diff options
Diffstat (limited to 'src/snapped-point.cpp')
| -rw-r--r-- | src/snapped-point.cpp | 68 |
1 files changed, 49 insertions, 19 deletions
diff --git a/src/snapped-point.cpp b/src/snapped-point.cpp index 1177e5f14..d03968a94 100644 --- a/src/snapped-point.cpp +++ b/src/snapped-point.cpp @@ -9,27 +9,31 @@ * Released under GNU GPL, read the file 'COPYING' for more information. */ +#include <gtk/gtk.h> #include "snapped-point.h" +#include "preferences.h" // overloaded constructor 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(t), _always_snap(a) + : _point(p), _target(target), _distance(d), _tolerance(std::max(t,1.0)), _always_snap(a) { - _at_intersection = false; + // tolerance should never be smaller than 1 px, as it is used for normalization in isOtherOneBetter. We don't want a division by zero. _fully_constrained = fully_constrained; _second_distance = NR_HUGE; - _second_tolerance = 0; + _second_tolerance = 1; _second_always_snap = false; _transformation = Geom::Point(1,1); - _pointer_distance = 0; + _pointer_distance = NR_HUGE; } Inkscape::SnappedPoint::SnappedPoint(Geom::Point const &p, 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), _target(target), _at_intersection(at_intersection), _fully_constrained(fully_constrained), _distance(d), _tolerance(t), _always_snap(a), - _second_distance(d2), _second_tolerance(t2), _second_always_snap(a2) + : _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. _transformation = Geom::Point(1,1); - _pointer_distance = 0; + _pointer_distance = NR_HUGE; } Inkscape::SnappedPoint::SnappedPoint() @@ -37,14 +41,14 @@ Inkscape::SnappedPoint::SnappedPoint() _point = Geom::Point(0,0); _target = SNAPTARGET_UNDEFINED, _distance = NR_HUGE; - _tolerance = 0; + _tolerance = 1; _always_snap = false; _at_intersection = false; _second_distance = NR_HUGE; - _second_tolerance = 0; + _second_tolerance = 1; _second_always_snap = false; _transformation = Geom::Point(1,1); - _pointer_distance = 0; + _pointer_distance = NR_HUGE; } Inkscape::SnappedPoint::~SnappedPoint() @@ -66,7 +70,7 @@ bool getClosestSP(std::list<Inkscape::SnappedPoint> &list, Inkscape::SnappedPoin bool success = false; for (std::list<Inkscape::SnappedPoint>::const_iterator i = list.begin(); i != list.end(); i++) { - if ((i == list.begin()) || (*i).getDistance() < result.getDistance()) { + if ((i == list.begin()) || (*i).getSnapDistance() < result.getSnapDistance()) { result = *i; success = true; } @@ -75,13 +79,39 @@ bool getClosestSP(std::list<Inkscape::SnappedPoint> &list, Inkscape::SnappedPoin return success; } -bool Inkscape::SnappedPoint::isOtherOneBetter(Inkscape::SnappedPoint const &other_one) const +bool Inkscape::SnappedPoint::isOtherOneBetter(Inkscape::SnappedPoint const &other_one, bool weighted) const { - double const w = 0.25; // 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) - // If it's closer - bool c1 = (w * other_one.getPointerDistance() + (1-w) * other_one.getDistance()) < (w * getPointerDistance() + (1-w) * getDistance()); + 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; + } + } + + // 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 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 @@ -92,10 +122,10 @@ bool Inkscape::SnappedPoint::isOtherOneBetter(Inkscape::SnappedPoint const &othe 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 = (other_one.getDistance() == getDistance()); - bool c4b = other_one.getSecondDistance() < getSecondDistance(); + bool c4a = (dist_other == dist_this); + bool c4b = other_one.getSecondSnapDistance() < getSecondSnapDistance(); - // std::cout << "c1 = " << c1 << " | c2 = " << c2 << " | c2n = " << c2n << " | c3 = " << c3 << " | c3n = " << c3n << " | c4a = " << c4a << " | c4b = " << c4b; + // 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); } |
