Code formatting
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@ -113,7 +113,7 @@ VECTOR2I GRID_HELPER::Align( const VECTOR2I& aPoint ) const
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}
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}
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VECTOR2I GRID_HELPER::AlignToSegment ( const VECTOR2I& aPoint, const SEG& aSeg )
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VECTOR2I GRID_HELPER::AlignToSegment( const VECTOR2I& aPoint, const SEG& aSeg )
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{
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{
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OPT_VECTOR2I pts[6];
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OPT_VECTOR2I pts[6];
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@ -147,6 +147,7 @@ VECTOR2I GRID_HELPER::AlignToSegment ( const VECTOR2I& aPoint, const SEG& aSeg )
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return nearest;
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return nearest;
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}
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}
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VECTOR2I GRID_HELPER::BestDragOrigin( const VECTOR2I &aMousePos, BOARD_ITEM* aItem )
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VECTOR2I GRID_HELPER::BestDragOrigin( const VECTOR2I &aMousePos, BOARD_ITEM* aItem )
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{
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{
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clearAnchors();
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clearAnchors();
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@ -231,12 +232,13 @@ VECTOR2I GRID_HELPER::BestSnapAnchor( const VECTOR2I& aOrigin, BOARD_ITEM* aDrag
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VECTOR2I nearestGrid = Align( aOrigin );
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VECTOR2I nearestGrid = Align( aOrigin );
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double gridDist = ( nearestGrid - aOrigin ).EuclideanNorm();
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double gridDist = ( nearestGrid - aOrigin ).EuclideanNorm();
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if( nearest )
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if( nearest )
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{
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{
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double snapDist = nearest->Distance( aOrigin );
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double snapDist = nearest->Distance( aOrigin );
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if( nearest && snapDist < gridDist )
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if( nearest && snapDist < gridDist )
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return nearest->pos;
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return nearest->pos;
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}
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}
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return nearestGrid;
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return nearestGrid;
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@ -260,7 +262,6 @@ void GRID_HELPER::computeAnchors( BOARD_ITEM* aItem, const VECTOR2I& aRefPos )
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break;
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break;
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}
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}
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case PCB_PAD_T:
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case PCB_PAD_T:
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{
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{
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D_PAD* pad = static_cast<D_PAD*>( aItem );
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D_PAD* pad = static_cast<D_PAD*>( aItem );
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@ -367,25 +368,25 @@ void GRID_HELPER::computeAnchors( BOARD_ITEM* aItem, const VECTOR2I& aRefPos )
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GRID_HELPER::ANCHOR* GRID_HELPER::nearestAnchor( const VECTOR2I& aPos, int aFlags, LSET aMatchLayers )
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GRID_HELPER::ANCHOR* GRID_HELPER::nearestAnchor( const VECTOR2I& aPos, int aFlags, LSET aMatchLayers )
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{
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{
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double minDist = std::numeric_limits<double>::max();
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double minDist = std::numeric_limits<double>::max();
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ANCHOR* best = NULL;
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ANCHOR* best = NULL;
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for( ANCHOR& a : m_anchors )
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for( ANCHOR& a : m_anchors )
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{
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{
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if( !aMatchLayers[a.item->GetLayer()] )
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if( !aMatchLayers[a.item->GetLayer()] )
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continue;
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continue;
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if( ( aFlags & a.flags ) != aFlags )
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if( ( aFlags & a.flags ) != aFlags )
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continue;
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continue;
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double dist = a.Distance( aPos );
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double dist = a.Distance( aPos );
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if( dist < minDist )
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if( dist < minDist )
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{
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{
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minDist = dist;
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minDist = dist;
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best = &a;
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best = &a;
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}
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}
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}
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}
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return best;
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return best;
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}
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}
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