/** * \file src/snapped-point.cpp * \brief SnappedPoint class. * * Authors: * Mathieu Dimanche * Diederik van Lierop * * Released under GNU GPL, read the file 'COPYING' for more information. */ #include "snapped-point.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) { _at_intersection = false; _fully_constrained = fully_constrained; _second_distance = NR_HUGE; _second_tolerance = 0; _second_always_snap = false; _transformation = Geom::Point(1,1); _pointer_distance = 0; } 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) { _transformation = Geom::Point(1,1); _pointer_distance = 0; } Inkscape::SnappedPoint::SnappedPoint() { _point = Geom::Point(0,0); _target = SNAPTARGET_UNDEFINED, _distance = NR_HUGE; _tolerance = 0; _always_snap = false; _at_intersection = false; _second_distance = NR_HUGE; _second_tolerance = 0; _second_always_snap = false; _transformation = Geom::Point(1,1); _pointer_distance = 0; } Inkscape::SnappedPoint::~SnappedPoint() { } void Inkscape::SnappedPoint::getPoint(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 } // search for the closest snapped point bool getClosestSP(std::list &list, Inkscape::SnappedPoint &result) { bool success = false; for (std::list::const_iterator i = list.begin(); i != list.end(); i++) { if ((i == list.begin()) || (*i).getDistance() < result.getDistance()) { result = *i; success = true; } } return success; } bool Inkscape::SnappedPoint::isOtherOneBetter(Inkscape::SnappedPoint const &other_one) 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()); // 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) 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(); // 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(); // std::cout << "c1 = " << c1 << " | c2 = " << c2 << " | c2n = " << c2n << " | c3 = " << c3 << " | c3n = " << c3n << " | c4a = " << c4a << " | c4b = " << c4b; return (c1 || c2 || c3 || (c4a && c4b)) && !c2n && (!c3n || c2); } /* Local Variables: mode:c++ c-file-style:"stroustrup" c-file-offsets:((innamespace . 0)(inline-open . 0)(case-label . +)) indent-tabs-mode:nil fill-column:99 End: */ // vim: filetype=cpp:expandtab:shiftwidth=4:tabstop=8:softtabstop=4 :