index 90857e6d5ecd10fac2ee887f5db8dfda20068e66..4fd68f8edbf8b51d6f3cda8f05b9a11bf4702a30 100644 (file)
--- a/src/perspective-line.cpp
+++ b/src/perspective-line.cpp
*/
#include "perspective-line.h"
-#include "desktop.h"
+#include "persp3d.h"
namespace Box3D {
-PerspectiveLine::PerspectiveLine (NR::Point const &pt, Box3D::Axis const axis, Perspective3D *perspective) :
- Line (pt, *(perspective->get_vanishing_point(axis)), true)
+PerspectiveLine::PerspectiveLine (Geom::Point const &pt, Proj::Axis const axis, Persp3D *persp) :
+ Line (pt, persp3d_get_VP(persp, axis).affine(), true)
{
- g_assert (perspective != NULL);
- g_assert (Box3D::is_single_axis_direction (axis));
+ g_assert (persp != NULL);
- if (perspective->get_vanishing_point(axis)->state == VP_INFINITE) {
- this->set_direction(perspective->get_vanishing_point(axis)->v_dir);
+ if (!persp3d_get_VP(persp, axis).is_finite()) {
+ Proj::Pt2 vp(persp3d_get_VP(persp, axis));
+ this->set_direction(Geom::Point(vp[Proj::X], vp[Proj::Y]));
}
this->vp_dir = axis;
- this->persp = perspective;
-}
-
-// This function makes sure not to return NR::Nothing()
-// FIXME: How to gracefully handle parallel lines?
-NR::Maybe<NR::Point> PerspectiveLine::intersect (Line const &line)
-{
- NR::Maybe<NR::Point> pt = this->Line::intersect(line);
- if (!pt) {
- Box3D::VanishingPoint vp = *(persp->get_vanishing_point(vp_dir));
- if (vp.state == VP_INFINITE) {
- pt = vp;
- } else {
- pt = NR::Point (0.0, 0.0); // FIXME: Better solution needed
- }
- }
- return pt;
-}
-
-// FIXME: Do we really need two intersection methods?
-NR::Point PerspectiveLine::meet(Line const &line)
-{
- return *intersect(line); // works since intersect() does not return NR::Nothing()
-}
-
-NR::Point PerspectiveLine::pt_with_given_cross_ratio (NR::Point const &C, NR::Point const &D, double gamma)
-{
- if (persp->get_vanishing_point (vp_dir)->is_finite()) {
- NR::Point V (*persp->get_vanishing_point (vp_dir));
- return fourth_pt_with_given_cross_ratio (V, C, D, gamma);
- } else {
- if (fabs (gamma - 1) < epsilon) {
- g_warning ("Cannot compute point with given cross ratio.\n");
- return NR::Point (0.0, 0.0);
- }
- Line line (C, D);
- double lambda_C = line.lambda (C);
- double lambda_D = line.lambda (D);
- return line.point_from_lambda ((lambda_D - gamma * lambda_C) / (1 - gamma));
- }
-}
-
-NR::Maybe<NR::Point> PerspectiveLine::intersection_with_viewbox (SPDesktop *desktop)
-{
- NR::Rect vb = desktop->get_display_area();
- /* remaining viewbox corners */
- NR::Point ul (vb.min()[NR::X], vb.max()[NR::Y]);
- NR::Point lr (vb.max()[NR::X], vb.min()[NR::Y]);
-
- std::pair <NR::Point, NR::Point> e = side_of_intersection (vb.min(), lr, vb.max(), ul, this->pt, this->v_dir);
- if (e.first == e.second) {
- // perspective line lies outside the canvas
- return NR::Nothing();
- }
-
- Line line (e.first, e.second);
- return this->intersect (line);
+ this->persp = persp;
}
} // namespace Box3D
fill-column:99
End:
*/
-// vim: filetype=cpp:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:encoding=utf-8:textwidth=99 :
+// vim: filetype=cpp:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:fileencoding=utf-8:textwidth=99 :