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.
This commit is contained in:
Alex 2022-11-30 08:18:10 +03:00
parent e4b7bc82be
commit 8c468dcffc
1 changed files with 18 additions and 18 deletions

View File

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