diff --git a/src/snapped-point.cpp b/src/snapped-point.cpp
index d7f13d82fa298ae6fa0d91b75a34bb7edbc4229d..2d028c6d78eb441b264e18b8a30f342577d630cb 100644 (file)
--- a/src/snapped-point.cpp
+++ b/src/snapped-point.cpp
bool success = false;
for (std::list<Inkscape::SnappedPoint>::const_iterator i = list.begin(); i != list.end(); i++) {
- if ((i == list.begin()) || (*i).getSnapDistance() < result.getSnapDistance()) {
+ if ((i == list.begin()) || (*i).getSnapDistance() < result.getSnapDistance()) {
result = *i;
success = true;
}
// 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) {
- // Weight factor: controls which node should be preferred for snapping, which is either
+
+ Geom::Coord const dist_pointer_other = other_one.getPointerDistance();
+ Geom::Coord const dist_pointer_this = getPointerDistance();
+ // 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);
@@ -100,19 +103,21 @@ bool Inkscape::SnappedPoint::isOtherSnapBetter(Inkscape::SnappedPoint const &oth
w = 1;
}
if (w > 0) {
- // When accounting for the distance to the mouse pointer, then at least one of the snapped points should
- // have that distance set. If not, then this is a bug. Either "weighted" must be set to false, or the
- // mouse pointer distance must be set.
- g_assert(getPointerDistance() != NR_HUGE || other_one.getPointerDistance() != NR_HUGE);
- // The snap distance will always be smaller than the tolerance set for the snapper. The pointer distance can
- // however be very large. To compare these in a fair way, we will have to normalize these metrics first
- // The closest pointer distance will be normalized to 1.0; the other one will be > 1.0
- // The snap distance will be normalized to 1.0 if it's equal to the snapper tolerance
- double const norm_p = std::min(getPointerDistance(), other_one.getPointerDistance());
- double const norm_t_other = std::min(50.0, other_one.getTolerance());
- double const norm_t_this = std::min(50.0, getTolerance());
- dist_other = w * other_one.getPointerDistance() / norm_p + (1-w) * dist_other / norm_t_other;
- dist_this = w * getPointerDistance() / norm_p + (1-w) * dist_this / norm_t_this;
+ if (!(w == 1 && dist_pointer_this == dist_pointer_other)) {
+ // When accounting for the distance to the mouse pointer, then at least one of the snapped points should
+ // have that distance set. If not, then this is a bug. Either "weighted" must be set to false, or the
+ // mouse pointer distance must be set.
+ g_assert(dist_pointer_this != NR_HUGE || dist_pointer_other != NR_HUGE);
+ // The snap distance will always be smaller than the tolerance set for the snapper. The pointer distance can
+ // however be very large. To compare these in a fair way, we will have to normalize these metrics first
+ // The closest pointer distance will be normalized to 1.0; the other one will be > 1.0
+ // The snap distance will be normalized to 1.0 if it's equal to the snapper tolerance
+ double const norm_p = std::min(dist_pointer_this, dist_pointer_other);
+ double const norm_t_other = std::min(50.0, other_one.getTolerance());
+ double const norm_t_this = std::min(50.0, getTolerance());
+ dist_other = w * dist_pointer_other / norm_p + (1-w) * dist_other / norm_t_other;
+ dist_this = w * dist_pointer_this / norm_p + (1-w) * dist_this / norm_t_this;
+ }
}
}
@@ -126,13 +131,20 @@ bool Inkscape::SnappedPoint::isOtherSnapBetter(Inkscape::SnappedPoint const &oth
bool c3 = other_one.getFullyConstrained() && !getFullyConstrained();
// But in no case fall back; (has less priority than c3n, so it is allowed to fall back when c3 is true, see below)
bool c3n = !other_one.getFullyConstrained() && getFullyConstrained();
+
+ // When both are fully constrained AND coincident, then prefer nodes over intersections
+ bool d = other_one.getFullyConstrained() && getFullyConstrained() && (Geom::L2(other_one.getPoint() - getPoint()) < 1e-9);
+ bool c4 = d && !other_one.getAtIntersection() && getAtIntersection();
+ // But don't fall back...
+ bool c4n = d && other_one.getAtIntersection() && !getAtIntersection();
+
// or, if it's just as close then consider the second distance
- bool c4a = (dist_other == dist_this);
- bool c4b = other_one.getSecondSnapDistance() < getSecondSnapDistance();
+ bool c5a = (dist_other == dist_this);
+ bool c5b = 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);
+ // std::cout << other_one.getPoint() << " (Other one, dist = " << dist_other << ") vs. " << getPoint() << " (this one, dist = " << dist_this << ") ---> ";
+ // std::cout << "c1 = " << c1 << " | c2 = " << c2 << " | c2n = " << c2n << " | c3 = " << c3 << " | c3n = " << c3n << " | c4 = " << c4 << " | c4n = " << c4n << " | c5a = " << c5a << " | c5b = " << c5b << std::endl;
+ return (c1 || c2 || c3 || c4 || (c5a && c5b)) && !c2n && (!c3n || c2) && !c4n;
}
/*