Point new_pos_snapped(pl.closest_to(new_pos)); Proj::Pt3 pt_proj (persp->tmat.preimage (new_pos_snapped, coord, Proj::X)); /* normalizing pt_proj is essential because we want to mingle affine coordinates */ pt_proj.normalize(); box->orig_corner0 = Proj::Pt3 (box->orig_corner0[Proj::X], box->orig_corner0[Proj::Y], pt_proj[Proj::Z] - radz, 1.0); box->orig_corner7 = Proj::Pt3 (box->orig_corner7[Proj::X], box->orig_corner7[Proj::Y], pt_proj[Proj::Z] + radz, 1.0); } } /* * Manipulates corner1 through corner4 to contain the indices of the corners * from which the perspective lines in the direction of 'axis' emerge */ void box3d_corners_for_PLs (const SPBox3D * box, Proj::Axis axis, NR::Point &corner1, NR::Point &corner2, NR::Point &corner3, NR::Point &corner4) { Persp3D *persp = box3d_get_perspective(box); g_return_if_fail (persp); //box->orig_corner0.normalize(); //box->orig_corner7.normalize(); double coord = (box->orig_corner0[axis] > box->orig_corner7[axis]) ? box->orig_corner0[axis] : box->orig_corner7[axis]; Proj::Pt3 c1, c2, c3, c4; // FIXME: This can certainly be done more elegantly/efficiently than by a case-by-case analysis. switch (axis) { case Proj::X: c1 = Proj::Pt3 (coord, box->orig_corner0[Proj::Y], box->orig_corner0[Proj::Z], 1.0); c2 = Proj::Pt3 (coord, box->orig_corner7[Proj::Y], box->orig_corner0[Proj::Z], 1.0); c3 = Proj::Pt3 (coord, box->orig_corner7[Proj::Y], box->orig_corner7[Proj::Z], 1.0); c4 = Proj::Pt3 (coord, box->orig_corner0[Proj::Y], box->orig_corner7[Proj::Z], 1.0); break; case Proj::Y: c1 = Proj::Pt3 (box->orig_corner0[Proj::X], coord, box->orig_corner0[Proj::Z], 1.0); c2 = Proj::Pt3 (box->orig_corner7[Proj::X], coord, box->orig_corner0[Proj::Z], 1.0); c3 = Proj::Pt3 (box->orig_corner7[Proj::X], coord, box->orig_corner7[Proj::Z], 1.0); c4 = Proj::Pt3 (box->orig_corner0[Proj::X], coord, box->orig_corner7[Proj::Z], 1.0); break; case Proj::Z: c1 = Proj::Pt3 (box->orig_corner7[Proj::X], box->orig_corner7[Proj::Y], coord, 1.0); c2 = Proj::Pt3 (box->orig_corner7[Proj::X], box->orig_corner0[Proj::Y], coord, 1.0); c3 = Proj::Pt3 (box->orig_corner0[Proj::X], box->orig_corner0[Proj::Y], coord, 1.0); c4 = Proj::Pt3 (box->orig_corner0[Proj::X], box->orig_corner7[Proj::Y], coord, 1.0); break; default: return; } corner1 = persp->tmat.image(c1).affine(); corner2 = persp->tmat.image(c2).affine(); corner3 = persp->tmat.image(c3).affine(); corner4 = persp->tmat.image(c4).affine(); } /* Auxiliary function: Checks whether the half-line from A to B crosses the line segment joining C and D */ static bool box3d_half_line_crosses_joining_line (Geom::Point const &A, Geom::Point const &B, Geom::Point const &C, Geom::Point const &D) { Geom::Point E; // the point of intersection Geom::Point n0 = (B - A).ccw(); double d0 = dot(n0,A); Geom::Point n1 = (D - C).ccw(); double d1 = dot(n1,C); Geom::IntersectorKind intersects = Geom::line_intersection(n0, d0, n1, d1, E); if (intersects == Geom::coincident || intersects == Geom::parallel) { return false; } if ((dot(C,n0) < d0) == (dot(D,n0) < d0)) { // C and D lie on the same side of the line AB return false; } if ((dot(A,n1) < d1) != (dot(B,n1) < d1)) { // A and B lie on different sides of the line CD return true; } else if (Geom::distance(E,A) < Geom::distance(E,B)) { // The line CD passes on the "wrong" side of A return false; } // The line CD passes on the "correct" side of A return true; } static bool box3d_XY_axes_are_swapped (SPBox3D *box) { Persp3D *persp = box3d_get_perspective(box); g_return_val_if_fail(persp, false); Box3D::PerspectiveLine l1(box3d_get_corner_screen(box, 3), Proj::X, persp); Box3D::PerspectiveLine l2(box3d_get_corner_screen(box, 3), Proj::Y, persp); NR::Point v1(l1.direction()); NR::Point v2(l2.direction()); v1.normalize(); v2.normalize(); return (v1[NR::X]*v2[NR::Y] - v1[NR::Y]*v2[NR::X] > 0); } static inline void box3d_aux_set_z_orders (int z_orders[6], int a, int b, int c, int d, int e, int f) { z_orders[0] = a; z_orders[1] = b; z_orders[2] = c; z_orders[3] = d; z_orders[4] = e; z_orders[5] = f; } static inline void box3d_swap_z_orders (int z_orders[6]) { int tmp; for (int i = 0; i < 3; ++i) { tmp = z_orders[i]; z_orders[i] = z_orders[5-i]; z_orders[5-i] = tmp; } } /* * In standard perspective we have: * 2 = front face * 1 = top face * 0 = left face * 3 = right face * 4 = bottom face * 5 = rear face */ /* All VPs infinite */ static void box3d_set_new_z_orders_case0 (SPBox3D *box, int z_orders[6], Box3D::Axis central_axis) { Persp3D *persp = box3d_get_perspective(box); NR::Point xdir(persp3d_get_infinite_dir(persp, Proj::X)); NR::Point ydir(persp3d_get_infinite_dir(persp, Proj::Y)); NR::Point zdir(persp3d_get_infinite_dir(persp, Proj::Z)); bool swapped = box3d_XY_axes_are_swapped(box); switch(central_axis) { case Box3D::X: if (!swapped) { box3d_aux_set_z_orders (z_orders, 2, 0, 4, 1, 3, 5); } else { box3d_aux_set_z_orders (z_orders, 3, 1, 5, 2, 4, 0); } break; case Box3D::Y: if (!swapped) { box3d_aux_set_z_orders (z_orders, 2, 3, 1, 4, 0, 5); } else { box3d_aux_set_z_orders (z_orders, 5, 0, 4, 1, 3, 2); } break; case Box3D::Z: if (!swapped) { box3d_aux_set_z_orders (z_orders, 2, 0, 1, 4, 3, 5); } else { box3d_aux_set_z_orders (z_orders, 5, 3, 4, 1, 0, 2); } break; case Box3D::NONE: if (!swapped) { box3d_aux_set_z_orders (z_orders, 2, 3, 4, 1, 0, 5); } else { box3d_aux_set_z_orders (z_orders, 5, 0, 1, 4, 3, 2); } break; default: g_assert_not_reached(); break; } } /* Precisely one finite VP */ static void box3d_set_new_z_orders_case1 (SPBox3D *box, int z_orders[6], Box3D::Axis central_axis, Box3D::Axis fin_axis) { Persp3D *persp = box3d_get_perspective(box); NR::Point vp(persp3d_get_VP(persp, Box3D::toProj(fin_axis)).affine()); // note: in some of the case distinctions below we rely upon the fact that oaxis1 and oaxis2 are ordered Box3D::Axis oaxis1 = Box3D::get_remaining_axes(fin_axis).first; Box3D::Axis oaxis2 = Box3D::get_remaining_axes(fin_axis).second; int inside1 = 0; int inside2 = 0; inside1 = box3d_pt_lies_in_PL_sector (box, vp, 3, 3 ^ oaxis2, oaxis1); inside2 = box3d_pt_lies_in_PL_sector (box, vp, 3, 3 ^ oaxis1, oaxis2); bool swapped = box3d_XY_axes_are_swapped(box); switch(central_axis) { case Box3D::X: if (!swapped) { box3d_aux_set_z_orders (z_orders, 2, 4, 0, 1, 3, 5); } else { box3d_aux_set_z_orders (z_orders, 5, 3, 1, 0, 2, 4); } break; case Box3D::Y: if (inside2 > 0) { box3d_aux_set_z_orders (z_orders, 1, 2, 3, 0, 5, 4); } else if (inside2 < 0) { box3d_aux_set_z_orders (z_orders, 2, 3, 1, 4, 0, 5); } else { if (!swapped) { box3d_aux_set_z_orders (z_orders, 2, 3, 1, 5, 0, 4); } else { box3d_aux_set_z_orders (z_orders, 5, 0, 4, 1, 3, 2); } } break; case Box3D::Z: if (inside2) { if (!swapped) { box3d_aux_set_z_orders (z_orders, 2, 1, 3, 0, 4, 5); } else { box3d_aux_set_z_orders (z_orders, 5, 3, 4, 0, 1, 2); } } else if (inside1) { if (!swapped) { box3d_aux_set_z_orders (z_orders, 2, 0, 1, 4, 3, 5); } else { box3d_aux_set_z_orders (z_orders, 5, 3, 4, 1, 0, 2); } } else { // "regular" case if (!swapped) { box3d_aux_set_z_orders (z_orders, 0, 1, 2, 5, 4, 3); } else { box3d_aux_set_z_orders (z_orders, 5, 3, 4, 0, 2, 1); } } break; case Box3D::NONE: if (!swapped) { box3d_aux_set_z_orders (z_orders, 2, 3, 4, 5, 0, 1); } else { box3d_aux_set_z_orders (z_orders, 5, 0, 1, 3, 2, 4); } break; default: g_assert_not_reached(); } } /* Precisely 2 finite VPs */ static void box3d_set_new_z_orders_case2 (SPBox3D *box, int z_orders[6], Box3D::Axis central_axis, Box3D::Axis /*infinite_axis*/) { Persp3D *persp = box3d_get_perspective(box); NR::Point c3(box3d_get_corner_screen(box, 3)); NR::Point xdir(persp3d_get_PL_dir_from_pt(persp, c3, Proj::X)); NR::Point ydir(persp3d_get_PL_dir_from_pt(persp, c3, Proj::Y)); NR::Point zdir(persp3d_get_PL_dir_from_pt(persp, c3, Proj::Z)); bool swapped = box3d_XY_axes_are_swapped(box); int insidexy = box3d_VP_lies_in_PL_sector (box, Proj::X, 3, 3 ^ Box3D::Z, Box3D::Y); //int insidexz = box3d_VP_lies_in_PL_sector (box, Proj::X, 3, 3 ^ Box3D::Y, Box3D::Z); int insideyx = box3d_VP_lies_in_PL_sector (box, Proj::Y, 3, 3 ^ Box3D::Z, Box3D::X); int insideyz = box3d_VP_lies_in_PL_sector (box, Proj::Y, 3, 3 ^ Box3D::X, Box3D::Z); //int insidezx = box3d_VP_lies_in_PL_sector (box, Proj::Z, 3, 3 ^ Box3D::Y, Box3D::X); int insidezy = box3d_VP_lies_in_PL_sector (box, Proj::Z, 3, 3 ^ Box3D::X, Box3D::Y); switch(central_axis) { case Box3D::X: if (!swapped) { if (insidezy == -1) { box3d_aux_set_z_orders (z_orders, 2, 4, 0, 1, 3, 5); } else if (insidexy == 1) { box3d_aux_set_z_orders (z_orders, 2, 4, 0, 5, 1, 3); } else { box3d_aux_set_z_orders (z_orders, 2, 4, 0, 1, 3, 5); } } else { if (insideyz == -1) { box3d_aux_set_z_orders (z_orders, 3, 1, 5, 0, 2, 4); } else { if (!swapped) { box3d_aux_set_z_orders (z_orders, 3, 1, 5, 2, 4, 0); } else { if (insidexy == 0) { box3d_aux_set_z_orders (z_orders, 3, 5, 1, 0, 2, 4); } else { box3d_aux_set_z_orders (z_orders, 3, 1, 5, 0, 2, 4); } } } } break; case Box3D::Y: if (!swapped) { if (insideyz == 1) { box3d_aux_set_z_orders (z_orders, 2, 3, 1, 0, 5, 4); } else { box3d_aux_set_z_orders (z_orders, 2, 3, 1, 5, 0, 4); } } else { if (insideyx == 1) { box3d_aux_set_z_orders (z_orders, 4, 0, 5, 1, 3, 2); } else { box3d_aux_set_z_orders (z_orders, 5, 0, 4, 1, 3, 2); } } break; case Box3D::Z: if (!swapped) { if (insidezy == 1) { box3d_aux_set_z_orders (z_orders, 2, 1, 0, 4, 3, 5); } else if (insidexy == -1) { box3d_aux_set_z_orders (z_orders, 2, 1, 0, 5, 4, 3); } else { box3d_aux_set_z_orders (z_orders, 2, 0, 1, 5, 3, 4); } } else { box3d_aux_set_z_orders (z_orders, 3, 4, 5, 1, 0, 2); } break; case Box3D::NONE: if (!swapped) { box3d_aux_set_z_orders (z_orders, 2, 3, 4, 1, 0, 5); } else { box3d_aux_set_z_orders (z_orders, 5, 0, 1, 4, 3, 2); } break; default: g_assert_not_reached(); break; } } /* * It can happen that during dragging the box is everted. * In this case the opposite sides in this direction need to be swapped */ static Box3D::Axis box3d_everted_directions (SPBox3D *box) { Box3D::Axis ev = Box3D::NONE; box->orig_corner0.normalize(); box->orig_corner7.normalize(); if (box->orig_corner0[Proj::X] < box->orig_corner7[Proj::X]) ev = (Box3D::Axis) (ev ^ Box3D::X); if (box->orig_corner0[Proj::Y] < box->orig_corner7[Proj::Y]) ev = (Box3D::Axis) (ev ^ Box3D::Y); if (box->orig_corner0[Proj::Z] > box->orig_corner7[Proj::Z]) // FIXME: Remove the need to distinguish signs among the cases ev = (Box3D::Axis) (ev ^ Box3D::Z); return ev; } static void box3d_swap_sides(int z_orders[6], Box3D::Axis axis) { int pos1 = -1; int pos2 = -1; for (int i = 0; i < 6; ++i) { if (!(Box3D::int_to_face(z_orders[i]) & axis)) { if (pos1 == -1) { pos1 = i; } else { pos2 = i; break; } } } int tmp = z_orders[pos1]; z_orders[pos1] = z_orders[pos2]; z_orders[pos2] = tmp; } bool box3d_recompute_z_orders (SPBox3D *box) { Persp3D *persp = box3d_get_perspective(box); if (!persp) return false; int z_orders[6]; NR::Point c3(box3d_get_corner_screen(box, 3)); // determine directions from corner3 to the VPs int num_finite = 0; Box3D::Axis axis_finite = Box3D::NONE; Box3D::Axis axis_infinite = Box3D::NONE; NR::Point dirs[3]; for (int i = 0; i < 3; ++i) { dirs[i] = persp3d_get_PL_dir_from_pt(persp, c3, Box3D::toProj(Box3D::axes[i])); if (persp3d_VP_is_finite(persp, Proj::axes[i])) { num_finite++; axis_finite = Box3D::axes[i]; } else { axis_infinite = Box3D::axes[i]; } } // determine the "central" axis (if there is one) Box3D::Axis central_axis = Box3D::NONE; if(Box3D::lies_in_sector(dirs[0], dirs[1], dirs[2])) { central_axis = Box3D::Z; } else if(Box3D::lies_in_sector(dirs[1], dirs[2], dirs[0])) { central_axis = Box3D::X; } else if(Box3D::lies_in_sector(dirs[2], dirs[0], dirs[1])) { central_axis = Box3D::Y; } switch (num_finite) { case 0: // TODO: Remark: In this case (and maybe one of the others, too) the z-orders for all boxes // coincide, hence only need to be computed once in a more central location. box3d_set_new_z_orders_case0(box, z_orders, central_axis); break; case 1: box3d_set_new_z_orders_case1(box, z_orders, central_axis, axis_finite); break; case 2: case 3: box3d_set_new_z_orders_case2(box, z_orders, central_axis, axis_infinite); break; default: /* * For each VP F, check wether the half-line from the corner3 to F crosses the line segment * joining the other two VPs. If this is the case, it determines the "central" corner from * which the visible sides can be deduced. Otherwise, corner3 is the central corner. */ // FIXME: We should eliminate the use of NR::Point altogether Box3D::Axis central_axis = Box3D::NONE; NR::Point vp_x = persp3d_get_VP(persp, Proj::X).affine(); NR::Point vp_y = persp3d_get_VP(persp, Proj::Y).affine(); NR::Point vp_z = persp3d_get_VP(persp, Proj::Z).affine(); Geom::Point vpx(vp_x[NR::X], vp_x[NR::Y]); Geom::Point vpy(vp_y[NR::X], vp_y[NR::Y]); Geom::Point vpz(vp_z[NR::X], vp_z[NR::Y]); NR::Point c3 = box3d_get_corner_screen(box, 3); Geom::Point corner3(c3[NR::X], c3[NR::Y]); if (box3d_half_line_crosses_joining_line (corner3, vpx, vpy, vpz)) { central_axis = Box3D::X; } else if (box3d_half_line_crosses_joining_line (corner3, vpy, vpz, vpx)) { central_axis = Box3D::Y; } else if (box3d_half_line_crosses_joining_line (corner3, vpz, vpx, vpy)) { central_axis = Box3D::Z; } unsigned int central_corner = 3 ^ central_axis; if (central_axis == Box3D::Z) { central_corner = central_corner ^ Box3D::XYZ; } if (box3d_XY_axes_are_swapped(box)) { central_corner = central_corner ^ Box3D::XYZ; } NR::Point c1(box3d_get_corner_screen(box, 1)); NR::Point c2(box3d_get_corner_screen(box, 2)); NR::Point c7(box3d_get_corner_screen(box, 7)); Geom::Point corner1(c1[NR::X], c1[NR::Y]); Geom::Point corner2(c2[NR::X], c2[NR::Y]); Geom::Point corner7(c7[NR::X], c7[NR::Y]); // FIXME: At present we don't use the information about central_corner computed above. switch (central_axis) { case Box3D::Y: if (!box3d_half_line_crosses_joining_line(vpz, vpy, corner3, corner2)) { box3d_aux_set_z_orders (z_orders, 2, 3, 1, 5, 0, 4); } else { // degenerate case box3d_aux_set_z_orders (z_orders, 2, 1, 3, 0, 5, 4); } break; case Box3D::Z: if (box3d_half_line_crosses_joining_line(vpx, vpz, corner3, corner1)) { // degenerate case box3d_aux_set_z_orders (z_orders, 2, 0, 1, 4, 3, 5); } else if (box3d_half_line_crosses_joining_line(vpx, vpy, corner3, corner7)) { // degenerate case box3d_aux_set_z_orders (z_orders, 2, 1, 0, 5, 3, 4); } else { box3d_aux_set_z_orders (z_orders, 2, 1, 0, 3, 4, 5); } break; case Box3D::X: if (box3d_half_line_crosses_joining_line(vpz, vpx, corner3, corner1)) { // degenerate case box3d_aux_set_z_orders (z_orders, 2, 1, 0, 4, 5, 3); } else { box3d_aux_set_z_orders (z_orders, 2, 4, 0, 5, 1, 3); } break; case Box3D::NONE: box3d_aux_set_z_orders (z_orders, 2, 3, 4, 1, 0, 5); break; default: g_assert_not_reached(); break; } // end default case } // TODO: If there are still errors in z-orders of everted boxes, we need to choose a variable corner // instead of the hard-coded corner #3 in the computations above Box3D::Axis ev = box3d_everted_directions(box); for (int i = 0; i < 3; ++i) { if (ev & Box3D::axes[i]) { box3d_swap_sides(z_orders, Box3D::axes[i]); } } // Check whether anything actually changed for (int i = 0; i < 6; ++i) { if (box->z_orders[i] != z_orders[i]) { for (int j = i; j < 6; ++j) { box->z_orders[j] = z_orders[j]; } return true; } } return false; } static std::map<int, Box3DSide *> box3d_get_sides (SPBox3D *box) { std::map<int, Box3DSide *> sides; for (SPObject *side = sp_object_first_child(box); side != NULL; side = SP_OBJECT_NEXT(side)) { sides[Box3D::face_to_int(sp_repr_get_int_attribute(SP_OBJECT_REPR(side), "inkscape:box3dsidetype", -1))] = SP_BOX3D_SIDE(side); } sides.erase(-1); return sides; } // TODO: Check whether the box is everted in any direction and swap the sides opposite to this direction void box3d_set_z_orders (SPBox3D *box) { // For efficiency reasons, we only set the new z-orders if something really changed if (box3d_recompute_z_orders (box)) { std::map<int, Box3DSide *> sides = box3d_get_sides(box); std::map<int, Box3DSide *>::iterator side; for (unsigned int i = 0; i < 6; ++i) { side = sides.find(box->z_orders[i]); if (side != sides.end()) { SP_ITEM((*side).second)->lowerToBottom(); } } } } /* * Auxiliary function for z-order recomputing: * Determines whether \a pt lies in the sector formed by the two PLs from the corners with IDs * \a i21 and \a id2 to the VP in direction \a axis. If the VP is infinite, we say that \a pt * lies in the sector if it lies between the two (parallel) PLs. * \ret * 0 if \a pt doesn't lie in the sector * * 1 if \a pt lies in the sector and either VP is finite of VP is infinite and the direction * from the edge between the two corners to \a pt points towards the VP * * -1 otherwise */ // TODO: Maybe it would be useful to have a similar method for projective points pt because then we // can use it for VPs and perhaps merge the case distinctions during z-order recomputation. int box3d_pt_lies_in_PL_sector (SPBox3D const *box, NR::Point const &pt, int id1, int id2, Box3D::Axis axis) { Persp3D *persp = box3d_get_perspective(box); // the two corners NR::Point c1(box3d_get_corner_screen(box, id1)); NR::Point c2(box3d_get_corner_screen(box, id2)); int ret = 0; if (persp3d_VP_is_finite(persp, Box3D::toProj(axis))) { NR::Point vp(persp3d_get_VP(persp, Box3D::toProj(axis)).affine()); NR::Point v1(c1 - vp); NR::Point v2(c2 - vp); NR::Point w(pt - vp); ret = static_cast<int>(Box3D::lies_in_sector(v1, v2, w)); } else { Box3D::PerspectiveLine pl1(c1, Box3D::toProj(axis), persp); Box3D::PerspectiveLine pl2(c2, Box3D::toProj(axis), persp); if (pl1.lie_on_same_side(pt, c2) && pl2.lie_on_same_side(pt, c1)) { // test whether pt lies "towards" or "away from" the VP Box3D::Line edge(c1,c2); NR::Point c3(box3d_get_corner_screen(box, id1 ^ axis)); if (edge.lie_on_same_side(pt, c3)) { ret = 1; } else { ret = -1; } } } return ret; } int box3d_VP_lies_in_PL_sector (SPBox3D const *box, Proj::Axis vpdir, int id1, int id2, Box3D::Axis axis) { Persp3D *persp = box3d_get_perspective(box); if (!persp3d_VP_is_finite(persp, vpdir)) { return 0; } else { return box3d_pt_lies_in_PL_sector(box, persp3d_get_VP(persp, vpdir).affine(), id1, id2, axis); } } /* swap the coordinates of corner0 and corner7 along the specified axis */ static void box3d_swap_coords(SPBox3D *box, Proj::Axis axis, bool smaller = true) { box->orig_corner0.normalize(); box->orig_corner7.normalize(); if ((box->orig_corner0[axis] < box->orig_corner7[axis]) != smaller) { double tmp = box->orig_corner0[axis]; box->orig_corner0[axis] = box->orig_corner7[axis]; box->orig_corner7[axis] = tmp; } // Should we also swap the coordinates of save_corner0 and save_corner7? } /* ensure that the coordinates of corner0 and corner7 are in the correct order (to prevent everted boxes) */ void box3d_relabel_corners(SPBox3D *box) { box3d_swap_coords(box, Proj::X, false); box3d_swap_coords(box, Proj::Y, false); box3d_swap_coords(box, Proj::Z, true); } static void box3d_check_for_swapped_coords(SPBox3D *box, Proj::Axis axis, bool smaller) { box->orig_corner0.normalize(); box->orig_corner7.normalize(); if ((box->orig_corner0[axis] < box->orig_corner7[axis]) != smaller) { box->swapped = (Box3D::Axis) (box->swapped | Proj::toAffine(axis)); } else { box->swapped = (Box3D::Axis) (box->swapped & ~Proj::toAffine(axis)); } } static void box3d_exchange_coords(SPBox3D *box) { box->orig_corner0.normalize(); box->orig_corner7.normalize(); for (int i = 0; i < 3; ++i) { if (box->swapped & Box3D::axes[i]) { double tmp = box->orig_corner0[i]; box->orig_corner0[i] = box->orig_corner7[i]; box->orig_corner7[i] = tmp; } } } void box3d_check_for_swapped_coords(SPBox3D *box) { box3d_check_for_swapped_coords(box, Proj::X, false); box3d_check_for_swapped_coords(box, Proj::Y, false); box3d_check_for_swapped_coords(box, Proj::Z, true); box3d_exchange_coords(box); } void box3d_add_to_selection(SPBox3D *box) { Persp3D *persp = box3d_get_perspective(box); g_return_if_fail(persp); persp3d_add_box_transform(persp, box); } void box3d_remove_from_selection(SPBox3D *box) { Persp3D *persp = box3d_get_perspective(box); if (!persp) { /* this can happen if a box is deleted through undo and the persp_ref is already detached; should we rebuild the boxes of each perspective in this case or is it safe to leave it alone? */ return; } persp3d_remove_box_transform(persp, box); } void box3d_mark_transformed(SPBox3D *box) { Persp3D *persp = box3d_get_perspective(box); g_return_if_fail(persp); persp3d_set_box_transformed(persp, box, true); } Persp3D * box3d_get_perspective(SPBox3D const *box) { return box->persp_ref->getObject(); } void box3d_switch_perspectives(SPBox3D *box, Persp3D *old_persp, Persp3D *new_persp, bool recompute_corners) { if (recompute_corners) { box->orig_corner0.normalize(); box->orig_corner7.normalize(); double z0 = box->orig_corner0[Proj::Z]; double z7 = box->orig_corner7[Proj::Z]; NR::Point corner0_screen = box3d_get_corner_screen(box, 0); NR::Point corner7_screen = box3d_get_corner_screen(box, 7); box->orig_corner0 = new_persp->tmat.preimage(corner0_screen, z0, Proj::Z); box->orig_corner7 = new_persp->tmat.preimage(corner7_screen, z7, Proj::Z); } persp3d_remove_box (old_persp, box); persp3d_add_box (new_persp, box); persp3d_remove_box_transform (old_persp, box); persp3d_add_box_transform (new_persp, box); gchar *href = g_strdup_printf("#%s", SP_OBJECT_REPR(new_persp)->attribute("id")); SP_OBJECT_REPR(box)->setAttribute("inkscape:perspectiveID", href); g_free(href); } /* Converts the 3D box to an ordinary SPGroup, adds it to the XML tree at the same position as the original box and deletes the latter */ Inkscape::XML::Node * box3d_convert_to_group(SPBox3D *box) { SPDocument *doc = SP_OBJECT_DOCUMENT(box); Inkscape::XML::Document *xml_doc = sp_document_repr_doc(doc); // remember position of the box int pos = SP_OBJECT_REPR(box)->position(); // remember important attributes Inkscape::XML::Node *repr_source = SP_OBJECT_REPR(box); gchar const *id = repr_source->attribute("id"); gchar const *style = repr_source->attribute("style"); gchar const *mask = repr_source->attribute("mask"); gchar const *clip_path = repr_source->attribute("clip-path"); // create a new group and add the sides (converted to ordinary paths) as its children Inkscape::XML::Node *grepr = xml_doc->createElement("svg:g"); Inkscape::XML::Node *repr; for (SPObject *child = sp_object_first_child(SP_OBJECT(box)); child != NULL; child = SP_OBJECT_NEXT(child) ) { if (SP_IS_BOX3D_SIDE(child)) { repr = box3d_side_convert_to_path(SP_BOX3D_SIDE(child)); grepr->appendChild(repr); } else { g_warning("Non-side item encountered as child of a 3D box."); } } // add the new group to the box's parent and set remembered position SPObject *parent = SP_OBJECT_PARENT(box); SP_OBJECT_REPR(parent)->appendChild(grepr); grepr->setPosition(pos); grepr->setAttribute("style", style); if (mask) grepr->setAttribute("mask", mask); if (clip_path) grepr->setAttribute("clip-path", clip_path); SP_OBJECT(box)->deleteObject(true); grepr->setAttribute("id", id); return grepr; } static inline void box3d_push_back_corner_pair(SPBox3D *box, std::list<std::pair<Geom::Point, Geom::Point> > &pts, int c1, int c2) { pts.push_back(std::make_pair(box3d_get_corner_screen(box, c1).to_2geom(), box3d_get_corner_screen(box, c2).to_2geom())); } void box3d_convert_to_guides(SPItem *item) { SPBox3D *box = SP_BOX3D(item); if (prefs_get_int_attribute("tools.shapes.3dbox", "convertguides", 1) == 0) { sp_item_convert_to_guides(SP_ITEM(box)); return; } SPDocument *doc = SP_OBJECT_DOCUMENT(box); std::list<std::pair<Geom::Point, Geom::Point> > pts; /* perspective lines in X direction */ box3d_push_back_corner_pair(box, pts, 0, 1); box3d_push_back_corner_pair(box, pts, 2, 3); box3d_push_back_corner_pair(box, pts, 4, 5); box3d_push_back_corner_pair(box, pts, 6, 7); /* perspective lines in Y direction */ box3d_push_back_corner_pair(box, pts, 0, 2); box3d_push_back_corner_pair(box, pts, 1, 3); box3d_push_back_corner_pair(box, pts, 4, 6); box3d_push_back_corner_pair(box, pts, 5, 7); /* perspective lines in Z direction */ box3d_push_back_corner_pair(box, pts, 0, 4); box3d_push_back_corner_pair(box, pts, 1, 5); box3d_push_back_corner_pair(box, pts, 2, 6); box3d_push_back_corner_pair(box, pts, 3, 7); sp_guide_pt_pairs_to_guides(doc, pts); } /* 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 :