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-rw-r--r--src/object/box3d.cpp1356
1 files changed, 1356 insertions, 0 deletions
diff --git a/src/object/box3d.cpp b/src/object/box3d.cpp
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+++ b/src/object/box3d.cpp
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+// 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 :