diff --git a/src/object-snapper.cpp b/src/object-snapper.cpp
index 67b465d034f60787cfe2cc08665bfb6530bbdce3..a9101415871be476db5f5da65f0bb105aa939dec 100644 (file)
--- a/src/object-snapper.cpp
+++ b/src/object-snapper.cpp
*
* Authors:
* Carl Hetherington <inkscape@carlh.net>
+ * Diederik van Lierop <mail@diedenrezi.nl>
*
- * Copyright (C) 2005 Authors
+ * Copyright (C) 2005 - 2008 Authors
*
* Released under GNU GPL, read the file 'COPYING' for more information
*/
#include "libnr/n-art-bpath.h"
+#include "libnr/nr-path.h"
#include "libnr/nr-rect-ops.h"
+#include "libnr/nr-point-fns.h"
+#include "libnr/n-art-bpath-2geom.h"
+#include "2geom/path-intersection.h"
#include "document.h"
#include "sp-namedview.h"
#include "sp-image.h"
Inkscape::ObjectSnapper::ObjectSnapper(SPNamedView const *nv, NR::Coord const d)
: Snapper(nv, d), _snap_to_itemnode(true), _snap_to_itempath(true),
- _snap_to_bboxnode(true), _snap_to_bboxpath(true), _strict_snapping(true),
- _include_item_center(false)
+ _snap_to_bboxnode(true), _snap_to_bboxpath(true), _snap_to_page_border(false),
+ _strict_snapping(true), _include_item_center(false)
{
_candidates = new std::vector<SPItem*>;
_points_to_snap_to = new std::vector<NR::Point>;
+ _bpaths_to_snap_to = new std::vector<NArtBpath*>;
_paths_to_snap_to = new std::vector<Path*>;
}
_points_to_snap_to->clear();
delete _points_to_snap_to;
- for (std::vector<Path*>::const_iterator k = _paths_to_snap_to->begin(); k != _paths_to_snap_to->end(); k++) {
- delete *k;
- }
- _paths_to_snap_to->clear();
+ _clear_paths();
delete _paths_to_snap_to;
+ delete _bpaths_to_snap_to;
}
/**
- * Find all items within snapping range.
- * \param r Pointer to the current document
+ * Find all items within snapping range.
+ * \param r Pointer to the current document
* \param it List of items to ignore
* \param first_point If true then this point is the first one from a whole bunch of points
* \param points_to_snap The whole bunch of points, all from the same selection and having the same transformation
*/
void Inkscape::ObjectSnapper::_findCandidates(SPObject* r,
- std::list<SPItem const *> const &it,
+ std::vector<SPItem const *> const &it,
bool const &first_point,
std::vector<NR::Point> &points_to_snap,
DimensionToSnap const snap_dim) const
{
- if (ThisSnapperMightSnap()) {
- SPDesktop const *desktop = SP_ACTIVE_DESKTOP;
-
- if (first_point) {
- _candidates->clear();
- }
-
- for (SPObject* o = sp_object_first_child(r); o != NULL; o = SP_OBJECT_NEXT(o)) {
- if (SP_IS_ITEM(o) && !SP_ITEM(o)->isLocked() && !desktop->itemIsHidden(SP_ITEM(o))) {
+ bool const c1 = (snap_dim == TRANSL_SNAP_XY) && ThisSnapperMightSnap();
+ bool const c2 = (snap_dim != TRANSL_SNAP_XY) && GuidesMightSnap();
+ bool const c3 = points_to_snap.size() == 0;
+
+ if (!(c1 || c2) || c3) {
+ return;
+ }
+
+ SPDesktop const *desktop = SP_ACTIVE_DESKTOP;
- /* See if this item is on the ignore list */
- std::list<SPItem const *>::const_iterator i = it.begin();
- while (i != it.end() && *i != o) {
- i++;
- }
+ if (first_point) {
+ _candidates->clear();
+ }
+
+ NR::Maybe<NR::Rect> bbox = NR::Rect(); // a default NR::Rect is infinitely large
+ NR::Coord t = getSnapperTolerance();
+
+ // When dragging a guide...
+ NR::Point p_guide = points_to_snap[0];
+ if (!getSnapperAlwaysSnap()) {
+ bbox = NR::Rect(p_guide, p_guide); // bbox is now just a single point: p_guide
+ bbox->growBy(t); // bbox width and height now measure 2x snapper tolerance
+ // for angled guidelines the bbox is now larger than really needed
+ // (up to sqrt(2) for 45 deg. guidelines) but we'll leave it like that
+ } // else: use an infinitely large bbox to find candidates
+
+ for (SPObject* o = sp_object_first_child(r); o != NULL; o = SP_OBJECT_NEXT(o)) {
+ if (SP_IS_ITEM(o) && !SP_ITEM(o)->isLocked() && !desktop->itemIsHidden(SP_ITEM(o))) {
+
+ /* See if this item is on the ignore list */
+ std::vector<SPItem const *>::const_iterator i = it.begin();
+ while (i != it.end() && *i != o) {
+ i++;
+ }
- if (i == it.end()) {
- /* See if the item is within range */
- if (SP_IS_GROUP(o)) {
- _findCandidates(o, it, false, points_to_snap, snap_dim);
- } else {
- // Now let's see if any of the snapping points is within
- // snapping range of this object
- NR::Maybe<NR::Rect> b = sp_item_bbox_desktop(SP_ITEM(o));
- if (b) {
- for (std::vector<NR::Point>::const_iterator i = points_to_snap.begin(); i != points_to_snap.end(); i++) {
- NR::Point b_min = b->min();
- NR::Point b_max = b->max();
- double d = getDistance();
- bool withinX = ((*i)[NR::X] >= b_min[NR::X] - d) && ((*i)[NR::X] <= b_max[NR::X] + d);
- bool withinY = ((*i)[NR::Y] >= b_min[NR::Y] - d) && ((*i)[NR::Y] <= b_max[NR::Y] + d);
- if (snap_dim == SNAP_X && withinX || snap_dim == SNAP_Y && withinY || snap_dim == SNAP_XY && withinX && withinY) {
- //We've found a point that is within snapping range
- //of this object, so record it as a candidate
- _candidates->push_back(SP_ITEM(o));
- break;
- }
+ if (i == it.end()) {
+ /* See if the item is within range */
+ if (SP_IS_GROUP(o)) {
+ _findCandidates(o, it, false, points_to_snap, snap_dim);
+ } else {
+ // Now let's see if any of the snapping points is within snapping range of this object
+ if (snap_dim == TRANSL_SNAP_XY) {
+ bbox = sp_item_bbox_desktop(SP_ITEM(o));
+ } // else: we're snapping a guide to an object and we will use the bbox as defined above
+
+ if (bbox) {
+ for (std::vector<NR::Point>::const_iterator i = points_to_snap.begin(); i != points_to_snap.end(); i++) {
+ NR::Point b_min = bbox->min();
+ NR::Point b_max = bbox->max();
+ bool withinX = ((*i)[NR::X] >= b_min[NR::X] - t) && ((*i)[NR::X] <= b_max[NR::X] + t);
+ bool withinY = ((*i)[NR::Y] >= b_min[NR::Y] - t) && ((*i)[NR::Y] <= b_max[NR::Y] + t);
+ if (withinX && withinY) {
+ //We've found a point that is within snapping range
+ //of this object, so record it as a candidate
+ _candidates->push_back(SP_ITEM(o));
+ break;
}
}
}
}
-bool Inkscape::ObjectSnapper::_snapNodes(Inkscape::Snapper::PointType const &t,
- Inkscape::SnappedPoint &s,
- NR::Point const &p,
- bool const &first_point,
- DimensionToSnap const snap_dim) const
+void Inkscape::ObjectSnapper::_collectNodes(Inkscape::Snapper::PointType const &t,
+ bool const &first_point) const
{
- bool success = false;
-
- // Determine the type of bounding box we should snap to
- SPItem::BBoxType bbox_type = SPItem::GEOMETRIC_BBOX;
- if (_snap_to_bboxnode) {
- gchar const *prefs_bbox = prefs_get_string_attribute("tools.select", "bounding_box");
- bbox_type = (prefs_bbox != NULL && strcmp(prefs_bbox, "geometric")==0)? SPItem::GEOMETRIC_BBOX : SPItem::APPROXIMATE_BBOX;
- }
-
- bool p_is_a_node = t & Inkscape::Snapper::SNAPPOINT_NODE;
- bool p_is_a_bbox = t & Inkscape::Snapper::SNAPPOINT_BBOX;
- bool p_is_a_guide = t & Inkscape::Snapper::SNAPPOINT_GUIDE;
-
- // A point considered for snapping should be either a node, a bbox corner or a guide. Pick only ONE!
- g_assert(!(p_is_a_node && p_is_a_bbox || p_is_a_bbox && p_is_a_guide || p_is_a_node && p_is_a_guide));
-
// Now, let's first collect all points to snap to. If we have a whole bunch of points to snap,
// e.g. when translating an item using the selector tool, then we will only do this for the
- // first point and store the collection for later use. This dramatically improves the performance
+ // first point and store the collection for later use. This significantly improves the performance
if (first_point) {
_points_to_snap_to->clear();
+
+ // Determine the type of bounding box we should snap to
+ SPItem::BBoxType bbox_type = SPItem::GEOMETRIC_BBOX;
+
+ bool p_is_a_node = t & Inkscape::Snapper::SNAPPOINT_NODE;
+ bool p_is_a_bbox = t & Inkscape::Snapper::SNAPPOINT_BBOX;
+ bool p_is_a_guide = t & Inkscape::Snapper::SNAPPOINT_GUIDE;
+
+ // A point considered for snapping should be either a node, a bbox corner or a guide. Pick only ONE!
+ g_assert(!(p_is_a_node && p_is_a_bbox || p_is_a_bbox && p_is_a_guide || p_is_a_node && p_is_a_guide));
+
+ if (_snap_to_bboxnode) {
+ int prefs_bbox = prefs_get_int_attribute("tools", "bounding_box", 0);
+ bbox_type = (prefs_bbox ==0)?
+ SPItem::APPROXIMATE_BBOX : SPItem::GEOMETRIC_BBOX;
+ }
+
for (std::vector<SPItem*>::const_iterator i = _candidates->begin(); i != _candidates->end(); i++) {
//NR::Matrix i2doc(NR::identity());
SPItem *root_item = *i;
if (SP_IS_USE(*i)) {
root_item = sp_use_root(SP_USE(*i));
}
+ g_return_if_fail(root_item);
//Collect all nodes so we can snap to them
if (_snap_to_itemnode) {
@@ -167,67 +189,93 @@ bool Inkscape::ObjectSnapper::_snapNodes(Inkscape::Snapper::PointType const &t,
}
}
}
+}
- //Do the snapping, using all the nodes and corners collected above
+void Inkscape::ObjectSnapper::_snapNodes(SnappedConstraints &sc,
+ Inkscape::Snapper::PointType const &t,
+ NR::Point const &p,
+ bool const &first_point,
+ std::vector<NR::Point> *unselected_nodes) const
+{
+ // Iterate through all nodes, find out which one is the closest to p, and snap to it!
+
+ _collectNodes(t, first_point);
+
+ if (unselected_nodes != NULL) {
+ _points_to_snap_to->insert(_points_to_snap_to->end(), unselected_nodes->begin(), unselected_nodes->end());
+ }
+
+ SnappedPoint s;
+ bool success = false;
+
for (std::vector<NR::Point>::const_iterator k = _points_to_snap_to->begin(); k != _points_to_snap_to->end(); k++) {
- /* Try to snap to this node of the path */
- NR::Coord dist = NR_HUGE;
- NR::Point snapped_point;
- switch (snap_dim) {
- case SNAP_X:
- dist = fabs((*k)[NR::X] - p[NR::X]);
- snapped_point = NR::Point((*k)[NR::X], p[NR::Y]);
- break;
- case SNAP_Y:
- dist = fabs((*k)[NR::Y] - p[NR::Y]);
- snapped_point = NR::Point(p[NR::X], (*k)[NR::Y]);
- break;
- case SNAP_XY:
- dist = NR::L2(*k - p);
- snapped_point = *k;
- break;
- }
-
- if (dist < getDistance() && dist < s.getDistance()) {
- s = SnappedPoint(snapped_point, dist);
+ NR::Coord dist = NR::L2(*k - p);
+ if (dist < getSnapperTolerance() && dist < s.getDistance()) {
+ s = SnappedPoint(*k, dist, getSnapperTolerance(), getSnapperAlwaysSnap());
success = true;
}
}
- return success;
+ if (success) {
+ sc.points.push_back(s);
+ }
}
-
-bool Inkscape::ObjectSnapper::_snapPaths(Inkscape::Snapper::PointType const &t,
- Inkscape::SnappedPoint &s,
+void Inkscape::ObjectSnapper::_snapTranslatingGuideToNodes(SnappedConstraints &sc,
+ Inkscape::Snapper::PointType const &t,
NR::Point const &p,
- bool const &first_point) const
+ NR::Point const &guide_normal) const
{
+ // Iterate through all nodes, find out which one is the closest to this guide, and snap to it!
+ _collectNodes(t, true);
+
+ SnappedPoint s;
bool success = false;
- /* FIXME: this seems like a hack. Perhaps Snappers should be
- ** in SPDesktop rather than SPNamedView?
- */
- SPDesktop const *desktop = SP_ACTIVE_DESKTOP;
-
- NR::Point const p_doc = desktop->dt2doc(p);
-
- // Determine the type of bounding box we should snap to
- SPItem::BBoxType bbox_type = SPItem::GEOMETRIC_BBOX;
- if (_snap_to_bboxpath) {
- gchar const *prefs_bbox = prefs_get_string_attribute("tools.select", "bounding_box");
- bbox_type = (prefs_bbox != NULL && strcmp(prefs_bbox, "geometric")==0)? SPItem::GEOMETRIC_BBOX : SPItem::APPROXIMATE_BBOX;
+
+ NR::Coord tol = getSnapperTolerance();
+
+ for (std::vector<NR::Point>::const_iterator k = _points_to_snap_to->begin(); k != _points_to_snap_to->end(); k++) {
+ // Project each node (*k) on the guide line (running through point p)
+ NR::Point p_proj = project_on_linesegment(*k, p, p + NR::rot90(guide_normal));
+ NR::Coord dist = NR::L2(*k - p_proj); // distance from node to the guide
+ NR::Coord dist2 = NR::L2(p - p_proj); // distance from projection of node on the guide, to the mouse location
+ if ((dist < tol && dist2 < tol || getSnapperAlwaysSnap()) && dist < s.getDistance()) {
+ s = SnappedPoint(*k, dist, tol, getSnapperAlwaysSnap());
+ success = true;
+ }
}
- bool p_is_a_node = t & Inkscape::Snapper::SNAPPOINT_NODE;
+ if (success) {
+ sc.points.push_back(s);
+ }
+}
+void Inkscape::ObjectSnapper::_collectPaths(Inkscape::Snapper::PointType const &t,
+ bool const &first_point,
+ NArtBpath *border_bpath) const
+{
// Now, let's first collect all paths to snap to. If we have a whole bunch of points to snap,
// e.g. when translating an item using the selector tool, then we will only do this for the
- // first point and store the collection for later use. This dramatically improves the performance
+ // first point and store the collection for later use. This significantly improves the performance
if (first_point) {
- for (std::vector<Path*>::const_iterator k = _paths_to_snap_to->begin(); k != _paths_to_snap_to->end(); k++) {
- delete *k;
+ _clear_paths();
+
+ // Determine the type of bounding box we should snap to
+ SPItem::BBoxType bbox_type = SPItem::GEOMETRIC_BBOX;
+
+ bool p_is_a_node = t & Inkscape::Snapper::SNAPPOINT_NODE;
+
+ if (_snap_to_bboxpath) {
+ int prefs_bbox = prefs_get_int_attribute("tools", "bounding_box", 0);
+ bbox_type = (prefs_bbox ==0)?
+ SPItem::APPROXIMATE_BBOX : SPItem::GEOMETRIC_BBOX;
+ }
+
+ // Consider the page border for snapping
+ if (border_bpath != NULL) {
+ _bpaths_to_snap_to->push_back(border_bpath);
}
- _paths_to_snap_to->clear();
+
for (std::vector<SPItem*>::const_iterator i = _candidates->begin(); i != _candidates->end(); i++) {
/* Transform the requested snap point to this item's coordinates */
if (SP_IS_USE(*i)) {
i2doc = sp_use_get_root_transform(SP_USE(*i));
root_item = sp_use_root(SP_USE(*i));
+ g_return_if_fail(root_item);
} else {
i2doc = sp_item_i2doc_affine(*i);
root_item = *i;
@@ -266,61 +315,237 @@ bool Inkscape::ObjectSnapper::_snapPaths(Inkscape::Snapper::PointType const &t,
very_complex_path = sp_nodes_in_path(SP_PATH(root_item)) > 500;
}
- if (!very_lenghty_prose && !very_complex_path) {
- _paths_to_snap_to->push_back(Path_for_item(root_item, true, true));
- }
+ if (!very_lenghty_prose && !very_complex_path) {
+ SPCurve *curve = curve_for_item(root_item);
+ if (curve) {
+ NArtBpath *bpath = bpath_for_curve(root_item, curve, true, true);
+ _bpaths_to_snap_to->push_back(bpath);
+ // Because we set doTransformation to true in bpath_for_curve, we
+ // will get a dupe of the path, which must be freed at some point
+ sp_curve_unref(curve);
+ }
+ }
}
}
//Add the item's bounding box to snap to
if (_snap_to_bboxpath) {
if (!(_strict_snapping && p_is_a_node)) {
- //This will get ugly... rect -> curve -> bpath
NRRect rect;
sp_item_invoke_bbox(root_item, &rect, i2doc, TRUE, bbox_type);
- NR::Maybe<NR::Rect> bbox = rect.upgrade();
- SPCurve *curve = sp_curve_new_from_rect(bbox);
- if (curve) {
- NArtBpath *bpath = SP_CURVE_BPATH(curve);
- if (bpath) {
- Path *path = bpath_to_Path(bpath);
- if (path) {
- _paths_to_snap_to->push_back(path);
- }
- delete bpath;
- }
- delete curve;
- }
+ NArtBpath *bpath = nr_path_from_rect(rect);
+ _bpaths_to_snap_to->push_back(bpath);
}
}
}
}
-
- //Now we can finally do the real snapping, using the paths collected above
+}
+
+void Inkscape::ObjectSnapper::_snapPaths(SnappedConstraints &sc,
+ Inkscape::Snapper::PointType const &t,
+ NR::Point const &p,
+ bool const &first_point,
+ std::vector<NR::Point> *unselected_nodes,
+ SPPath const *selected_path,
+ NArtBpath *border_bpath) const
+{
+ _collectPaths(t, first_point, border_bpath);
+ // Now we can finally do the real snapping, using the paths collected above
+ SnappedPoint s;
+ bool success = false;
+
+ /* FIXME: this seems like a hack. Perhaps Snappers should be
+ ** in SPDesktop rather than SPNamedView?
+ */
+ SPDesktop const *desktop = SP_ACTIVE_DESKTOP;
+ NR::Point const p_doc = desktop->dt2doc(p);
+
+ bool const node_tool_active = _snap_to_itempath && selected_path != NULL;
+
+ if (first_point) {
+ /* While editing a path in the node tool, findCandidates must ignore that path because
+ * of the node snapping requirements (i.e. only unselected nodes must be snapable).
+ * This path must not be ignored however when snapping to the paths, so we add it here
+ * manually when applicable.
+ *
+ * Note that this path must be the last in line!
+ * */
+ if (node_tool_active) {
+ SPCurve *curve = curve_for_item(SP_ITEM(selected_path));
+ if (curve) {
+ NArtBpath *bpath = bpath_for_curve(SP_ITEM(selected_path), curve, true, true);
+ _bpaths_to_snap_to->push_back(bpath);
+ // Because we set doTransformation to true in bpath_for_curve, we
+ // will get a dupe of the path, which must be freed at some point
+ sp_curve_unref(curve);
+ }
+ }
+ // Convert all bpaths to Paths, because here we really must have Paths
+ // (whereas in _snapPathsConstrained we will use the original bpaths)
+ for (std::vector<NArtBpath*>::const_iterator k = _bpaths_to_snap_to->begin(); k != _bpaths_to_snap_to->end(); k++) {
+ Path *path = bpath_to_Path(*k);
+ if (path) {
+ path->ConvertWithBackData(0.01); //This is extremely time consuming!
+ _paths_to_snap_to->push_back(path);
+ }
+ }
+ }
+
for (std::vector<Path*>::const_iterator k = _paths_to_snap_to->begin(); k != _paths_to_snap_to->end(); k++) {
if (*k) {
- if (first_point) {
- (*k)->ConvertWithBackData(0.01); //This is extremely time consuming!
+ bool const being_edited = (node_tool_active && (*k) == _paths_to_snap_to->back());
+ //if true then this path k is currently being edited in the node tool
+
+ for (unsigned i = 1 ; i < (*k)->pts.size() ; i++) {
+ NR::Point start_point;
+ NR::Point end_point;
+ NR::Maybe<Path::cut_position> o = NR::Nothing();
+ if (being_edited) {
+ /* If the path is being edited, then we will try to snap to each piece of the
+ * path individually. We should only snap though to stationary pieces of the paths
+ * and not to the pieces that are being dragged around. This way we avoid
+ * self-snapping. For this we check whether the nodes at both ends of the current
+ * piece are unselected; if they are then this piece must be stationary
+ */
+ unsigned piece = (*k)->pts[i].piece;
+ // Example: a cubic spline is a single piece within a path; it will be drawn using
+ // a polyline, which is described by the collection of lines between the points pts[i]
+ (*k)->PointAt(piece, 0, start_point);
+ (*k)->PointAt(piece, 1, end_point);
+ start_point = desktop->doc2dt(start_point);
+ end_point = desktop->doc2dt(end_point);
+ g_assert(unselected_nodes != NULL);
+ bool c1 = isUnselectedNode(start_point, unselected_nodes);
+ bool c2 = isUnselectedNode(end_point, unselected_nodes);
+ if (c1 && c2) {
+ o = get_nearest_position_on_Path(*k, p_doc, i);
+ }
+ } else {
+ /* If the path is NOT being edited, then we will try to snap to the path as a
+ * whole, so we need to do this only once and we will break out at the end of
+ * this for-loop iteration */
+ /* Look for the nearest position on this SPItem to our snap point */
+ o = get_nearest_position_on_Path(*k, p_doc);
+ (*k)->PointAt(o->piece, 0, start_point);
+ (*k)->PointAt(o->piece, 1, end_point);
+ start_point = desktop->doc2dt(start_point);
+ end_point = desktop->doc2dt(end_point);
+ }
+
+ if (o && o->t >= 0 && o->t <= 1) {
+ /* Convert the nearest point back to desktop coordinates */
+ NR::Point const o_it = get_point_on_Path(*k, o->piece, o->t);
+ NR::Point const o_dt = desktop->doc2dt(o_it);
+ NR::Coord const dist = NR::L2(o_dt - p);
+
+ if (dist < getSnapperTolerance()) {
+ // if we snap to a straight line segment (within a path), then return this line segment
+ if ((*k)->IsLineSegment(o->piece)) {
+ sc.lines.push_back(Inkscape::SnappedLineSegment(o_dt, dist, getSnapperTolerance(), getSnapperAlwaysSnap(), start_point, end_point));
+ } else {
+ // for segments other than straight lines of a path, we'll return just the closest snapped point
+ if (dist < s.getDistance()) {
+ s = SnappedPoint(o_dt, dist, getSnapperTolerance(), getSnapperAlwaysSnap());
+ success = true;
+ }
+ }
+ }
+ }
+
+ // If the path is NOT being edited, then we will try to snap to the path as a whole
+ // so we need to do this only once
+ if (!being_edited) break;
}
+ }
+ }
- /* Look for the nearest position on this SPItem to our snap point */
- NR::Maybe<Path::cut_position> const o = get_nearest_position_on_Path(*k, p_doc);
- if (o && o->t >= 0 && o->t <= 1) {
+ if (success) {
+ sc.points.push_back(s);
+ }
+}
- /* Convert the nearest point back to desktop coordinates */
- NR::Point const o_it = get_point_on_Path(*k, o->piece, o->t);
- NR::Point const o_dt = desktop->doc2dt(o_it);
+/* Returns true if point is coincident with one of the unselected nodes */
+bool Inkscape::ObjectSnapper::isUnselectedNode(NR::Point const &point, std::vector<NR::Point> const *unselected_nodes) const
+{
+ if (unselected_nodes == NULL) {
+ return false;
+ }
+
+ if (unselected_nodes->size() == 0) {
+ return false;
+ }
+
+ for (std::vector<NR::Point>::const_iterator i = unselected_nodes->begin(); i != unselected_nodes->end(); i++) {
+ if (NR::L2(point - *i) < 1e-4) {
+ return true;
+ }
+ }
+
+ return false;
+}
- NR::Coord const dist = NR::L2(o_dt - p);
- if (dist < getDistance() && dist < s.getDistance()) {
- s = SnappedPoint(o_dt, dist);
- success = true;
- }
+void Inkscape::ObjectSnapper::_snapPathsConstrained(SnappedConstraints &sc,
+ Inkscape::Snapper::PointType const &t,
+ NR::Point const &p,
+ bool const &first_point,
+ ConstraintLine const &c) const
+{
+
+ // Consider the page's border for snapping to
+ NArtBpath *border_bpath = _snap_to_page_border ? _getBorderBPath() : NULL;
+
+ _collectPaths(t, first_point, border_bpath);
+
+ // Now we can finally do the real snapping, using the paths collected above
+
+ /* FIXME: this seems like a hack. Perhaps Snappers should be
+ ** in SPDesktop rather than SPNamedView?
+ */
+ SPDesktop const *desktop = SP_ACTIVE_DESKTOP;
+ NR::Point const p_doc = desktop->dt2doc(p);
+
+ NR::Point direction_vector = c.getDirection();
+ if (!is_zero(direction_vector)) {
+ direction_vector = NR::unit_vector(direction_vector);
+ }
+
+ NR::Point const p1_on_cl = c.hasPoint() ? c.getPoint() : p;
+ NR::Point const p2_on_cl = p1_on_cl + direction_vector;
+
+ // The intersection point of the constraint line with any path,
+ // must lie within two points on the constraintline: p_min_on_cl and p_max_on_cl
+ // The distance between those points is twice the snapping tolerance
+ NR::Point const p_proj_on_cl = project_on_linesegment(p, p1_on_cl, p2_on_cl);
+ NR::Point const p_min_on_cl = desktop->dt2doc(p_proj_on_cl - getSnapperTolerance() * direction_vector);
+ NR::Point const p_max_on_cl = desktop->dt2doc(p_proj_on_cl + getSnapperTolerance() * direction_vector);
+
+ Geom::Path cl;
+ cl.start(p_min_on_cl.to_2geom());
+ cl.appendNew<Geom::LineSegment>(p_max_on_cl.to_2geom());
+
+ for (std::vector<NArtBpath*>::const_iterator k = _bpaths_to_snap_to->begin(); k != _bpaths_to_snap_to->end(); k++) {
+ if (*k) {
+ // convert a Path object (see src/livarot/Path.h) to a 2geom's path object (see 2geom/path.h)
+ // TODO: (Diederik) Only do this once for the first point, needs some storage of pointers in a member variable
+ std::vector<Geom::Path> path_2geom = BPath_to_2GeomPath(*k);
+
+ for (std::vector<Geom::Path>::const_iterator l = path_2geom.begin(); l != path_2geom.end(); l++) {
+ Geom::SimpleCrosser sxr;
+ Geom::Crossings crossings = sxr.crossings(*l, cl);
+ for (std::vector<Geom::Crossing>::const_iterator m = crossings.begin(); m != crossings.end(); m++) {
+ // Reconstruct the point of intersection
+ NR::Point p_inters = p_min_on_cl + ((*m).tb) * (p_max_on_cl - p_min_on_cl);
+ // When it's within snapping range, then return it
+ // (within snapping range == between p_min_on_cl and p_max_on_cl == 0 < tb < 1)
+ if ((*m).tb >= 0 && (*m).tb <= 1 ) {
+ NR::Coord dist = NR::L2(desktop->dt2doc(p_proj_on_cl) - p_inters);
+ SnappedPoint s(desktop->doc2dt(p_inters), dist, getSnapperTolerance(), getSnapperAlwaysSnap());
+ sc.points.push_back(s);
+ }
+ }
}
}
}
-
- return success;
}
Inkscape::Snapper::PointType const &t,
NR::Point const &p,
bool const &first_point,
- std::vector<NR::Point> &points_to_snap,
- std::list<SPItem const *> const &it) const
+ std::vector<NR::Point> &points_to_snap,
+ std::vector<SPItem const *> const &it,
+ std::vector<NR::Point> *unselected_nodes) const
{
if ( NULL == _named_view ) {
return;
/* Get a list of all the SPItems that we will try to snap to */
if (first_point) {
- _findCandidates(sp_document_root(_named_view->document), it, first_point, points_to_snap, SNAP_XY);
+ _findCandidates(sp_document_root(_named_view->document), it, first_point, points_to_snap, TRANSL_SNAP_XY);
}
-
- SnappedPoint s(p, NR_HUGE);
- bool snapped_to_node = false;
- bool snapped_to_path = false;
-
+
if (_snap_to_itemnode || _snap_to_bboxnode) {
- snapped_to_node = _snapNodes(t, s, p, first_point, SNAP_XY);
+ _snapNodes(sc, t, p, first_point, unselected_nodes);
}
- if (_snap_to_itempath || _snap_to_bboxpath) {
- snapped_to_path = _snapPaths(t, s, p, first_point);
- }
-
- if (snapped_to_node || snapped_to_path) {
- sc.points.push_back(s);
+
+ // Consider the page's border for snapping to
+ NArtBpath *border_bpath = _snap_to_page_border ? _getBorderBPath() : NULL;
+
+ if (_snap_to_itempath || _snap_to_bboxpath || _snap_to_page_border) {
+ unsigned n = (unselected_nodes == NULL) ? 0 : unselected_nodes->size();
+ if (n > 0) {
+ /* While editing a path in the node tool, findCandidates must ignore that path because
+ * of the node snapping requirements (i.e. only unselected nodes must be snapable).
+ * That path must not be ignored however when snapping to the paths, so we add it here
+ * manually when applicable
+ */
+ g_assert(it.size() == 1);
+ g_assert(SP_IS_PATH(*it.begin()));
+ _snapPaths(sc, t, p, first_point, unselected_nodes, SP_PATH(*it.begin()), border_bpath);
+ } else {
+ _snapPaths(sc, t, p, first_point, NULL, NULL, border_bpath);
+ }
}
}
-
-
void Inkscape::ObjectSnapper::_doConstrainedSnap( SnappedConstraints &sc,
Inkscape::Snapper::PointType const &t,
NR::Point const &p,
bool const &first_point,
std::vector<NR::Point> &points_to_snap,
- ConstraintLine const &/*c*/,
- std::list<SPItem const *> const &it) const
+ ConstraintLine const &c,
+ std::vector<SPItem const *> const &it) const
{
- /* FIXME: this needs implementing properly; I think we have to do the
- ** intersection of c with the objects.
- */
- _doFreeSnap(sc, t, p, first_point, points_to_snap, it);
-}
+ if ( NULL == _named_view ) {
+ return;
+ }
+ /* Get a list of all the SPItems that we will try to snap to */
+ if (first_point) {
+ _findCandidates(sp_document_root(_named_view->document), it, first_point, points_to_snap, TRANSL_SNAP_XY);
+ }
+
+ // A constrained snap, is a snap in only one degree of freedom (specified by the constraint line).
+ // This is usefull for example when scaling an object while maintaining a fixed aspect ratio. It's
+ // nodes are only allowed to move in one direction (i.e. in one degree of freedom).
+
+ // When snapping to objects, we either snap to their nodes or their paths. It is however very
+ // unlikely that any node will be exactly at the constrained line, so for a constrained snap
+ // to objects we will only consider the object's paths. Beside, the nodes will be at these paths,
+ // so we will more or less snap to them anyhow.
+
+ if (_snap_to_itempath || _snap_to_bboxpath || _snap_to_page_border) {
+ _snapPathsConstrained(sc, t, p, first_point, c);
+ }
+}
-Inkscape::SnappedPoint Inkscape::ObjectSnapper::guideSnap(NR::Point const &p,
- DimensionToSnap const snap_dim) const
+// This method is used to snap a guide to nodes, while dragging the guide around
+void Inkscape::ObjectSnapper::guideSnap(SnappedConstraints &sc,
+ NR::Point const &p,
+ NR::Point const &guide_normal) const
{
if ( NULL == _named_view ) {
- return SnappedPoint(p, NR_HUGE);
+ return;
}
-
+
/* Get a list of all the SPItems that we will try to snap to */
std::vector<SPItem*> cand;
- std::list<SPItem const *> const it; //just an empty list
+ std::vector<SPItem const *> const it; //just an empty list
std::vector<NR::Point> points_to_snap;
points_to_snap.push_back(p);
- _findCandidates(sp_document_root(_named_view->document), it, true, points_to_snap, snap_dim);
-
- SnappedPoint s(p, NR_HUGE);
- _snapNodes(Inkscape::Snapper::SNAPPOINT_GUIDE, s, p, true, snap_dim);
+ DimensionToSnap snap_dim;
+ if (guide_normal == component_vectors[NR::Y]) {
+ snap_dim = GUIDE_TRANSL_SNAP_Y;
+ } else if (guide_normal == component_vectors[NR::X]) {
+ snap_dim = GUIDE_TRANSL_SNAP_X;
+ } else {
+ snap_dim = ANGLED_GUIDE_TRANSL_SNAP;
+ }
+ // We don't support ANGLED_GUIDE_ROT_SNAP yet.
+
+ // It would be cool to allow the user to rotate a guide by dragging it, instead of
+ // only translating it. (For example when CTRL is pressed). We will need an UI part
+ // for that first; and some important usability choices need to be made:
+ // E.g. which point should be used for pivoting? A previously snapped point,
+ // or a transformation center (which can be moved after clicking for the
+ // second time on an object; but should this point then be constrained to the
+ // line, or can it be located anywhere?)
- return s;
+ _findCandidates(sp_document_root(_named_view->document), it, true, points_to_snap, snap_dim);
+ _snapTranslatingGuideToNodes(sc, Inkscape::Snapper::SNAPPOINT_GUIDE, p, guide_normal);
+
+ // _snapRotatingGuideToNodes has not been implemented yet.
}
/**
*/
bool Inkscape::ObjectSnapper::ThisSnapperMightSnap() const
{
- bool snap_to_something = _snap_to_itempath || _snap_to_itemnode || _snap_to_bboxpath || _snap_to_bboxnode;
- return (_enabled && _snap_from != 0 && snap_to_something);
+ bool snap_to_something = _snap_to_itempath || _snap_to_itemnode || _snap_to_bboxpath || _snap_to_bboxnode || _snap_to_page_border;
+ return (_snap_enabled && _snap_from != 0 && snap_to_something);
}
+bool Inkscape::ObjectSnapper::GuidesMightSnap() const
+{
+ bool snap_to_something = _snap_to_itemnode || _snap_to_bboxnode;
+ return (_snap_enabled && (_snap_from & SNAPPOINT_GUIDE) && snap_to_something);
+}
+
+void Inkscape::ObjectSnapper::_clear_paths() const
+{
+ for (std::vector<NArtBpath*>::const_iterator k = _bpaths_to_snap_to->begin(); k != _bpaths_to_snap_to->end(); k++) {
+ g_free(*k);
+ }
+ _bpaths_to_snap_to->clear();
+
+ for (std::vector<Path*>::const_iterator k = _paths_to_snap_to->begin(); k != _paths_to_snap_to->end(); k++) {
+ delete *k;
+ }
+ _paths_to_snap_to->clear();
+}
+NArtBpath* Inkscape::ObjectSnapper::_getBorderBPath() const
+{
+ NArtBpath *border_bpath = NULL;
+ NR::Rect const border_rect = NR::Rect(NR::Point(0,0), NR::Point(sp_document_width(_named_view->document),sp_document_height(_named_view->document)));
+ SPCurve const *border_curve = sp_curve_new_from_rect(border_rect);
+ if (border_curve) {
+ border_bpath = SP_CURVE_BPATH(border_curve);
+ }
+
+ return border_bpath;
+}
/*
Local Variables:
mode:c++