diff --git a/src/snapped-point.cpp b/src/snapped-point.cpp
index d03968a9444261e305ae948bf0b3c07303d45806..44b69050ff99a2ab7739e6599c950969380a0706 100644 (file)
--- a/src/snapped-point.cpp
+++ b/src/snapped-point.cpp
Inkscape::SnappedPoint::SnappedPoint(Geom::Point const &p, SnapTargetType const &target, Geom::Coord const &d, Geom::Coord const &t, bool const &a, bool const &fully_constrained)
: _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 isOtherOneBetter. We don't want a division by zero.
+ // 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(p), _target(target), _at_intersection(at_intersection), _fully_constrained(fully_constrained), _distance(d), _tolerance(std::max(t,1.0)), _always_snap(a),
_second_distance(d2), _second_tolerance(std::max(t2,1.0)), _second_always_snap(a2)
{
- // tolerance should never be smaller than 1 px, as it is used for normalization in
- // isOtherOneBetter. We don't want a division by zero.
+ // tolerance should never be smaller than 1 px, as it is used for normalization in
+ // isOtherSnapBetter. We don't want a division by zero.
_transformation = Geom::Point(1,1);
_pointer_distance = NR_HUGE;
}
Inkscape::SnappedPoint::SnappedPoint()
{
_point = Geom::Point(0,0);
- _target = SNAPTARGET_UNDEFINED,
+ _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;
void Inkscape::SnappedPoint::getPoint(Geom::Point &p) const
{
// When we have snapped
- if (getSnapped()) {
+ if (getSnapped()) {
// then return the snapped point by overwriting p
p = _point;
} //otherwise p will be left untouched; this way the caller doesn't have to check wether we've snapped
@@ -79,54 +81,57 @@ bool getClosestSP(std::list<Inkscape::SnappedPoint> &list, Inkscape::SnappedPoin
return success;
}
-bool Inkscape::SnappedPoint::isOtherOneBetter(Inkscape::SnappedPoint const &other_one, bool weighted) const
+bool Inkscape::SnappedPoint::isOtherSnapBetter(Inkscape::SnappedPoint const &other_one, bool weighted) const
{
-
- double dist_other = other_one.getSnapDistance();
- double dist_this = getSnapDistance();
-
- // The distance to the pointer should only be taken into account when finding the best snapped source node (when
+
+ double dist_other = other_one.getSnapDistance();
+ double dist_this = getSnapDistance();
+
+ // The distance to the pointer should only be taken into account when finding the best snapped source node (when
// 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
- // the node with the closest snap (w = 0), or the node closest to the mousepointer (w = 1)
- Inkscape::Preferences *prefs = Inkscape::Preferences::get();
- double const w = prefs->getDoubleLimited("/options/snapweight/value", 0.5, 0, 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;
- }
- }
-
+ // 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);
+ if (prefs->getBool("/options/snapclosestonly/value", false)) {
+ 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 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
bool c2n = !other_one.getAlwaysSnap() && getAlwaysSnap();
- // or, if we have a fully constrained snappoint (e.g. to a node), while the previous one was only partly constrained (e.g. to a line)
+ // or, if we have a fully constrained snappoint (e.g. to a node or an intersection), while the previous one was only partly constrained (e.g. to a line)
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();
+ // 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();
// or, if it's just as close then consider the second distance
- // (which is only relevant for points at an intersection)
- bool c4a = (dist_other == dist_this);
+ 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);
+ return (c1 || c2 || c3 || (c4a && c4b)) && !c2n && (!c3n || c2);
}
/*