#define __PERSP3D_C__ /* * Class modelling a 3D perspective as an SPObject * * Authors: * Maximilian Albert <Anhalter42@gmx.de> * * 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 <glibmm/i18n.h> 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::Document *doc, 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_transformed = new std::map<SPBox3D *, bool>; persp->boxes_transformed->clear(); 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); } } /** * Virtual release of Persp3D members before destruction. */ static void persp3d_release(SPObject *object) { Persp3D *persp = SP_PERSP3D (object); delete persp->boxes_transformed; SP_OBJECT_REPR(object)->removeListenerByData(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 { /* if no perspective is given, create a default one */ repr = xml_doc->createElement("inkscape:perspective"); repr->setAttribute("sodipodi:type", "inkscape:persp3d"); Proj::Pt2 proj_vp_x = Proj::Pt2 (0.0, sp_document_height(document)/2, 1.0); Proj::Pt2 proj_vp_y = Proj::Pt2 ( 0.0,1000.0, 0.0); Proj::Pt2 proj_vp_z = Proj::Pt2 (sp_document_width(document), sp_document_height(document)/2, 1.0); Proj::Pt2 proj_origin = Proj::Pt2 (sp_document_width(document)/2, sp_document_height(document)/3, 1.0); gchar *str = NULL; str = proj_vp_x.coord_string(); repr->setAttribute("inkscape:vp_x", str); g_free (str); str = proj_vp_y.coord_string(); repr->setAttribute("inkscape:vp_y", str); g_free (str); str = proj_vp_z.coord_string(); repr->setAttribute("inkscape:vp_z", str); g_free (str); str = proj_origin.coord_string(); repr->setAttribute("inkscape:persp3d-origin", str); g_free (str); } /* 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); } Persp3D * persp3d_document_first_persp (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)) { return SP_PERSP3D(child); } } return NULL; } /** * Virtual write: write object attributes to repr. */ static Inkscape::XML::Node * persp3d_write(SPObject *object, Inkscape::XML::Document *xml_doc, Inkscape::XML::Node *repr, guint flags) { Persp3D *persp = SP_PERSP3D(object); if ((flags & SP_OBJECT_WRITE_BUILD & SP_OBJECT_WRITE_EXT) && !repr) { // this is where we end up when saving as plain SVG (also in other circumstances?); // hence we don't set the sodipodi:type attribute repr = xml_doc->createElement("inkscape:perspective"); } 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, xml_doc, repr, flags); return repr; } /* convenience wrapper around persp3d_get_finite_dir() and persp3d_get_infinite_dir() */ Geom::Point persp3d_get_PL_dir_from_pt (Persp3D *persp, Geom::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); } } Geom::Point persp3d_get_finite_dir (Persp3D *persp, Geom::Point const &pt, Proj::Axis axis) { Box3D::PerspectiveLine pl(pt, axis, persp); return pl.direction(); } Geom::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, Geom::Point(0.0, 0.0)); } return Geom::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); 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::list<Persp3D *> p, Proj::Axis axis) { for (std::list<Persp3D *>::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::VP_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)); Geom::Point v_dir (v_dir_proj[0], v_dir_proj[1]); double a = Geom::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); 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, Geom::Matrix const &xform) { persp->tmat *= xform; persp3d_update_box_reprs(persp); SP_OBJECT(persp)->updateRepr(SP_OBJECT_WRITE_EXT); } 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) { return; } if (std::find (persp->boxes.begin(), persp->boxes.end(), box) != persp->boxes.end()) { return; } persp->boxes.push_back(box); } void persp3d_remove_box (Persp3D *persp, SPBox3D *box) { std::vector<SPBox3D *>::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<SPBox3D *>::iterator i = persp->boxes.begin(); i != persp->boxes.end(); ++i) { if ((*i) == box) { return true; } } return false; } void persp3d_add_box_transform (Persp3D *persp, SPBox3D *box) { std::map<SPBox3D *, bool>::iterator i = persp->boxes_transformed->find(box); if (i != persp->boxes_transformed->end() && (*i).second == true) { g_print ("Warning! In %s (%d): trying to add transform status for box %d twice when it's already listed as true.\n", SP_OBJECT_REPR(persp)->attribute("id"), persp->my_counter, box->my_counter); return; } (*persp->boxes_transformed)[box] = false; } void persp3d_remove_box_transform (Persp3D *persp, SPBox3D *box) { persp->boxes_transformed->erase(box); } void persp3d_set_box_transformed (Persp3D *persp, SPBox3D *box, bool transformed) { if (persp->boxes_transformed->find(box) == persp->boxes_transformed->end()) { g_print ("Warning! In %s (%d): trying to set transform status for box %d, but it is not listed in the perspective!! Aborting.\n", SP_OBJECT_REPR(persp)->attribute("id"), persp->my_counter, box->my_counter); return; } (*persp->boxes_transformed)[box] = transformed; } bool persp3d_was_transformed (Persp3D *persp) { if (persp->boxes_transformed->size() == 1) { /* either the transform has not been applied to the single box associated to this perspective yet or the transform was already reset; in both cases we need to return false because upcoming transforms need to be applied */ (*persp->boxes_transformed->begin()).second = false; // make sure the box is marked as untransformed (in case more boxes are added later) return false; } for (std::map<SPBox3D *, bool>::iterator i = persp->boxes_transformed->begin(); i != persp->boxes_transformed->end(); ++i) { if ((*i).second == true) { // at least one of the boxes in the perspective has already been transformed; return true; } } return false; // all boxes in the perspective are still untransformed; a pending transformation should be applied } bool persp3d_all_transformed(Persp3D *persp) { for (std::map<SPBox3D *, bool>::iterator i = persp->boxes_transformed->begin(); i != persp->boxes_transformed->end(); ++i) { if ((*i).second == false) { return false; } } return true; } void persp3d_unset_transforms(Persp3D *persp) { for (std::map<SPBox3D *, bool>::iterator i = persp->boxes_transformed->begin(); i != persp->boxes_transformed->end(); ++i) { (*i).second = false; } } void persp3d_update_box_displays (Persp3D *persp) { if (persp->boxes.empty()) return; for (std::vector<SPBox3D *>::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; for (std::vector<SPBox3D *>::iterator i = persp->boxes.begin(); i != persp->boxes.end(); ++i) { SP_OBJECT(*i)->updateRepr(SP_OBJECT_WRITE_EXT); box3d_set_z_orders(*i); } } void persp3d_update_z_orders (Persp3D *persp) { if (persp->boxes.empty()) return; for (std::vector<SPBox3D *>::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<SPBox3D *> persp3d_list_of_boxes(Persp3D *persp) { std::list<SPBox3D *> bx_lst; for (std::vector<SPBox3D *>::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<SPBox3D *>::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<SPBox3D *> boxes_of_persp2 = persp3d_list_of_boxes(persp2); for (std::list<SPBox3D *>::iterator i = boxes_of_persp2.begin(); i != boxes_of_persp2.end(); ++i) { box3d_switch_perspectives((*i), persp2, persp1, true); SP_OBJECT(*i)->updateRepr(SP_OBJECT_WRITE_EXT); // so that undo/redo can do its job properly } } 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 ) { if (!data) return; Persp3D *persp = (Persp3D*) data; persp3d_update_box_displays (persp); } /* checks whether all boxes linked to this perspective are currently selected */ bool persp3d_has_all_boxes_in_selection (Persp3D *persp) { std::list<SPBox3D *> selboxes = sp_desktop_selection(inkscape_active_desktop())->box3DList(); for (std::vector<SPBox3D *>::iterator i = persp->boxes.begin(); i != persp->boxes.end(); ++i) { if (std::find(selboxes.begin(), selboxes.end(), *i) == selboxes.end()) { // we have an unselected box in the perspective return false; } } return true; } /** * For each perspective having a box in \a selection, determine all its unselected boxes. */ // TODO: Check where we can use pass-by-reference (or so) instead of recreating all the lists afresh. std::map<Persp3D *, std::list<SPBox3D *> > persp3d_unselected_boxes(Inkscape::Selection *selection) { std::list<Persp3D *> plist = selection->perspList(); std::map<Persp3D *, std::list<SPBox3D *> > punsel; std::list<Persp3D *>::iterator i; std::vector<SPBox3D *>::iterator j; // for all perspectives in the list ... for (i = plist.begin(); i != plist.end(); ++i) { Persp3D *persp = *i; // ... and each box associated to it ... for (j = persp->boxes.begin(); j != persp->boxes.end(); ++j) { SPBox3D *box = *j; // ... check whether it is unselected, and if so add it to the list if (persp->boxes_transformed->find(box) == persp->boxes_transformed->end()) { punsel[persp].push_back(box); } } } return punsel; } /** * Split all perspectives with a box in \a selection by moving their unselected boxes to newly * created perspectives. */ void persp3d_split_perspectives_according_to_selection(Inkscape::Selection *selection) { std::map<Persp3D *, std::list<SPBox3D *> > punsel = persp3d_unselected_boxes(selection); std::map<Persp3D *, std::list<SPBox3D *> >::iterator i; std::list<SPBox3D *>::iterator j; // for all perspectives in the list ... for (i = punsel.begin(); i != punsel.end(); ++i) { Persp3D *persp = (*i).first; // ... if the perspective has unselected boxes ... if (!(*i).second.empty()) { // create a new perspective and move these boxes over Persp3D * new_persp = persp3d_create_xml_element (SP_OBJECT_DOCUMENT(persp), persp); for (j = (*i).second.begin(); j != (*i).second.end(); ++j) { SPBox3D *box = *j; box3d_switch_perspectives(box, persp, new_persp); } } } } /* some debugging stuff follows */ 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<SPBox3D *>::iterator i = persp->boxes.begin(); i != persp->boxes.end(); ++i) { g_print ("%d (%d) ", (*i)->my_counter, box3d_get_perspective(*i)->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)); } } persp3d_print_all_selected(); } void persp3d_print_all_selected() { g_print ("\n======================================\n"); g_print ("Selected perspectives and their boxes:\n"); std::list<Persp3D *> sel_persps = sp_desktop_selection(inkscape_active_desktop())->perspList(); for (std::list<Persp3D *>::iterator j = sel_persps.begin(); j != sel_persps.end(); ++j) { Persp3D *persp = SP_PERSP3D(*j); g_print (" %s (%d): ", SP_OBJECT_REPR(persp)->attribute("id"), persp->my_counter); for (std::map<SPBox3D *, bool>::iterator i = persp->boxes_transformed->begin(); i != persp->boxes_transformed->end(); ++i) { g_print ("<%d,%d> ", (*i).first->my_counter, (*i).second); } g_print ("\n"); } g_print ("======================================\n\n"); } /* 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 :