public ICrossPoint[] GetCrossPoint(Vex.Point snapPoint, BondAttachment ba) { List <ICrossPoint> result = new List <ICrossPoint>(); if (ba.IsHandle()) { if (xStops.ContainsKey(snapPoint.X)) // will not contain point if snaping to original position { List <ICrossPoint> cps = xStops[snapPoint.X]; ICrossPoint cp = cps.Find(item => item.CrossStart == snapPoint.Y); if (cp != null) { result.Add(cp); } } } else { if (ba.IsVGuide()) { List <ICrossPoint> cps = xStops[snapPoint.X]; if (cps.Count > 0) { result.Add(cps[0]); } } if (ba.IsHGuide()) { List <ICrossPoint> cps = yStops[snapPoint.Y]; if (cps.Count > 0) { result.Add(cps[0]); } } } return(result.ToArray()); }
public Vex.Point GetSnapPoints(PointF[] pts, ref Vex.Point[] snapPoints, ref BondAttachment[] snapTypes) { Vex.Point resultOffset = Vex.Point.Zero; // get first snap point for each handle point (based on top left) Vex.Point[] snapsXP = new Vex.Point[pts.Length]; Vex.Point[] snapsY = new Vex.Point[pts.Length]; for (int i = 0; i < pts.Length; i++) { snapsXP[i] = Vex.Point.Empty; snapsY[i] = Vex.Point.Empty; GetSnapPoint(xStops, pts[i].X, pts[i].Y, ref snapsXP[i].X, ref snapsXP[i].Y); GetSnapPoint(yStops, pts[i].Y, pts[i].X, ref snapsY[i].Y, ref snapsY[i].X, false); } // get closest X and Y float bestDist = float.MaxValue; float bestDistX = float.MaxValue; float bestDistY = float.MaxValue; Vex.Point bestPoint = Vex.Point.Empty; Dictionary <int, BondAttachment> bestIndexes = new Dictionary <int, BondAttachment>(); for (int i = 0; i < snapsXP.Length; i++) { // find the distance to the snap(s) for the given handle Vex.Point rp = snapsXP[i]; float difX = 0; float difY = 0; BondAttachment targ = BondAttachment.None; if (!float.IsNaN(rp.X) && !float.IsNaN(rp.Y)) // point { targ = BondAttachment.SymbolHandle; difX = rp.X - pts[i].X; difY = rp.Y - pts[i].Y; } else if (!float.IsNaN(rp.X)) // vertical guide { targ = BondAttachment.VGuide; difX = rp.X - pts[i].X; } rp = snapsY[i]; if (float.IsNaN(rp.X) && !float.IsNaN(rp.Y)) // horizontal guide { targ = (targ == BondAttachment.VGuide) ? BondAttachment.CornerGuide : BondAttachment.HGuide; difY = rp.Y - pts[i].Y; } // check if close enough to win or tie float distX = difX * difX; float distY = difY * difY; if (targ.IsHandle()) { float dist = distX + distY; if (dist <= bestDist + 0.001f) { if (dist + 0.001f < bestDist && (bestPoint.IsEmpty || Math.Abs(difX - bestPoint.X) < 0.001 || Math.Abs(difY - bestPoint.Y) < 0.001)) { bestIndexes.Clear(); bestDist = dist; bestPoint = new Vex.Point(difX, difY); bestDistX = distX; bestDistY = distY; bestIndexes.Add(i, targ); } else if (Math.Abs(distX - bestDistX) < 0.001 && Math.Abs(distY - bestDistY) < 0.001) { bestIndexes.Add(i, targ); } } } else if (targ != BondAttachment.None) // guides { float minXY = Math.Min(distX, distY); if (minXY < bestDist - 0.0001f) { foreach (var item in bestIndexes.Where(kpv => kpv.Value == BondAttachment.SymbolHandle).ToList()) { bestIndexes.Remove(item.Key); } bestDist = minXY; } if (targ == BondAttachment.CornerGuide) { if (distX - 0.0001f <= bestDistX || difY - 0.0001f <= bestDistY) { foreach (var item in bestIndexes.Where(kpv => ((kpv.Value == BondAttachment.VGuide && bestDistX > distX) || (kpv.Value == BondAttachment.HGuide && bestDistY > distY)) ).ToList()) { bestIndexes.Remove(item.Key); } bestDistX = Math.Min(bestDistX, distX); bestDistY = Math.Min(bestDistY, distY); bestIndexes.Add(i, targ); } } else if (targ == BondAttachment.VGuide) // clear non HGuides { if (distX - 0.0001f <= bestDistX) { foreach (var item in bestIndexes.Where(kpv => (kpv.Value.IsVGuide() && bestDistX > distX)).ToList()) { bestIndexes.Remove(item.Key); } bestDistX = distX; bestIndexes.Add(i, targ); } } else if (targ == BondAttachment.HGuide) // clear non VGuides { if (distY - 0.0001f <= bestDistY) { foreach (var item in bestIndexes.Where(kpv => (kpv.Value.IsHGuide() && bestDistY > distY)).ToList()) { bestIndexes.Remove(item.Key); } bestDistY = distY; bestIndexes.Add(i, targ); } } } } // find offset bool hasSnap = false; Vex.Point target = Vex.Point.Empty; foreach (int key in bestIndexes.Keys) { hasSnap = true; BondAttachment bt = bestIndexes[key]; PointF src = pts[key]; target = (bt == BondAttachment.HGuide) ? snapsY[key] : snapsXP[key]; if (bt.IsHandle()) { resultOffset = new Vex.Point(target.X - src.X, target.Y - src.Y); break; } else if (bt == BondAttachment.CornerGuide) { resultOffset = new Vex.Point(target.X - src.X, snapsY[key].Y - src.Y); break; } else if (bt == BondAttachment.HGuide) { if (resultOffset.X != 0) { resultOffset = new Vex.Point(resultOffset.X, target.Y - src.Y); break; } resultOffset = new Vex.Point(0, target.Y - src.Y); } else if (bt == BondAttachment.VGuide) { if (resultOffset.Y != 0) { resultOffset = new Vex.Point(target.X - src.X, resultOffset.Y); break; } resultOffset = new Vex.Point(target.X - src.X, 0); } } // set snap points if (hasSnap) { foreach (int key in bestIndexes.Keys) { BondAttachment bt = bestIndexes[key]; snapTypes[key] = bt; target = (bt == BondAttachment.HGuide) ? snapsY[key] : snapsXP[key]; if (bt.IsHandle()) { snapPoints[key] = new Vex.Point(target.X, target.Y); } else if (bt == BondAttachment.HGuide) { snapPoints[key] = new Vex.Point(pts[key].X + resultOffset.X, target.Y); } else if (bt == BondAttachment.VGuide) { snapPoints[key] = new Vex.Point(target.X, pts[key].Y + resultOffset.Y); } else if (bt == BondAttachment.CornerGuide) { snapPoints[key] = new Vex.Point(pts[key].X + resultOffset.X, pts[key].Y + resultOffset.Y); } } } return(resultOffset); }