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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 18:24:48 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 18:24:48 +0000 |
commit | cca66b9ec4e494c1d919bff0f71a820d8afab1fa (patch) | |
tree | 146f39ded1c938019e1ed42d30923c2ac9e86789 /src/object/box3d.cpp | |
parent | Initial commit. (diff) | |
download | inkscape-cca66b9ec4e494c1d919bff0f71a820d8afab1fa.tar.xz inkscape-cca66b9ec4e494c1d919bff0f71a820d8afab1fa.zip |
Adding upstream version 1.2.2.upstream/1.2.2upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to '')
-rw-r--r-- | src/object/box3d.cpp | 1356 |
1 files changed, 1356 insertions, 0 deletions
diff --git a/src/object/box3d.cpp b/src/object/box3d.cpp new file mode 100644 index 0000000..49a57b8 --- /dev/null +++ b/src/object/box3d.cpp @@ -0,0 +1,1356 @@ +// SPDX-License-Identifier: GPL-2.0-or-later +/* + * SVG <box3d> implementation + * + * Authors: + * Maximilian Albert <Anhalter42@gmx.de> + * Lauris Kaplinski <lauris@kaplinski.com> + * bulia byak <buliabyak@users.sf.net> + * Abhishek Sharma + * Jon A. Cruz <jon@joncruz.org> + * + * 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 <glibmm/i18n.h> +#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 && G_TYPE_CHECK_INSTANCE((gpointer)old_ref)) { // See issue 2390 (crash when quitting while dragging a 3D Box) ... + //... G_TYPE_CHECK_INSTANCE prevents triggering a glib assert after the SPObject has been deleted; a warning will still be thrown though + sp_signal_disconnect_by_data(old_ref, box); + Persp3D *oldPersp = dynamic_cast<Persp3D *>(old_ref); + if (oldPersp) { + oldPersp->remove_box(box); + } + } + Persp3D *persp = dynamic_cast<Persp3D *>(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) { + Box3DSide *side = dynamic_cast<Box3DSide *>(&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) { + SPItem *childitem = dynamic_cast<SPItem *>(&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); + + Persp3DImpl *persp_impl = box->get_perspective()->perspective_impl; + 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<SPBox3D *>(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)) { + Persp3DImpl *persp_impl = this->get_perspective()->perspective_impl; + 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(); + Persp3DImpl *persp_impl = this->get_perspective()->perspective_impl; + 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); + Persp3DImpl *persp_impl = persp->perspective_impl; + //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, 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<int, Box3DSide *> box3d_get_sides(SPBox3D *box) +{ + std::map<int, Box3DSide *> sides; + for (auto& obj: box->children) { + Box3DSide *side = dynamic_cast<Box3DSide *>(&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<int, Box3DSide *> sides = box3d_get_sides(this); + std::map<int, Box3DSide *>::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, 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<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); + 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, 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<SPBox3D *> &boxes) { + SPBox3D *box = dynamic_cast<SPBox3D *>(obj); + if (box) { + boxes.push_back(box); + } else if (dynamic_cast<SPGroup *>(obj)) { + for (auto& child: obj->children) { + box3d_extract_boxes_rec(&child, boxes); + } + } +} + +std::list<SPBox3D *> +SPBox3D::extract_boxes(SPObject *obj) { + std::list<SPBox3D *> 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) { + Box3DSide *side = dynamic_cast<Box3DSide *>(&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); + + SPGroup *group = dynamic_cast<SPGroup *>(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<std::pair<Geom::Point, Geom::Point> > &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<std::pair<Geom::Point, Geom::Point> > 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 : |