1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
|
/**
* \file src/snapped-point.cpp
* \brief SnappedPoint class.
*
* Authors:
* Mathieu Dimanche <mdimanche@free.fr>
* Diederik van Lierop <mail@diedenrezi.nl>
*
* 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<Inkscape::SnappedPoint> &list, Inkscape::SnappedPoint &result)
{
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()) {
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 :
|