diff --git a/src/snapped-point.cpp b/src/snapped-point.cpp
index fc6e5e87f7d912599f7fbefefbbf1ba56d6270d2..44b69050ff99a2ab7739e6599c950969380a0706 100644 (file)
--- a/src/snapped-point.cpp
+++ b/src/snapped-point.cpp
: _point(p), _target(target), _distance(d), _tolerance(std::max(t,1.0)), _always_snap(a)
{
// tolerance should never be smaller than 1 px, as it is used for normalization in isOtherSnapBetter. We don't want a division by zero.
+ _at_intersection = false;
_fully_constrained = fully_constrained;
_second_distance = NR_HUGE;
_second_tolerance = 1;
{
_point = Geom::Point(0,0);
_target = SNAPTARGET_UNDEFINED,
+ _at_intersection = false;
+ _fully_constrained = false;
_distance = NR_HUGE;
_tolerance = 1;
_always_snap = false;
- _at_intersection = false;
_second_distance = NR_HUGE;
_second_tolerance = 1;
_second_always_snap = false;
// there's more than one). It is not useful when trying to find the best snapped target point.
// (both the snap distance and the pointer distance are measured in document pixels, not in screen pixels)
if (weighted) {
- // weigth factor: controls which node should be preferrerd for snapping, which is either
+ // Weight factor: controls which node should be preferred for snapping, which is either
// the node with the closest snap (w = 0), or the node closest to the mousepointer (w = 1)
Inkscape::Preferences *prefs = Inkscape::Preferences::get();
double w = prefs->getDoubleLimited("/options/snapweight/value", 0.5, 0, 1);
@@ -114,7 +116,7 @@ bool Inkscape::SnappedPoint::isOtherSnapBetter(Inkscape::SnappedPoint const &oth
}
// If it's closer
- bool c1 = dist_other < dist_this;
+ bool c1 = dist_other < dist_this;
// or, if it's for a snapper with "always snap" turned on, and the previous wasn't
bool c2 = other_one.getAlwaysSnap() && !getAlwaysSnap();
// But in no case fall back from a snapper with "always snap" on to one with "always snap" off
@@ -127,6 +129,7 @@ bool Inkscape::SnappedPoint::isOtherSnapBetter(Inkscape::SnappedPoint const &oth
bool c4a = (dist_other == dist_this);
bool c4b = other_one.getSecondSnapDistance() < getSecondSnapDistance();
+ // std::cout << other_one.getPoint() << " (Other one) vs. " << getPoint() << " (this one) ---> ";
// std::cout << "c1 = " << c1 << " | c2 = " << c2 << " | c2n = " << c2n << " | c3 = " << c3 << " | c3n = " << c3n << " | c4a = " << c4a << " | c4b = " << c4b << std::endl;
return (c1 || c2 || c3 || (c4a && c4b)) && !c2n && (!c3n || c2);
}