diff --git a/src/box3d.h b/src/box3d.h
index 982596d8f20b43771f895208f5a0a3da76d93a3b..1e567ded95d2e1751d73cda2e8fb7bff9d9691f1 100644 (file)
--- a/src/box3d.h
+++ b/src/box3d.h
struct SP3DBox : public SPGroup {
+ NR::Point corners[8];
Box3DFace *faces[6];
+ gint z_orders[6]; // z_orders[i] holds the ID of the face at position #i in the group (from top to bottom)
+
+ std::vector<gint> currently_visible_faces;
+
+ // TODO: Keeping/updating the ratios works reasonably well but is still an ad hoc implementation.
+ // Use a mathematically correct model to update the boxes.
+ double ratio_x;
+ double ratio_y;
+ double ratio_z;
+
+ guint front_bits; /* used internally to determine which of two parallel faces is supposed to be the front face */
+
+ // FIXME: If we only allow a single box to be dragged at a time then we can save memory by storing
+ // the old positions centrally in SP3DBoxContext (instead of in each box separately)
+ // Also, it may be better not to store the old corners but rather the old lines to which we want to snap
+ NR::Point old_center;
+ NR::Point old_corner2;
+ NR::Point old_corner1;
+ NR::Point old_corner0;
+ NR::Point old_corner3;
+ NR::Point old_corner5;
+ NR::Point old_corner7;
+
+ gint my_counter; // for testing only
};
struct SP3DBoxClass {
GType sp_3dbox_get_type (void);
void sp_3dbox_position_set (SP3DBoxContext &bc);
-void sp_3dbox_compute_specific_corners (SP3DBoxContext *box3d_context, NR::Point &corner1, NR::Point &corner2, NR::Point &corner3, NR::Point &corner4);
+void sp_3dbox_set_shape(SP3DBox *box3d, bool use_previous_corners = false);
+void sp_3dbox_recompute_corners (SP3DBox *box, NR::Point const pt1, NR::Point const pt2, NR::Point const pt3);
+void sp_3dbox_set_z_orders_in_the_first_place (SP3DBox *box);
+void sp_3dbox_set_z_orders_later_on (SP3DBox *box);
+void sp_3dbox_update_curves (SP3DBox *box);
+void sp_3dbox_link_to_existing_paths (SP3DBox *box, Inkscape::XML::Node *repr);
+void sp_3dbox_set_ratios (SP3DBox *box, Box3D::Axis axes = Box3D::XYZ);
+void sp_3dbox_switch_front_face (SP3DBox *box, Box3D::Axis axis);
+void sp_3dbox_reshape_after_VP_rotation (SP3DBox *box, Box3D::Axis axis);
+void sp_3dbox_move_corner_in_XY_plane (SP3DBox *box, guint id, NR::Point pt, Box3D::Axis axes = Box3D::XY);
+void sp_3dbox_move_corner_in_Z_direction (SP3DBox *box, guint id, NR::Point pt, bool constrained = true);
+void sp_3dbox_reshape_after_VP_toggling (SP3DBox *box, Box3D::Axis axis);
+NR::Maybe<NR::Point> sp_3dbox_get_center (SP3DBox *box);
+NR::Maybe<NR::Point> sp_3dbox_get_midpoint_between_corners (SP3DBox *box, guint id_corner1, guint id_corner2);
+void sp_3dbox_recompute_XY_corners_from_new_center (SP3DBox *box, NR::Point const new_center);
+void sp_3dbox_recompute_Z_corners_from_new_center (SP3DBox *box, NR::Point const new_center);
+NR::Point sp_3dbox_get_midpoint_in_axis_direction (NR::Point const &C, NR::Point const &D, Box3D::Axis axis, Box3D::Perspective3D *persp);
+
+void sp_3dbox_update_perspective_lines();
+void sp_3dbox_corners_for_perspective_lines (const SP3DBox * box, Box3D::Axis axis, NR::Point &corner1, NR::Point &corner2, NR::Point &corner3, NR::Point &corner4);
+guint sp_3dbox_get_corner_id_along_edge (const SP3DBox *box, guint corner, Box3D::Axis axis, Box3D::FrontOrRear rel_pos);
+NR::Point sp_3dbox_get_corner_along_edge (const SP3DBox *box, guint corner, Box3D::Axis axis, Box3D::FrontOrRear rel_pos);
+guint sp_3dbox_get_front_corner_id (const SP3DBox *box);
+
+
+gchar * sp_3dbox_get_svg_descr_of_persp (Box3D::Perspective3D *persp);
+
+inline NR::Point sp_3dbox_get_corner (SP3DBox *box, guint id) { return box->corners[id]; }
+inline bool sp_3dbox_corners_are_adjacent (guint id_corner1, guint id_corner2) {
+ return Box3D::is_single_axis_direction ((Box3D::Axis) (id_corner1 ^ id_corner2));
+}
#endif