// SPDX-License-Identifier: GPL-2.0-or-later /* * SVG implementation * * Authors: * Maximilian Albert * Lauris Kaplinski * bulia byak * Abhishek Sharma * Jon A. Cruz * * Copyright (C) 2007 Authors * Copyright (C) 1999-2002 Lauris Kaplinski * Copyright (C) 2000-2001 Ximian, Inc. * * Released under GNU GPL v2+, read the file 'COPYING' for more information. */ #include "box3d.h" #include #include "attributes.h" #include "xml/document.h" #include "xml/repr.h" #include "bad-uri-exception.h" #include "box3d-side.h" #include "ui/tools/box3d-tool.h" #include "perspective-line.h" #include "persp3d-reference.h" #include "uri.h" #include <2geom/line.h> #include "sp-guide.h" #include "sp-namedview.h" #include "desktop.h" #include "include/macros.h" static void box3d_ref_changed(SPObject *old_ref, SPObject *ref, SPBox3D *box); static gint counter = 0; SPBox3D::SPBox3D() : SPGroup() { this->my_counter = 0; this->swapped = Box3D::NONE; this->persp_href = nullptr; this->persp_ref = new Persp3DReference(this); /* we initialize the z-orders to zero so that they are updated during dragging */ for (int & z_order : z_orders) { z_order = 0; } } SPBox3D::~SPBox3D() = default; void SPBox3D::build(SPDocument *document, Inkscape::XML::Node *repr) { SPGroup::build(document, repr); my_counter = counter++; /* we initialize the z-orders to zero so that they are updated during dragging */ for (int & z_order : z_orders) { z_order = 0; } // TODO: Create/link to the correct perspective if ( document ) { persp_ref->changedSignal().connect(sigc::bind(sigc::ptr_fun(box3d_ref_changed), this)); readAttr(SPAttr::INKSCAPE_BOX3D_PERSPECTIVE_ID); readAttr(SPAttr::INKSCAPE_BOX3D_CORNER0); readAttr(SPAttr::INKSCAPE_BOX3D_CORNER7); } } void SPBox3D::release() { SPBox3D* object = this; SPBox3D *box = object; if (box->persp_href) { g_free(box->persp_href); } // We have to store this here because the Persp3DReference gets destroyed below, but we need to // access it to call Persp3D::remove_box(), which cannot be called earlier because the reference // needs to be destroyed first. Persp3D *persp = box->get_perspective(); if (box->persp_ref) { box->persp_ref->detach(); delete box->persp_ref; box->persp_ref = nullptr; } if (persp) { persp->remove_box (box); if (persp->perspective_impl->boxes.empty()) { SPDocument *doc = box->document; doc->setCurrentPersp3D(Persp3D::document_first_persp(doc)); } } SPGroup::release(); } void SPBox3D::set(SPAttr key, const gchar* value) { SPBox3D* object = this; SPBox3D *box = object; switch (key) { case SPAttr::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 = nullptr; } 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? box->position_set(); break; case SPAttr::INKSCAPE_BOX3D_CORNER0: if (value && strcmp(value, "0 : 0 : 0 : 0")) { box->orig_corner0 = Proj::Pt3(value); box->save_corner0 = box->orig_corner0; box->position_set(); } break; case SPAttr::INKSCAPE_BOX3D_CORNER7: if (value && strcmp(value, "0 : 0 : 0 : 0")) { box->orig_corner7 = Proj::Pt3(value); box->save_corner7 = box->orig_corner7; box->position_set(); } break; default: SPGroup::set(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) { auto oldPersp = cast(old_ref); if (oldPersp) { oldPersp->remove_box(box); } } auto persp = cast(ref); if ( persp && (ref != box) ) // FIXME: Comparisons sane? { persp->add_box(box); } } void SPBox3D::update(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 SPBox3D::position_set, which is called from various other places (like the handlers in shape-editor-knotholders.cpp, vanishing-point.cpp, etc. */ } // Invoke parent method SPGroup::update(ctx, flags); } Inkscape::XML::Node* SPBox3D::write(Inkscape::XML::Document *xml_doc, Inkscape::XML::Node *repr, guint flags) { SPBox3D* object = this; SPBox3D *box = 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 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 = object->document; if (box->persp_ref->getURI()) { auto uri_string = box->persp_ref->getURI()->str(); repr->setAttributeOrRemoveIfEmpty("inkscape:perspectiveID", uri_string); } else { Glib::ustring href = "#"; href += doc->getCurrentPersp3D()->getId(); repr->setAttribute("inkscape:perspectiveID", href); } } 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; } SPGroup::write(xml_doc, repr, flags); return repr; } const char* SPBox3D::display_name() { return _("3D Box"); } void SPBox3D::position_set() { /* This draws the curve and calls requestDisplayUpdate() for each side (the latter is done in Box3DSide::position_set() to avoid update conflicts with the parent box) */ for (auto& obj: this->children) { auto side = cast(&obj); if (side) { side->position_set(); } } } Geom::Affine SPBox3D::set_transform(Geom::Affine const &xform) { // We don't apply the transform to the box directly but instead to its perspective (which is // done in sp_selection_apply_affine). Here we only adjust strokes, patterns, etc. Geom::Affine ret(Geom::Affine(xform).withoutTranslation()); gdouble const sw = hypot(ret[0], ret[1]); gdouble const sh = hypot(ret[2], ret[3]); for (auto& child: children) { auto childitem = cast(&child); if (childitem) { // Adjust stroke width childitem->adjust_stroke(sqrt(fabs(sw * sh))); // Adjust pattern fill childitem->adjust_pattern(xform); // Adjust gradient fill childitem->adjust_gradient(xform); } } return Geom::identity(); } static 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); } static 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); } Geom::Point SPBox3D::get_corner_screen (guint id, bool item_coords) const { Proj::Pt3 proj_corner (box3d_get_proj_corner (this, id)); if (!this->get_perspective()) { return Geom::Point (Geom::infinity(), Geom::infinity()); } Geom::Affine const i2d(this->i2dt_affine ()); if (item_coords) { return this->get_perspective()->perspective_impl->tmat.image(proj_corner).affine() * i2d.inverse(); } else { return this->get_perspective()->perspective_impl->tmat.image(proj_corner).affine(); } } Proj::Pt3 SPBox3D::get_proj_center () { this->orig_corner0.normalize(); this->orig_corner7.normalize(); return Proj::Pt3 ((this->orig_corner0[Proj::X] + this->orig_corner7[Proj::X]) / 2, (this->orig_corner0[Proj::Y] + this->orig_corner7[Proj::Y]) / 2, (this->orig_corner0[Proj::Z] + this->orig_corner7[Proj::Z]) / 2, 1.0); } Geom::Point SPBox3D::get_center_screen () { Proj::Pt3 proj_center (this->get_proj_center ()); if (!this->get_perspective()) { return Geom::Point (Geom::infinity(), Geom::infinity()); } Geom::Affine const i2d( this->i2dt_affine() ); return this->get_perspective()->perspective_impl->tmat.image(proj_center).affine() * i2d.inverse(); } /* * 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; // constant for sizing the array of points to be considered: static const int MAX_POINT_COUNT = 4; 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); auto persp_impl = box->get_perspective()->perspective_impl.get(); Geom::Point A = persp_impl->tmat.image(A_proj).affine(); Geom::Point B = persp_impl->tmat.image(B_proj).affine(); Geom::Point C = persp_impl->tmat.image(C_proj).affine(); Geom::Point D = persp_impl->tmat.image(D_proj).affine(); Geom::Point E = persp_impl->tmat.image(E_proj).affine(); Geom::Point pt = persp_impl->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; Geom::Point snap_pts[MAX_POINT_COUNT]; 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 = SP_ACTIVE_DESKTOP->current_zoom(); // determine the distances to all potential snapping points double snap_dists[MAX_POINT_COUNT]; for (int i = 0; i < num_snap_lines; ++i) { snap_dists[i] = Geom::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 = Geom::infinity(); 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) Geom::Point result; if (within_tolerance) { result = snap_pts[remember_snap_index]; } else { remember_snap_index = snap_index; result = snap_pts[snap_index]; } return box->get_perspective()->perspective_impl->tmat.preimage (result, z_coord, Proj::Z); } SPBox3D * SPBox3D::createBox3D(SPItem * parent) { SPBox3D *box3d = nullptr; Inkscape::XML::Document *xml_doc = parent->document->getReprDoc(); Inkscape::XML::Node *repr = xml_doc->createElement("svg:g"); repr->setAttribute("sodipodi:type", "inkscape:box3d"); box3d = reinterpret_cast(parent->appendChildRepr(repr)); return box3d; } void SPBox3D::set_corner (const guint id, Geom::Point const &new_pos, const Box3D::Axis movement, bool constrained) { g_return_if_fail ((movement != Box3D::NONE) && (movement != Box3D::XYZ)); this->orig_corner0.normalize(); this->orig_corner7.normalize(); /* update corners 0 and 7 according to which handle was moved and to the axes of movement */ if (!(movement & Box3D::Z)) { auto persp_impl = get_perspective()->perspective_impl.get(); Proj::Pt3 pt_proj (persp_impl->tmat.preimage (new_pos, (id < 4) ? this->orig_corner0[Proj::Z] : this->orig_corner7[Proj::Z], Proj::Z)); if (constrained) { pt_proj = box3d_snap (this, id, pt_proj, box3d_get_proj_corner (id, this->save_corner0, this->save_corner7)); } // normalizing pt_proj is essential because we want to mingle affine coordinates pt_proj.normalize(); this->orig_corner0 = Proj::Pt3 ((id & Box3D::X) ? this->save_corner0[Proj::X] : pt_proj[Proj::X], (id & Box3D::Y) ? this->save_corner0[Proj::Y] : pt_proj[Proj::Y], this->save_corner0[Proj::Z], 1.0); this->orig_corner7 = Proj::Pt3 ((id & Box3D::X) ? pt_proj[Proj::X] : this->save_corner7[Proj::X], (id & Box3D::Y) ? pt_proj[Proj::Y] : this->save_corner7[Proj::Y], this->save_corner7[Proj::Z], 1.0); } else { Persp3D *persp = this->get_perspective(); auto persp_impl = persp->perspective_impl.get(); Box3D::PerspectiveLine pl(persp_impl->tmat.image( box3d_get_proj_corner (id, this->save_corner0, this->save_corner7)).affine(), Proj::Z, persp); Geom::Point new_pos_snapped(pl.closest_to(new_pos)); Proj::Pt3 pt_proj (persp_impl->tmat.preimage (new_pos_snapped, box3d_get_proj_corner (this, 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(); this->orig_corner0 = Proj::Pt3 (corner0_move_x ? pt_proj[Proj::X] : this->orig_corner0[Proj::X], corner0_move_y ? pt_proj[Proj::Y] : this->orig_corner0[Proj::Y], (id & Box3D::Z) ? this->orig_corner0[Proj::Z] : pt_proj[Proj::Z], 1.0); this->orig_corner7 = Proj::Pt3 (corner7_move_x ? pt_proj[Proj::X] : this->orig_corner7[Proj::X], corner7_move_y ? pt_proj[Proj::Y] : this->orig_corner7[Proj::Y], (id & Box3D::Z) ? pt_proj[Proj::Z] : this->orig_corner7[Proj::Z], 1.0); } // FIXME: Should we update the box here? If so, how? } void SPBox3D::set_center (Geom::Point const &new_pos, Geom::Point const &old_pos, const Box3D::Axis movement, bool constrained) { g_return_if_fail ((movement != Box3D::NONE) && (movement != Box3D::XYZ)); this->orig_corner0.normalize(); this->orig_corner7.normalize(); Persp3D *persp = this->get_perspective(); if (!(movement & Box3D::Z)) { double coord = (this->orig_corner0[Proj::Z] + this->orig_corner7[Proj::Z]) / 2; double radx = (this->orig_corner7[Proj::X] - this->orig_corner0[Proj::X]) / 2; double rady = (this->orig_corner7[Proj::Y] - this->orig_corner0[Proj::Y]) / 2; Proj::Pt3 pt_proj (persp->perspective_impl->tmat.preimage (new_pos, coord, Proj::Z)); if (constrained) { Proj::Pt3 old_pos_proj (persp->perspective_impl->tmat.preimage (old_pos, coord, Proj::Z)); old_pos_proj.normalize(); pt_proj = box3d_snap (this, -1, pt_proj, old_pos_proj); } // normalizing pt_proj is essential because we want to mingle affine coordinates pt_proj.normalize(); this->orig_corner0 = Proj::Pt3 ((movement & Box3D::X) ? pt_proj[Proj::X] - radx : this->orig_corner0[Proj::X], (movement & Box3D::Y) ? pt_proj[Proj::Y] - rady : this->orig_corner0[Proj::Y], this->orig_corner0[Proj::Z], 1.0); this->orig_corner7 = Proj::Pt3 ((movement & Box3D::X) ? pt_proj[Proj::X] + radx : this->orig_corner7[Proj::X], (movement & Box3D::Y) ? pt_proj[Proj::Y] + rady : this->orig_corner7[Proj::Y], this->orig_corner7[Proj::Z], 1.0); } else { double coord = (this->orig_corner0[Proj::X] + this->orig_corner7[Proj::X]) / 2; double radz = (this->orig_corner7[Proj::Z] - this->orig_corner0[Proj::Z]) / 2; Box3D::PerspectiveLine pl(old_pos, Proj::Z, persp); Geom::Point new_pos_snapped(pl.closest_to(new_pos)); Proj::Pt3 pt_proj (persp->perspective_impl->tmat.preimage (new_pos_snapped, coord, Proj::X)); /* normalizing pt_proj is essential because we want to mingle affine coordinates */ pt_proj.normalize(); this->orig_corner0 = Proj::Pt3 (this->orig_corner0[Proj::X], this->orig_corner0[Proj::Y], pt_proj[Proj::Z] - radz, 1.0); this->orig_corner7 = Proj::Pt3 (this->orig_corner7[Proj::X], this->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 SPBox3D::corners_for_PLs (Proj::Axis axis, Geom::Point &corner1, Geom::Point &corner2, Geom::Point &corner3, Geom::Point &corner4) const { Persp3D *persp = this->get_perspective(); g_return_if_fail (persp); auto persp_impl = persp->perspective_impl.get(); //this->orig_corner0.normalize(); //this->orig_corner7.normalize(); double coord = (this->orig_corner0[axis] > this->orig_corner7[axis]) ? this->orig_corner0[axis] : this->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, this->orig_corner0[Proj::Y], this->orig_corner0[Proj::Z], 1.0); c2 = Proj::Pt3 (coord, this->orig_corner7[Proj::Y], this->orig_corner0[Proj::Z], 1.0); c3 = Proj::Pt3 (coord, this->orig_corner7[Proj::Y], this->orig_corner7[Proj::Z], 1.0); c4 = Proj::Pt3 (coord, this->orig_corner0[Proj::Y], this->orig_corner7[Proj::Z], 1.0); break; case Proj::Y: c1 = Proj::Pt3 (this->orig_corner0[Proj::X], coord, this->orig_corner0[Proj::Z], 1.0); c2 = Proj::Pt3 (this->orig_corner7[Proj::X], coord, this->orig_corner0[Proj::Z], 1.0); c3 = Proj::Pt3 (this->orig_corner7[Proj::X], coord, this->orig_corner7[Proj::Z], 1.0); c4 = Proj::Pt3 (this->orig_corner0[Proj::X], coord, this->orig_corner7[Proj::Z], 1.0); break; case Proj::Z: c1 = Proj::Pt3 (this->orig_corner7[Proj::X], this->orig_corner7[Proj::Y], coord, 1.0); c2 = Proj::Pt3 (this->orig_corner7[Proj::X], this->orig_corner0[Proj::Y], coord, 1.0); c3 = Proj::Pt3 (this->orig_corner0[Proj::X], this->orig_corner0[Proj::Y], coord, 1.0); c4 = Proj::Pt3 (this->orig_corner0[Proj::X], this->orig_corner7[Proj::Y], coord, 1.0); break; default: return; } corner1 = persp_impl->tmat.image(c1).affine(); corner2 = persp_impl->tmat.image(c2).affine(); corner3 = persp_impl->tmat.image(c3).affine(); corner4 = persp_impl->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 n0 = (B - A).ccw(); double d0 = dot(n0,A); Geom::Point n1 = (D - C).ccw(); double d1 = dot(n1,C); Geom::Line lineAB(A,B); Geom::Line lineCD(C,D); Geom::OptCrossing inters = Geom::OptCrossing(); // empty by default try { inters = Geom::intersection(lineAB, lineCD); } catch (Geom::InfiniteSolutions& e) { // We're probably dealing with parallel lines, so they don't really cross return false; } if (!inters) { return false; } Geom::Point E = lineAB.pointAt((*inters).ta); // the point of intersection 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 = box->get_perspective(); g_return_val_if_fail(persp, false); Box3D::PerspectiveLine l1(box->get_corner_screen(3, false), Proj::X, persp); Box3D::PerspectiveLine l2(box->get_corner_screen(3, false), Proj::Y, persp); Geom::Point v1(l1.direction()); Geom::Point v2(l2.direction()); v1.normalize(); v2.normalize(); return (v1[Geom::X]*v2[Geom::Y] - v1[Geom::Y]*v2[Geom::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) { // TODO add function argument: SPDocument *doc = box->document auto doc = SP_ACTIVE_DOCUMENT; if (doc->is_yaxisdown()) { std::swap(a, f); std::swap(b, e); std::swap(c, d); } z_orders[0] = a; z_orders[1] = b; z_orders[2] = c; z_orders[3] = d; z_orders[4] = e; z_orders[5] = f; } /* * 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) { 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 = box->get_perspective(); Geom::Point vp(persp->get_VP(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 = box->pt_lies_in_PL_sector (vp, 3, 3 ^ oaxis2, oaxis1); inside2 = box->pt_lies_in_PL_sector (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*/) { bool swapped = box3d_XY_axes_are_swapped(box); int insidexy = box->VP_lies_in_PL_sector (Proj::X, 3, 3 ^ Box3D::Z, Box3D::Y); //int insidexz = box->VP_lies_in_PL_sector (Proj::X, 3, 3 ^ Box3D::Y, Box3D::Z); int insideyx = box->VP_lies_in_PL_sector (Proj::Y, 3, 3 ^ Box3D::Z, Box3D::X); int insideyz = box->VP_lies_in_PL_sector (Proj::Y, 3, 3 ^ Box3D::X, Box3D::Z); //int insidezx = box->VP_lies_in_PL_sector (Proj::Z, 3, 3 ^ Box3D::Y, Box3D::X); int insidezy = box->VP_lies_in_PL_sector (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; } } } if ((pos1 != -1) && (pos2 != -1)){ int tmp = z_orders[pos1]; z_orders[pos1] = z_orders[pos2]; z_orders[pos2] = tmp; } } bool SPBox3D::recompute_z_orders () { Persp3D *persp = this->get_perspective(); if (!persp) return false; int z_orders[6]; Geom::Point c3(this->get_corner_screen(3, false)); // determine directions from corner3 to the VPs int num_finite = 0; Box3D::Axis axis_finite = Box3D::NONE; Box3D::Axis axis_infinite = Box3D::NONE; Geom::Point dirs[3]; for (int i = 0; i < 3; ++i) { dirs[i] = persp->get_PL_dir_from_pt(c3, Box3D::toProj(Box3D::axes[i])); if (Persp3D::VP_is_finite(persp->perspective_impl.get(), 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(this, z_orders, central_axis); break; case 1: box3d_set_new_z_orders_case1(this, z_orders, central_axis, axis_finite); break; case 2: case 3: box3d_set_new_z_orders_case2(this, z_orders, central_axis, axis_infinite); break; default: /* * For each VP F, check whether 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 Geom::Point altogether Box3D::Axis central_axis = Box3D::NONE; Geom::Point vp_x = persp->get_VP(Proj::X).affine(); Geom::Point vp_y = persp->get_VP(Proj::Y).affine(); Geom::Point vp_z = persp->get_VP(Proj::Z).affine(); Geom::Point vpx(vp_x[Geom::X], vp_x[Geom::Y]); Geom::Point vpy(vp_y[Geom::X], vp_y[Geom::Y]); Geom::Point vpz(vp_z[Geom::X], vp_z[Geom::Y]); Geom::Point c3 = this->get_corner_screen(3, false); Geom::Point corner3(c3[Geom::X], c3[Geom::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; } // FIXME: At present, this is not used. Why is it calculated? /* unsigned int central_corner = 3 ^ central_axis; if (central_axis == Box3D::Z) { central_corner = central_corner ^ Box3D::XYZ; } if (box3d_XY_axes_are_swapped(this)) { central_corner = central_corner ^ Box3D::XYZ; } */ Geom::Point c1(this->get_corner_screen(1, false)); Geom::Point c2(this->get_corner_screen(2, false)); Geom::Point c7(this->get_corner_screen(7, false)); Geom::Point corner1(c1[Geom::X], c1[Geom::Y]); Geom::Point corner2(c2[Geom::X], c2[Geom::Y]); Geom::Point corner7(c7[Geom::X], c7[Geom::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(this); for (auto & axe : Box3D::axes) { if (ev & axe) { box3d_swap_sides(z_orders, axe); } } // Check whether anything actually changed for (int i = 0; i < 6; ++i) { if (this->z_orders[i] != z_orders[i]) { for (int j = i; j < 6; ++j) { this->z_orders[j] = z_orders[j]; } return true; } } return false; } static std::map box3d_get_sides(SPBox3D *box) { std::map sides; for (auto& obj: box->children) { auto side = cast(&obj); if (side) { sides[Box3D::face_to_int(side->getFaceId())] = 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 SPBox3D::set_z_orders () { // For efficiency reasons, we only set the new z-orders if something really changed if (this->recompute_z_orders ()) { std::map sides = box3d_get_sides(this); std::map::iterator side; for (int z_order : this->z_orders) { side = sides.find(z_order); if (side != sides.end()) { ((*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 SPBox3D::pt_lies_in_PL_sector (Geom::Point const &pt, int id1, int id2, Box3D::Axis axis) const { Persp3D *persp = this->get_perspective(); // the two corners Geom::Point c1(this->get_corner_screen(id1, false)); Geom::Point c2(this->get_corner_screen(id2, false)); int ret = 0; if (Persp3D::VP_is_finite(persp->perspective_impl.get(), Box3D::toProj(axis))) { Geom::Point vp(persp->get_VP(Box3D::toProj(axis)).affine()); Geom::Point v1(c1 - vp); Geom::Point v2(c2 - vp); Geom::Point w(pt - vp); ret = static_cast(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); Geom::Point c3(this->get_corner_screen(id1 ^ axis, false)); if (edge.lie_on_same_side(pt, c3)) { ret = 1; } else { ret = -1; } } } return ret; } int SPBox3D::VP_lies_in_PL_sector (Proj::Axis vpdir, int id1, int id2, Box3D::Axis axis) const { Persp3D *persp = this->get_perspective(); if (!Persp3D::VP_is_finite(persp->perspective_impl.get(), vpdir)) { return 0; } else { return this->pt_lies_in_PL_sector(persp->get_VP(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 SPBox3D::relabel_corners() { box3d_swap_coords(this, Proj::X, false); box3d_swap_coords(this, Proj::Y, false); box3d_swap_coords(this, 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 SPBox3D::check_for_swapped_coords() { box3d_check_for_swapped_coords(this, Proj::X, false); box3d_check_for_swapped_coords(this, Proj::Y, false); box3d_check_for_swapped_coords(this, Proj::Z, true); box3d_exchange_coords(this); } static void box3d_extract_boxes_rec(SPObject *obj, std::list &boxes) { auto box = cast(obj); if (box) { boxes.push_back(box); } else if (is(obj)) { for (auto& child: obj->children) { box3d_extract_boxes_rec(&child, boxes); } } } std::list SPBox3D::extract_boxes(SPObject *obj) { std::list boxes; box3d_extract_boxes_rec(obj, boxes); return boxes; } Persp3D * SPBox3D::get_perspective() const { if(this->persp_ref) { return this->persp_ref->getObject(); } return nullptr; } void SPBox3D::switch_perspectives(Persp3D *old_persp, Persp3D *new_persp, bool recompute_corners) { if (recompute_corners) { this->orig_corner0.normalize(); this->orig_corner7.normalize(); double z0 = this->orig_corner0[Proj::Z]; double z7 = this->orig_corner7[Proj::Z]; Geom::Point corner0_screen = this->get_corner_screen(0, false); Geom::Point corner7_screen = this->get_corner_screen(7, false); this->orig_corner0 = new_persp->perspective_impl->tmat.preimage(corner0_screen, z0, Proj::Z); this->orig_corner7 = new_persp->perspective_impl->tmat.preimage(corner7_screen, z7, Proj::Z); } old_persp->remove_box (this); new_persp->add_box (this); Glib::ustring href = "#"; href += new_persp->getId(); this->setAttribute("inkscape:perspectiveID", 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 */ SPGroup *SPBox3D::convert_to_group() { SPDocument *doc = this->document; Inkscape::XML::Document *xml_doc = doc->getReprDoc(); // remember position of the box int pos = this->getPosition(); // remember important attributes gchar const *id = this->getAttribute("id"); gchar const *style = this->getAttribute("style"); gchar const *mask = this->getAttribute("mask"); gchar const *clip_path = this->getAttribute("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"); for (auto& obj: this->children) { auto side = cast(&obj); if (side) { Inkscape::XML::Node *repr = side->convert_to_path(); 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 = this->parent; parent->appendChild(grepr); grepr->setPosition(pos); grepr->setAttributeOrRemoveIfEmpty("style", style); grepr->setAttributeOrRemoveIfEmpty("mask", mask); grepr->setAttributeOrRemoveIfEmpty("clip-path", clip_path); this->deleteObject(true); grepr->setAttribute("id", id); auto group = cast(doc->getObjectByRepr(grepr)); g_assert(group != nullptr); return group; } const char *SPBox3D::displayName() const { return _("3D Box"); } gchar *SPBox3D::description() const { // We could put more details about the 3d box here return g_strdup(""); } static inline void box3d_push_back_corner_pair(SPBox3D const *box, std::list > &pts, int c1, int c2) { pts.emplace_back(box->get_corner_screen(c1, false), box->get_corner_screen(c2, false)); } void SPBox3D::convert_to_guides() const { Inkscape::Preferences *prefs = Inkscape::Preferences::get(); if (!prefs->getBool("/tools/shapes/3dbox/convertguides", true)) { this->convert_to_guides(); return; } std::list > pts; /* perspective lines in X direction */ box3d_push_back_corner_pair(this, pts, 0, 1); box3d_push_back_corner_pair(this, pts, 2, 3); box3d_push_back_corner_pair(this, pts, 4, 5); box3d_push_back_corner_pair(this, pts, 6, 7); /* perspective lines in Y direction */ box3d_push_back_corner_pair(this, pts, 0, 2); box3d_push_back_corner_pair(this, pts, 1, 3); box3d_push_back_corner_pair(this, pts, 4, 6); box3d_push_back_corner_pair(this, pts, 5, 7); /* perspective lines in Z direction */ box3d_push_back_corner_pair(this, pts, 0, 4); box3d_push_back_corner_pair(this, pts, 1, 5); box3d_push_back_corner_pair(this, pts, 2, 6); box3d_push_back_corner_pair(this, pts, 3, 7); sp_guide_pt_pairs_to_guides(this->document, 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 :