diff --git a/src/snapped-point.cpp b/src/snapped-point.cpp
index e3559d655f96821baf97903962a832f2f6bff030..52f0a7839b0468c10035ed913711822124733bdd 100644 (file)
--- a/src/snapped-point.cpp
+++ b/src/snapped-point.cpp
#include "preferences.h"
// overloaded constructor
-Inkscape::SnappedPoint::SnappedPoint(Geom::Point const &p, SnapSourceType const &source, long source_num, SnapTargetType const &target, Geom::Coord const &d, Geom::Coord const &t, bool const &a, bool const &fully_constrained)
- : _point(p), _source(source), _source_num(source_num), _target(target), _distance(d), _tolerance(std::max(t,1.0)), _always_snap(a)
+Inkscape::SnappedPoint::SnappedPoint(Geom::Point const &p, SnapSourceType const &source, long source_num, SnapTargetType const &target, Geom::Coord const &d, Geom::Coord const &t, bool const &a, bool const &constrained_snap, bool const &fully_constrained, Geom::OptRect target_bbox)
+ : _point(p), _source(source), _source_num(source_num), _target(target), _distance(d), _tolerance(std::max(t,1.0)), _always_snap(a), _target_bbox(target_bbox)
{
// 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;
+ _constrained_snap = constrained_snap;
_fully_constrained = fully_constrained;
_second_distance = NR_HUGE;
_second_tolerance = 1;
_second_always_snap = false;
_transformation = Geom::Point(1,1);
_pointer_distance = NR_HUGE;
- _target_bbox = Geom::Rect();
}
-Inkscape::SnappedPoint::SnappedPoint(Inkscape::SnapCandidatePoint const &p, SnapTargetType const &target, Geom::Coord const &d, Geom::Coord const &t, bool const &a, bool const &fully_constrained)
+Inkscape::SnappedPoint::SnappedPoint(Inkscape::SnapCandidatePoint const &p, SnapTargetType const &target, Geom::Coord const &d, Geom::Coord const &t, bool const &a, bool const &constrained_snap, bool const &fully_constrained)
: _target(target), _distance(d), _tolerance(std::max(t,1.0)), _always_snap(a)
{
_point = p.getPoint();
_source = p.getSourceType();
_source_num = p.getSourceNum();
_at_intersection = false;
+ _constrained_snap = constrained_snap;
_fully_constrained = fully_constrained;
_second_distance = NR_HUGE;
_second_tolerance = 1;
_second_always_snap = false;
_transformation = Geom::Point(1,1);
_pointer_distance = NR_HUGE;
- _target_bbox = Geom::Rect();
+ _target_bbox = p.getTargetBBox();
}
-Inkscape::SnappedPoint::SnappedPoint(Geom::Point const &p, SnapSourceType const &source, long source_num, SnapTargetType const &target, Geom::Coord const &d, Geom::Coord const &t, bool const &a, bool const &at_intersection, bool const &fully_constrained, Geom::Coord const &d2, Geom::Coord const &t2, bool const &a2)
- : _point(p), _source(source), _source_num(source_num), _target(target), _at_intersection(at_intersection), _fully_constrained(fully_constrained), _distance(d), _tolerance(std::max(t,1.0)), _always_snap(a),
+Inkscape::SnappedPoint::SnappedPoint(Geom::Point const &p, SnapSourceType const &source, long source_num, SnapTargetType const &target, Geom::Coord const &d, Geom::Coord const &t, bool const &a, bool const &at_intersection, bool const &constrained_snap, bool const &fully_constrained, Geom::Coord const &d2, Geom::Coord const &t2, bool const &a2)
+ : _point(p), _source(source), _source_num(source_num), _target(target), _at_intersection(at_intersection), _constrained_snap(constrained_snap), _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
// isOtherSnapBetter. We don't want a division by zero.
_transformation = Geom::Point(1,1);
_pointer_distance = NR_HUGE;
- _target_bbox = Geom::Rect();
+ _target_bbox = Geom::OptRect();
}
Inkscape::SnappedPoint::SnappedPoint()
{
_point = Geom::Point(0,0);
_source = SNAPSOURCE_UNDEFINED,
- _source_num = 0,
+ _source_num = -1,
_target = SNAPTARGET_UNDEFINED,
_at_intersection = false;
+ _constrained_snap = false;
_fully_constrained = false;
_distance = NR_HUGE;
_tolerance = 1;
_second_always_snap = false;
_transformation = Geom::Point(1,1);
_pointer_distance = NR_HUGE;
- _target_bbox = Geom::Rect();
+ _target_bbox = Geom::OptRect();
}
Inkscape::SnappedPoint::SnappedPoint(Geom::Point const &p)
{
_point = p;
_source = SNAPSOURCE_UNDEFINED,
- _source_num = 0,
+ _source_num = -1,
_target = SNAPTARGET_UNDEFINED,
_at_intersection = false;
_fully_constrained = false;
_second_always_snap = false;
_transformation = Geom::Point(1,1);
_pointer_distance = NR_HUGE;
- _target_bbox = Geom::Rect();
+ _target_bbox = Geom::OptRect();
}
Inkscape::SnappedPoint::~SnappedPoint()
{
}
-void Inkscape::SnappedPoint::getPoint(Geom::Point &p) const
+void Inkscape::SnappedPoint::getPointIfSnapped(Geom::Point &p) const
{
// When we have snapped
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
+ } //otherwise p will be left untouched; this way the caller doesn't have to check whether we've snapped
}
// search for the closest snapped point
@@ -125,7 +127,7 @@ bool getClosestSP(std::list<Inkscape::SnappedPoint> const &list, Inkscape::Snapp
bool Inkscape::SnappedPoint::isOtherSnapBetter(Inkscape::SnappedPoint const &other_one, bool weighted) const
{
- if (!other_one.getSnapped()) {
+ if (getSnapped() && !other_one.getSnapped()) {
return false;
}
@@ -136,7 +138,6 @@ bool Inkscape::SnappedPoint::isOtherSnapBetter(Inkscape::SnappedPoint const &oth
// 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) {
-
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
@@ -156,7 +157,8 @@ bool Inkscape::SnappedPoint::isOtherSnapBetter(Inkscape::SnappedPoint const &oth
// 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_p = std::min(dist_pointer_this, dist_pointer_other) + 1;
+ // make sure norm_p is never too close to zero (e.g. when snapping the bbox-corner that was grabbed), by incr. with 1
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;
@@ -165,6 +167,15 @@ bool Inkscape::SnappedPoint::isOtherSnapBetter(Inkscape::SnappedPoint const &oth
}
}
+ // When snapping to a constraint line only, which is not really a snap but merely a projection
+ // to the constraint line, then give this snap a very low priority. Basically, any other snap will do
+ if (other_one.getTarget() == SNAPTARGET_CONSTRAINT) {
+ dist_other += 1e6;
+ }
+ if (getTarget() == SNAPTARGET_CONSTRAINT) {
+ dist_this += 1e6;
+ }
+
// If it's closer
bool c1 = dist_other < dist_this;
// or, if it's for a snapper with "always snap" turned on, and the previous wasn't
@@ -172,9 +183,9 @@ bool Inkscape::SnappedPoint::isOtherSnapBetter(Inkscape::SnappedPoint const &oth
// 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 or an intersection), while the previous one was only partly constrained (e.g. to a line)
- bool c3 = other_one.getFullyConstrained() && !getFullyConstrained();
+ bool c3 = (other_one.getFullyConstrained() && !other_one.getConstrainedSnap()) && !getFullyConstrained(); // Do not consider constrained snaps here, because these will always be fully constrained anyway
// 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();
+ bool c3n = !other_one.getFullyConstrained() && (getFullyConstrained() && !getConstrainedSnap());
// 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);
@@ -182,13 +193,21 @@ bool Inkscape::SnappedPoint::isOtherSnapBetter(Inkscape::SnappedPoint const &oth
// But don't fall back...
bool c4n = d && other_one.getAtIntersection() && !getAtIntersection();
- // or, if it's just as close then consider the second distance
+ // or, if it's just as close then consider the second distance ...
bool c5a = (dist_other == dist_this);
- bool c5b = other_one.getSecondSnapDistance() < getSecondSnapDistance();
+ bool c5b = (other_one.getSecondSnapDistance() < getSecondSnapDistance()) && (getSecondSnapDistance() < NR_HUGE);
+ // ... or prefer free snaps over constrained snaps
+ bool c5c = !other_one.getConstrainedSnap() && getConstrainedSnap();
+
+ bool other_is_better = (c1 || c2 || c3 || c4 || (c5a && (c5b || c5c))) && !c2n && (!c3n || c2) && !c4n;
+
+ /*
+ 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 << " | c5c = " << c5c << std::endl;
+ std::cout << "Other one provides a better snap: " << other_is_better << std::endl;
+ */
- // 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;
+ return other_is_better;
}
/*