object-snapper.cpp revision 0721326f41e78698936345823f415b2b643eb2ff
/**
* \file object-snapper.cpp
* \brief Snapping things to objects.
*
* Authors:
* Carl Hetherington <inkscape@carlh.net>
* Diederik van Lierop <mail@diedenrezi.nl>
*
* Copyright (C) 2005 - 2007 Authors
*
* Released under GNU GPL, read the file 'COPYING' for more information
*/
#include "libnr/n-art-bpath.h"
#include "libnr/nr-path.h"
#include "libnr/nr-rect-ops.h"
#include "libnr/nr-point-fns.h"
#include "live_effects/n-art-bpath-2geom.h"
#include "2geom/path-intersection.h"
#include "document.h"
#include "sp-namedview.h"
#include "sp-image.h"
#include "sp-item-group.h"
#include "sp-item.h"
#include "sp-use.h"
#include "display/curve.h"
#include "desktop.h"
#include "inkscape.h"
#include "prefs-utils.h"
#include "sp-text.h"
#include "sp-flowtext.h"
#include "text-editing.h"
Inkscape::ObjectSnapper::ObjectSnapper(SPNamedView const *nv, NR::Coord const d)
: Snapper(nv, d), _snap_to_itemnode(true), _snap_to_itempath(true),
_snap_to_bboxnode(true), _snap_to_bboxpath(true), _strict_snapping(true),
_include_item_center(false)
{
_candidates = new std::vector<SPItem*>;
_points_to_snap_to = new std::vector<NR::Point>;
_bpaths_to_snap_to = new std::vector<NArtBpath*>;
_paths_to_snap_to = new std::vector<Path*>;
}
Inkscape::ObjectSnapper::~ObjectSnapper()
{
_candidates->clear(); //Don't delete the candidates themselves, as these are not ours!
delete _candidates;
_points_to_snap_to->clear();
delete _points_to_snap_to;
_clear_paths();
delete _paths_to_snap_to;
delete _bpaths_to_snap_to;
}
/**
* Find all items within snapping range.
* \param r Pointer to the current document
* \param it List of items to ignore
* \param first_point If true then this point is the first one from a whole bunch of points
* \param points_to_snap The whole bunch of points, all from the same selection and having the same transformation
* \param DimensionToSnap Snap in X, Y, or both directions.
*/
void Inkscape::ObjectSnapper::_findCandidates(SPObject* r,
std::list<SPItem const *> const &it,
bool const &first_point,
std::vector<NR::Point> &points_to_snap,
DimensionToSnap const snap_dim) const
{
if (ThisSnapperMightSnap()) {
SPDesktop const *desktop = SP_ACTIVE_DESKTOP;
if (first_point) {
_candidates->clear();
}
for (SPObject* o = sp_object_first_child(r); o != NULL; o = SP_OBJECT_NEXT(o)) {
if (SP_IS_ITEM(o) && !SP_ITEM(o)->isLocked() && !desktop->itemIsHidden(SP_ITEM(o))) {
/* See if this item is on the ignore list */
std::list<SPItem const *>::const_iterator i = it.begin();
while (i != it.end() && *i != o) {
i++;
}
if (i == it.end()) {
/* See if the item is within range */
if (SP_IS_GROUP(o)) {
_findCandidates(o, it, false, points_to_snap, snap_dim);
} else {
// Now let's see if any of the snapping points is within
// snapping range of this object
NR::Maybe<NR::Rect> b = sp_item_bbox_desktop(SP_ITEM(o));
if (b) {
for (std::vector<NR::Point>::const_iterator i = points_to_snap.begin(); i != points_to_snap.end(); i++) {
NR::Point b_min = b->min();
NR::Point b_max = b->max();
NR::Coord t = getSnapperTolerance();
bool withinX = ((*i)[NR::X] >= b_min[NR::X] - t) && ((*i)[NR::X] <= b_max[NR::X] + t);
bool withinY = ((*i)[NR::Y] >= b_min[NR::Y] - t) && ((*i)[NR::Y] <= b_max[NR::Y] + t);
bool c1 = snap_dim == GUIDE_TRANSL_SNAP_X && withinX;
bool c2 = snap_dim == GUIDE_TRANSL_SNAP_Y && withinY;
bool c3 = snap_dim == TRANSL_SNAP_XY && withinX && withinY;
// For an angled guide at e.g 45 deg., the bbox is very large and might even span
// the full desktop. Therefore we will simply return _any_ candidate, without looking at
// the bbox and the snapping distance.
bool c4 = snap_dim == ANGLED_GUIDE_TRANSL_SNAP || snap_dim == ANGLED_GUIDE_ROT_SNAP;
if ( c1 || c2 || c3 || c4) {
//We've found a point that is within snapping range
//of this object, so record it as a candidate
_candidates->push_back(SP_ITEM(o));
break;
}
}
}
}
}
}
}
}
}
void Inkscape::ObjectSnapper::_collectNodes(Inkscape::Snapper::PointType const &t,
bool const &first_point) const
{
// Now, let's first collect all points to snap to. If we have a whole bunch of points to snap,
// e.g. when translating an item using the selector tool, then we will only do this for the
// first point and store the collection for later use. This significantly improves the performance
if (first_point) {
_points_to_snap_to->clear();
// Determine the type of bounding box we should snap to
SPItem::BBoxType bbox_type = SPItem::GEOMETRIC_BBOX;
bool p_is_a_node = t & Inkscape::Snapper::SNAPPOINT_NODE;
bool p_is_a_bbox = t & Inkscape::Snapper::SNAPPOINT_BBOX;
bool p_is_a_guide = t & Inkscape::Snapper::SNAPPOINT_GUIDE;
// A point considered for snapping should be either a node, a bbox corner or a guide. Pick only ONE!
g_assert(!(p_is_a_node && p_is_a_bbox || p_is_a_bbox && p_is_a_guide || p_is_a_node && p_is_a_guide));
if (_snap_to_bboxnode) {
gchar const *prefs_bbox = prefs_get_string_attribute("tools.select", "bounding_box");
bbox_type = (prefs_bbox != NULL && strcmp(prefs_bbox, "geometric")==0)? SPItem::GEOMETRIC_BBOX : SPItem::APPROXIMATE_BBOX;
}
for (std::vector<SPItem*>::const_iterator i = _candidates->begin(); i != _candidates->end(); i++) {
//NR::Matrix i2doc(NR::identity());
SPItem *root_item = *i;
if (SP_IS_USE(*i)) {
root_item = sp_use_root(SP_USE(*i));
}
//Collect all nodes so we can snap to them
if (_snap_to_itemnode) {
if (!(_strict_snapping && !p_is_a_node) || p_is_a_guide) {
sp_item_snappoints(root_item, _include_item_center, SnapPointsIter(*_points_to_snap_to));
}
}
//Collect the bounding box's corners so we can snap to them
if (_snap_to_bboxnode) {
if (!(_strict_snapping && !p_is_a_bbox) || p_is_a_guide) {
NR::Maybe<NR::Rect> b = sp_item_bbox_desktop(root_item, bbox_type);
if (b) {
for ( unsigned k = 0 ; k < 4 ; k++ ) {
_points_to_snap_to->push_back(b->corner(k));
}
}
}
}
}
}
}
void Inkscape::ObjectSnapper::_snapNodes(SnappedConstraints &sc,
Inkscape::Snapper::PointType const &t,
NR::Point const &p,
bool const &first_point) const
{
// Iterate through all nodes, find out which one is the closest to p, and snap to it!
_collectNodes(t, first_point);
SnappedPoint s;
bool success = false;
for (std::vector<NR::Point>::const_iterator k = _points_to_snap_to->begin(); k != _points_to_snap_to->end(); k++) {
NR::Coord dist = NR::L2(*k - p);
if (dist < getSnapperTolerance() && dist < s.getDistance()) {
s = SnappedPoint(*k, dist, getSnapperTolerance(), getSnapperAlwaysSnap());
success = true;
}
}
if (success) {
sc.points.push_back(s);
}
}
void Inkscape::ObjectSnapper::_snapTranslatingGuideToNodes(SnappedConstraints &sc,
Inkscape::Snapper::PointType const &t,
NR::Point const &p,
NR::Point const &guide_normal) const
{
// Iterate through all nodes, find out which one is the closest to this guide, and snap to it!
_collectNodes(t, true);
SnappedPoint s;
bool success = false;
for (std::vector<NR::Point>::const_iterator k = _points_to_snap_to->begin(); k != _points_to_snap_to->end(); k++) {
// Project each node (*k) on the guide line (running through point p)
NR::Point p_proj = project_on_linesegment(*k, p, p + NR::rot90(guide_normal));
NR::Coord dist = NR::L2(*k - p_proj);
if (dist < getSnapperTolerance() && dist < s.getDistance()) {
s = SnappedPoint(*k, dist, getSnapperTolerance(), getSnapperAlwaysSnap());
success = true;
}
}
if (success) {
sc.points.push_back(s);
}
}
void Inkscape::ObjectSnapper::_collectPaths(Inkscape::Snapper::PointType const &t,
bool const &first_point) const
{
// Now, let's first collect all paths to snap to. If we have a whole bunch of points to snap,
// e.g. when translating an item using the selector tool, then we will only do this for the
// first point and store the collection for later use. This significantly improves the performance
if (first_point) {
_clear_paths();
// Determine the type of bounding box we should snap to
SPItem::BBoxType bbox_type = SPItem::GEOMETRIC_BBOX;
bool p_is_a_node = t & Inkscape::Snapper::SNAPPOINT_NODE;
if (_snap_to_bboxpath) {
gchar const *prefs_bbox = prefs_get_string_attribute("tools.select", "bounding_box");
bbox_type = (prefs_bbox != NULL && strcmp(prefs_bbox, "geometric")==0)? SPItem::GEOMETRIC_BBOX : SPItem::APPROXIMATE_BBOX;
}
for (std::vector<SPItem*>::const_iterator i = _candidates->begin(); i != _candidates->end(); i++) {
/* Transform the requested snap point to this item's coordinates */
NR::Matrix i2doc(NR::identity());
SPItem *root_item = NULL;
/* We might have a clone at hand, so make sure we get the root item */
if (SP_IS_USE(*i)) {
i2doc = sp_use_get_root_transform(SP_USE(*i));
root_item = sp_use_root(SP_USE(*i));
} else {
i2doc = sp_item_i2doc_affine(*i);
root_item = *i;
}
//Build a list of all paths considered for snapping to
//Add the item's path to snap to
if (_snap_to_itempath) {
if (!(_strict_snapping && !p_is_a_node)) {
// Snapping to the path of characters is very cool, but for a large
// chunk of text this will take ages! So limit snapping to text paths
// containing max. 240 characters. Snapping the bbox will not be affected
bool very_lenghty_prose = false;
if (SP_IS_TEXT(root_item) || SP_IS_FLOWTEXT(root_item)) {
very_lenghty_prose = sp_text_get_length(SP_TEXT(root_item)) > 240;
}
// On my AMD 3000+, the snapping lag becomes annoying at approx. 240 chars
// which corresponds to a lag of 500 msec. This is for snapping a rect
// to a single line of text.
// Snapping for example to a traced bitmap is also very stressing for
// the CPU, so we'll only snap to paths having no more than 500 nodes
// This also leads to a lag of approx. 500 msec (in my lousy test set-up).
bool very_complex_path = false;
if (SP_IS_PATH(root_item)) {
very_complex_path = sp_nodes_in_path(SP_PATH(root_item)) > 500;
}
if (!very_lenghty_prose && !very_complex_path) {
SPCurve *curve = curve_for_item(root_item);
if (curve) {
NArtBpath *bpath = bpath_for_curve(root_item, curve, true, true);
_bpaths_to_snap_to->push_back(bpath);
// Because in bpath_for_curve we set doTransformation to true, we
// will get a dupe of the path, which must be freed at some point
sp_curve_unref(curve);
}
}
}
}
//Add the item's bounding box to snap to
if (_snap_to_bboxpath) {
if (!(_strict_snapping && p_is_a_node)) {
NRRect rect;
sp_item_invoke_bbox(root_item, &rect, i2doc, TRUE, bbox_type);
NArtBpath *bpath = nr_path_from_rect(rect);
_bpaths_to_snap_to->push_back(bpath);
}
}
}
}
}
void Inkscape::ObjectSnapper::_snapPaths(SnappedConstraints &sc,
Inkscape::Snapper::PointType const &t,
NR::Point const &p,
bool const &first_point) const
{
_collectPaths(t, first_point);
// Now we can finally do the real snapping, using the paths collected above
SnappedPoint s;
bool success = false;
/* FIXME: this seems like a hack. Perhaps Snappers should be
** in SPDesktop rather than SPNamedView?
*/
SPDesktop const *desktop = SP_ACTIVE_DESKTOP;
NR::Point const p_doc = desktop->dt2doc(p);
// Convert all bpaths to Paths, because here we really must have Paths
// (whereas in _snapPathsConstrained we will use the original bpaths)
if (first_point) {
for (std::vector<NArtBpath*>::const_iterator k = _bpaths_to_snap_to->begin(); k != _bpaths_to_snap_to->end(); k++) {
Path *path = bpath_to_Path(*k);
if (path) {
path->ConvertWithBackData(0.01); //This is extremely time consuming!
_paths_to_snap_to->push_back(path);
}
}
}
for (std::vector<Path*>::const_iterator k = _paths_to_snap_to->begin(); k != _paths_to_snap_to->end(); k++) {
if (*k) {
/* Look for the nearest position on this SPItem to our snap point */
NR::Maybe<Path::cut_position> const o = get_nearest_position_on_Path(*k, p_doc);
if (o && o->t >= 0 && o->t <= 1) {
/* Convert the nearest point back to desktop coordinates */
NR::Point const o_it = get_point_on_Path(*k, o->piece, o->t);
NR::Point const o_dt = desktop->doc2dt(o_it);
NR::Coord const dist = NR::L2(o_dt - p);
if (dist < getSnapperTolerance()) {
// if we snap to a straight line segment (within a path), then return this line segment
if ((*k)->IsLineSegment(o->piece)) {
NR::Point start_point;
NR::Point end_point;
(*k)->PointAt(o->piece, 0, start_point);
(*k)->PointAt(o->piece, 1, end_point);
start_point = desktop->doc2dt(start_point);
end_point = desktop->doc2dt(end_point);
sc.lines.push_back(Inkscape::SnappedLineSegment(o_dt, dist, getSnapperTolerance(), getSnapperAlwaysSnap(), start_point, end_point));
} else {
// for segments other than straight lines of a path, we'll return just the closest snapped point
if (dist < s.getDistance()) {
s = SnappedPoint(o_dt, dist, getSnapperTolerance(), getSnapperAlwaysSnap());
success = true;
}
}
}
}
}
}
if (success) {
sc.points.push_back(s);
}
}
void Inkscape::ObjectSnapper::_snapPathsConstrained(SnappedConstraints &sc,
Inkscape::Snapper::PointType const &t,
NR::Point const &p,
bool const &first_point,
ConstraintLine const &c) const
{
_collectPaths(t, first_point);
// Now we can finally do the real snapping, using the paths collected above
/* FIXME: this seems like a hack. Perhaps Snappers should be
** in SPDesktop rather than SPNamedView?
*/
SPDesktop const *desktop = SP_ACTIVE_DESKTOP;
NR::Point const p_doc = desktop->dt2doc(p);
NR::Point direction_vector = c.getDirection();
if (!is_zero(direction_vector)) {
direction_vector = NR::unit_vector(direction_vector);
}
NR::Point const p1_on_cl = c.hasPoint() ? c.getPoint() : p;
NR::Point const p2_on_cl = p1_on_cl + direction_vector;
// The intersection point of the constraint line with any path,
// must lie within two points on the constraintline: p_min_on_cl and p_max_on_cl
// The distance between those points is twice the snapping tolerance
NR::Point const p_proj_on_cl = project_on_linesegment(p, p1_on_cl, p2_on_cl);
NR::Point const p_min_on_cl = desktop->dt2doc(p_proj_on_cl - getSnapperTolerance() * direction_vector);
NR::Point const p_max_on_cl = desktop->dt2doc(p_proj_on_cl + getSnapperTolerance() * direction_vector);
Geom::Path cl;
cl.start(p_min_on_cl.to_2geom());
cl.appendNew<Geom::LineSegment>(p_max_on_cl.to_2geom());
for (std::vector<NArtBpath*>::const_iterator k = _bpaths_to_snap_to->begin(); k != _bpaths_to_snap_to->end(); k++) {
if (*k) {
// convert a Path object (see src/livarot/Path.h) to a 2geom's path object (see 2geom/path.h)
// TODO: (Diederik) Only do this once for the first point, needs some storage of pointers in a member variable
std::vector<Geom::Path> path_2geom = BPath_to_2GeomPath(*k);
for (std::vector<Geom::Path>::const_iterator l = path_2geom.begin(); l != path_2geom.end(); l++) {
Geom::SimpleCrosser sxr;
Geom::Crossings crossings = sxr.crossings(*l, cl);
for (std::vector<Geom::Crossing>::const_iterator m = crossings.begin(); m != crossings.end(); m++) {
// Reconstruct the point of intersection
NR::Point p_inters = p_min_on_cl + ((*m).tb) * (p_max_on_cl - p_min_on_cl);
// When it's within snapping range, then return it
// (within snapping range == between p_min_on_cl and p_max_on_cl == 0 < tb < 1)
if ((*m).tb >= 0 && (*m).tb <= 1 ) {
NR::Coord dist = NR::L2(desktop->dt2doc(p_proj_on_cl) - p_inters);
SnappedPoint s(desktop->doc2dt(p_inters), dist, getSnapperTolerance(), getSnapperAlwaysSnap());
sc.points.push_back(s);
}
}
}
}
}
}
void Inkscape::ObjectSnapper::_doFreeSnap(SnappedConstraints &sc,
Inkscape::Snapper::PointType const &t,
NR::Point const &p,
bool const &first_point,
std::vector<NR::Point> &points_to_snap,
std::list<SPItem const *> const &it) const
{
if ( NULL == _named_view ) {
return;
}
/* Get a list of all the SPItems that we will try to snap to */
if (first_point) {
_findCandidates(sp_document_root(_named_view->document), it, first_point, points_to_snap, TRANSL_SNAP_XY);
}
if (_snap_to_itemnode || _snap_to_bboxnode) {
_snapNodes(sc, t, p, first_point);
}
if (_snap_to_itempath || _snap_to_bboxpath) {
_snapPaths(sc, t, p, first_point);
}
}
void Inkscape::ObjectSnapper::_doConstrainedSnap( SnappedConstraints &sc,
Inkscape::Snapper::PointType const &t,
NR::Point const &p,
bool const &first_point,
std::vector<NR::Point> &points_to_snap,
ConstraintLine const &c,
std::list<SPItem const *> const &it) const
{
if ( NULL == _named_view ) {
return;
}
/* Get a list of all the SPItems that we will try to snap to */
if (first_point) {
_findCandidates(sp_document_root(_named_view->document), it, first_point, points_to_snap, TRANSL_SNAP_XY);
}
// A constrained snap, is a snap in only one degree of freedom (specified by the constraint line).
// This is usefull for example when scaling an object while maintaining a fixed aspect ratio. It's
// nodes are only allowed to move in one direction (i.e. in one degree of freedom).
// When snapping to objects, we either snap to their nodes or their paths. It is however very
// unlikely that any node will be exactly at the constrained line, so for a constrained snap
// to objects we will only consider the object's paths. Beside, the nodes will be at these paths,
// so we will more or less snap to them anyhow.
if (_snap_to_itempath || _snap_to_bboxpath) {
_snapPathsConstrained(sc, t, p, first_point, c);
}
}
void Inkscape::ObjectSnapper::guideSnap(SnappedConstraints &sc,
NR::Point const &p,
NR::Point const &guide_normal) const
{
if ( NULL == _named_view ) {
return;
}
/* Get a list of all the SPItems that we will try to snap to */
std::vector<SPItem*> cand;
std::list<SPItem const *> const it; //just an empty list
std::vector<NR::Point> points_to_snap;
points_to_snap.push_back(p);
// This method is used to snap a guide to nodes, while dragging the guide around
DimensionToSnap snap_dim;
if (guide_normal == component_vectors[NR::Y]) {
snap_dim = GUIDE_TRANSL_SNAP_Y;
} else if (guide_normal == component_vectors[NR::X]) {
snap_dim = GUIDE_TRANSL_SNAP_X;
} else {
snap_dim = ANGLED_GUIDE_TRANSL_SNAP;
}
// We don't support ANGLED_GUIDE_ROT_SNAP yet.
// It would be cool to allow the user to rotate a guide by dragging it, instead of
// only translating it. (For example when CTRL is pressed). We will need an UI part
// for that first; and some important usability choices need to be made:
// E.g. which point should be used for pivoting? A previously snapped point,
// or a transformation center (which can be moved after clicking for the
// second time on an object; but should this point then be constrained to the
// line, or can it be located anywhere?)
_findCandidates(sp_document_root(_named_view->document), it, true, points_to_snap, snap_dim);
_snapTranslatingGuideToNodes(sc, Inkscape::Snapper::SNAPPOINT_GUIDE, p, guide_normal);
// _snapRotatingGuideToNodes has not been implemented yet.
}
/**
* \return true if this Snapper will snap at least one kind of point.
*/
bool Inkscape::ObjectSnapper::ThisSnapperMightSnap() const
{
bool snap_to_something = _snap_to_itempath || _snap_to_itemnode || _snap_to_bboxpath || _snap_to_bboxnode;
return (_snap_enabled && _snap_from != 0 && snap_to_something);
}
void Inkscape::ObjectSnapper::_clear_paths() const
{
for (std::vector<NArtBpath*>::const_iterator k = _bpaths_to_snap_to->begin(); k != _bpaths_to_snap_to->end(); k++) {
g_free(*k);
}
_bpaths_to_snap_to->clear();
for (std::vector<Path*>::const_iterator k = _paths_to_snap_to->begin(); k != _paths_to_snap_to->end(); k++) {
delete *k;
}
_paths_to_snap_to->clear();
}
/*
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 :