// SPDX-License-Identifier: GPL-2.0-or-later /** * \file src/snapped-point.cpp * SnappedPoint class. * * Authors: * Mathieu Dimanche * Diederik van Lierop * * Released under GNU GPL v2+, read the file 'COPYING' for more information. */ #include #include #include "snapped-point.h" #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 &constrained_snap, bool const &fully_constrained, Geom::OptRect target_bbox) : _point(p), _tangent(Geom::Point(0,0)), _source(source), _source_num(source_num), _target(target), _at_intersection (false), _constrained_snap (constrained_snap), _fully_constrained (fully_constrained), _distance(d), _tolerance(std::max(t,1.0)),// tolerance should never be smaller than 1 px, as it is used for normalization in isOtherSnapBetter. We don't want a division by zero. _always_snap(a), _second_distance (Geom::infinity()), _second_tolerance (1), _second_always_snap (false), _target_bbox(std::move(target_bbox)), _pointer_distance (Geom::infinity()) { } 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) : _point (p.getPoint()), _tangent (Geom::Point(0,0)), _source (p.getSourceType()), _source_num (p.getSourceNum()), _target(target), _at_intersection (false), _constrained_snap (constrained_snap), _fully_constrained (fully_constrained), _distance(d), _tolerance(std::max(t,1.0)), _always_snap(a), _second_distance (Geom::infinity()), _second_tolerance (1), _second_always_snap (false), _target_bbox (p.getTargetBBox()), _pointer_distance (Geom::infinity()) { } 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), _tangent (Geom::Point(0,0)), _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. _target_bbox (Geom::OptRect()), _pointer_distance (Geom::infinity()) { } Inkscape::SnappedPoint::SnappedPoint(): _point (Geom::Point(0,0)), _tangent (Geom::Point(0,0)), _source (SNAPSOURCE_UNDEFINED), _source_num (-1), _target (SNAPTARGET_UNDEFINED), _at_intersection (false), _constrained_snap (false), _fully_constrained (false), _distance (Geom::infinity()), _tolerance (1), _always_snap (false), _second_distance (Geom::infinity()), _second_tolerance (1), _second_always_snap (false), _target_bbox (Geom::OptRect()), _pointer_distance (Geom::infinity()) { } Inkscape::SnappedPoint::SnappedPoint(Geom::Point const &p): _point (p), _tangent (Geom::Point(0,0)), _source (SNAPSOURCE_UNDEFINED), _source_num (-1), _target (SNAPTARGET_UNDEFINED), _at_intersection (false), _constrained_snap (false), _fully_constrained (false), _distance (Geom::infinity()), _tolerance (1), _always_snap (false), _second_distance (Geom::infinity()), _second_tolerance (1), _second_always_snap (false), _target_bbox (Geom::OptRect()), _pointer_distance (Geom::infinity()) { } Inkscape::SnappedPoint::~SnappedPoint() = default; 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 whether we've snapped } // search for the closest snapped point bool getClosestSP(std::list const &list, Inkscape::SnappedPoint &result) { bool success = false; for (std::list::const_iterator i = list.begin(); i != list.end(); ++i) { if ((i == list.begin()) || (*i).getSnapDistance() < result.getSnapDistance()) { result = *i; success = true; } } return success; } bool Inkscape::SnappedPoint::isOtherSnapBetter(Inkscape::SnappedPoint const &other_one, bool weighted) const { if (getSnapped() && !other_one.getSnapped()) { return false; } if (!getSnapped() && other_one.getSnapped()) { return true; } 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) { 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 // 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) { if (!(w == 1 && dist_pointer_this == dist_pointer_other)) { // 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(dist_pointer_this != Geom::infinity() || dist_pointer_other != Geom::infinity()); // 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(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; dist_this = w * dist_pointer_this / norm_p + (1-w) * dist_this / norm_t_this; } } } // 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 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 or an intersection), while the previous one was only partly constrained (e.g. to a line) 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() && !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); bool c4 = d && !other_one.getAtIntersection() && getAtIntersection(); // But don't fall back... bool c4n = d && other_one.getAtIntersection() && !getAtIntersection(); // or, if it's just as close then consider the second distance ... bool c5a = (dist_other == dist_this); bool c5b = (other_one.getSecondSnapDistance() < getSecondSnapDistance()) && (getSecondSnapDistance() < Geom::infinity()); // ... 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; */ return other_is_better; } /* 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 :