-
/*
collision.cc -- implement Collision
void
-check_meshing_chords (Grob*me,
+check_meshing_chords (Grob *me,
Drul_array< Array < Real > > *offsets,
Drul_array< Array < Slice > > const &extents,
Drul_array<Link_array<Grob> > const &clash_groups)
{
if (!extents[UP].size () || ! extents[DOWN].size ())
- return ;
+ return;
+ Grob *cu = clash_groups[UP][0];
+ Grob *cd = clash_groups[DOWN][0];
+
+ /* Every note column should have a stem, but avoid a crash. */
+ if (!Note_column::get_stem (cu) || !Note_column::get_stem (cd))
+ return;
+
+ Grob *nu = Note_column::first_head (cu);
+ Grob *nd = Note_column::first_head (cd);
+
+ Array<int> ups = Stem::note_head_positions (Note_column::get_stem (cu));
+ Array<int> dps = Stem::note_head_positions (Note_column::get_stem (cd));
+
+ /* Too far apart to collide. */
+ if (ups[0] > dps.top () + 1)
+ return;
+
+ // FIXME: what's this?
+ bool merge_possible = (ups[0] >= dps[0]) && (ups.top () >= dps.top ());
+
+ int upball_type = Note_head::get_balltype (nu);
+ int dnball_type = Note_head::get_balltype (nd);
- Grob *cu =clash_groups[UP][0];
- Grob *cd =clash_groups[DOWN][0];
+ /* Do not merge whole notes (or longer, like breve, longa, maxima). */
+ if (merge_possible && (upball_type <= 0 || dnball_type <= 0))
+ merge_possible = false;
+
+ if (merge_possible
+ && Rhythmic_head::dot_count (nu) != Rhythmic_head::dot_count (nd)
+ && !to_boolean (me->get_grob_property ("merge-differently-dotted")))
+ merge_possible = false;
+
+ /* Can only merge different heads if merge-differently-headed is
+ set. */
+ if (merge_possible
+ && upball_type != dnball_type
+ && !to_boolean (me->get_grob_property ("merge-differently-headed")))
+ merge_possible = false;
+
+ /* Can never merge quarter and half notes. */
+ if (merge_possible
+ && ((Rhythmic_head::duration_log (nu) == 1
+ && Rhythmic_head::duration_log (nd) == 2)
+ || (Rhythmic_head::duration_log (nu) == 2
+ && Rhythmic_head::duration_log (nd) == 1)))
+ merge_possible = false;
- Grob * nu= Note_column::first_head (cu);
- Grob * nd = Note_column::first_head (cd);
-
-
/*
this case (distant half collide),
*/
- bool close_half_collide = false;
- bool distant_half_collide = false;
- bool full_collide = false;
-
- /*
- Let's not crash.
- */
- if (!Note_column::get_stem (cu)
- || !Note_column::get_stem (cd))
- return ;
-
-
- /*
- TODO:
-
- filter out the 'o's in this configuration, since they're no part
- in the collision.
+ /* TODO: filter out the 'o's in this configuration, since they're no
+ part in the collision.
|
x|o
x|o
x
-
-
- */
- Array<int> ups = Stem::note_head_positions (Note_column::get_stem (cu));
- Array<int> dps = Stem::note_head_positions (Note_column::get_stem (cd));
-
- /*
- they're too far apart to collide.
*/
-
- if (ups[0] > dps.top () + 1)
- return ;
-
- bool touch = (ups[0] - dps.top () >= 0);
-
- bool merge_possible = (ups[0] >= dps[0]) && (ups.top () >= dps.top ());
-
- /*
- don't merge whole notes (or longer, like breve, longa, maxima)
- */
-
- int upball_type = Note_head::get_balltype (nu);
- int dnball_type = Note_head::get_balltype (nd);
- merge_possible = merge_possible && (upball_type > 0);
-
- if (!to_boolean (me->get_grob_property ("merge-differently-dotted")))
- merge_possible = merge_possible && Rhythmic_head::dot_count (nu) == Rhythmic_head::dot_count (nd);
-
-
- if (!to_boolean (me->get_grob_property ("merge-differently-headed")))
- merge_possible = merge_possible &&
- upball_type == dnball_type;
- else
- /*
- Can't merge quarter and half notes.
- */
- merge_possible = merge_possible &&
- !((Rhythmic_head::duration_log (nu) == 1
- && Rhythmic_head::duration_log (nd) == 2)
- ||(Rhythmic_head::duration_log (nu) == 2
- && Rhythmic_head::duration_log (nd) == 1));
+ bool close_half_collide = false;
+ bool distant_half_collide = false;
+ bool full_collide = false;
int i = 0, j=0;
while (i < ups.size () && j < dps.size ())
Real shift_amount = 1;
+ bool touch = (ups[0] - dps.top () >= 0);
if (touch)
shift_amount *= -1;
&& full_collide))
shift_amount = 1;
- /*
- TODO: these numbers are magic; should devise a set of grob props
- to tune this behavior. */
-
if (merge_possible)
{
- shift_amount *= 0.0;
- Grob *wipe_ball = 0;
+ shift_amount = 0;
+
+ /* Wipe shortest head, or head with smallest amount of dots.
+ Note: when merging different heads, dots on shortest
+ disappear. */
+
+ Grob *wipe_ball = nu;
- if (upball_type < dnball_type)
+ if (upball_type == dnball_type)
+ {
+ if (Rhythmic_head::dot_count (nd) < Rhythmic_head::dot_count (nu))
+ wipe_ball = nd;
+ }
+ else if (dnball_type > upball_type)
wipe_ball = nd;
- else if (upball_type > dnball_type)
- wipe_ball = nu;
- if (wipe_ball && wipe_ball->live ())
+ if (wipe_ball->live ())
{
wipe_ball->set_grob_property ("transparent", SCM_BOOL_T);
wipe_ball->set_grob_property ("molecule", SCM_EOL);
if (Grob *d = unsmob_grob (wipe_ball->get_grob_property ("dot")))
d->suicide ();
}
-
- if (wipe_ball == 0
- && unsmob_grob (nd->get_grob_property ("dot")))
- {
- unsmob_grob (nd->get_grob_property ("dot"))->suicide ();
- }
}
+ /* TODO: these numbers are magic; should devise a set of grob props
+ to tune this behavior. */
else if (close_half_collide && !touch)
shift_amount *= 0.52;
else if (distant_half_collide && !touch)
else if (distant_half_collide || close_half_collide || full_collide)
shift_amount *= 0.5;
- /*
- we're meshing.
- */
+ /* we're meshing. */
else if (Rhythmic_head::dot_count (nu) || Rhythmic_head::dot_count (nd))
shift_amount *= 0.1;
else