Use ecoords for distance comparison in PCB grid helper.
Fixes a bug where a cursor would jump to a far location while hovering over some 45-degree tracks.
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@ -78,7 +78,7 @@ PCB_GRID_HELPER::PCB_GRID_HELPER( TOOL_MANAGER* aToolMgr, MAGNETIC_SETTINGS* aMa
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VECTOR2I PCB_GRID_HELPER::AlignToSegment( const VECTOR2I& aPoint, const SEG& aSeg )
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VECTOR2I PCB_GRID_HELPER::AlignToSegment( const VECTOR2I& aPoint, const SEG& aSeg )
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{
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{
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const int c_gridSnapEpsilon = 2;
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const int c_gridSnapEpsilon_sq = 4;
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VECTOR2I aligned = Align( aPoint );
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VECTOR2I aligned = Align( aPoint );
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@ -96,21 +96,21 @@ VECTOR2I PCB_GRID_HELPER::AlignToSegment( const VECTOR2I& aPoint, const SEG& aSe
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{
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{
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OPT_VECTOR2I vec = aSeg.IntersectLines( seg );
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OPT_VECTOR2I vec = aSeg.IntersectLines( seg );
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if( vec && aSeg.Distance( *vec ) <= c_gridSnapEpsilon )
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if( vec && aSeg.SquaredDistance( *vec ) <= c_gridSnapEpsilon_sq )
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points.push_back( *vec );
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points.push_back( *vec );
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}
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}
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VECTOR2I nearest = aligned;
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VECTOR2I nearest = aligned;
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int min_d = std::numeric_limits<int>::max();
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SEG::ecoord min_d_sq = VECTOR2I::ECOORD_MAX;
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// Snap by distance between pointer and endpoints
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// Snap by distance between pointer and endpoints
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for( const VECTOR2I& pt : { aSeg.A, aSeg.B } )
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for( const VECTOR2I& pt : { aSeg.A, aSeg.B } )
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{
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{
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int d = ( pt - aPoint ).EuclideanNorm();
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SEG::ecoord d_sq = ( pt - aPoint ).SquaredEuclideanNorm();
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if( d < min_d )
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if( d_sq < min_d_sq )
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{
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{
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min_d = d;
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min_d_sq = d_sq;
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nearest = pt;
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nearest = pt;
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}
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}
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}
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}
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@ -118,11 +118,11 @@ VECTOR2I PCB_GRID_HELPER::AlignToSegment( const VECTOR2I& aPoint, const SEG& aSe
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// Snap by distance between aligned cursor and intersections
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// Snap by distance between aligned cursor and intersections
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for( const VECTOR2I& pt : points )
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for( const VECTOR2I& pt : points )
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{
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{
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int d = ( pt - aligned ).EuclideanNorm();
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SEG::ecoord d_sq = ( pt - aligned ).SquaredEuclideanNorm();
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if( d < min_d )
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if( d_sq < min_d_sq )
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{
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{
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min_d = d;
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min_d_sq = d_sq;
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nearest = pt;
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nearest = pt;
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}
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}
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}
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}
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@ -145,17 +145,17 @@ VECTOR2I PCB_GRID_HELPER::AlignToArc( const VECTOR2I& aPoint, const SHAPE_ARC& a
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aArc.IntersectLine( SEG( aligned, aligned + VECTOR2( 1, 1 ) ), &points );
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aArc.IntersectLine( SEG( aligned, aligned + VECTOR2( 1, 1 ) ), &points );
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aArc.IntersectLine( SEG( aligned, aligned + VECTOR2( 1, -1 ) ), &points );
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aArc.IntersectLine( SEG( aligned, aligned + VECTOR2( 1, -1 ) ), &points );
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VECTOR2I nearest = aligned;
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VECTOR2I nearest = aligned;
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int min_d = std::numeric_limits<int>::max();
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SEG::ecoord min_d_sq = VECTOR2I::ECOORD_MAX;
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// Snap by distance between pointer and endpoints
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// Snap by distance between pointer and endpoints
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for( const VECTOR2I& pt : { aArc.GetP0(), aArc.GetP1() } )
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for( const VECTOR2I& pt : { aArc.GetP0(), aArc.GetP1() } )
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{
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{
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int d = ( pt - aPoint ).EuclideanNorm();
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SEG::ecoord d_sq = ( pt - aPoint ).SquaredEuclideanNorm();
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if( d < min_d )
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if( d_sq < min_d_sq )
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{
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{
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min_d = d;
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min_d_sq = d_sq;
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nearest = pt;
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nearest = pt;
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}
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}
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}
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}
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@ -163,11 +163,11 @@ VECTOR2I PCB_GRID_HELPER::AlignToArc( const VECTOR2I& aPoint, const SHAPE_ARC& a
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// Snap by distance between aligned cursor and intersections
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// Snap by distance between aligned cursor and intersections
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for( const VECTOR2I& pt : points )
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for( const VECTOR2I& pt : points )
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{
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{
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int d = ( pt - aligned ).EuclideanNorm();
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SEG::ecoord d_sq = ( pt - aligned ).SquaredEuclideanNorm();
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if( d < min_d )
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if( d_sq < min_d_sq )
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{
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{
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min_d = d;
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min_d_sq = d_sq;
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nearest = pt;
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nearest = pt;
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}
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}
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}
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}
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