}
case BEZIER:
{
- Rect obj_bounds = TransformToQuadChild(m_objects.bounds[object_id], type);
- if (obj_bounds.x < 0)
+ // If we're entirely within the quadtree node, no clipping need occur.
+ if (ContainedInQuadChild(m_objects.bounds[object_id], type))
{
- obj_bounds.w += obj_bounds.x;
- obj_bounds.x = 0;
- }
- if (obj_bounds.y < 0)
- {
- obj_bounds.h += obj_bounds.y;
- obj_bounds.y = 0;
- }
- if (obj_bounds.x + obj_bounds.w > 1)
- {
- obj_bounds.w += (1 - (obj_bounds.x + obj_bounds.w));
- }
- if (obj_bounds.y + obj_bounds.h > 1)
- {
- obj_bounds.h += (1 - (obj_bounds.y + obj_bounds.h));
+ m_objects.bounds.push_back(TransformToQuadChild(m_objects.bounds[object_id], type));
+ m_objects.types.push_back(m_objects.types[object_id]);
+ m_objects.data_indices.push_back(m_objects.data_indices[object_id]);
+ return 1;
}
- Rect child_node_bounds = TransformFromQuadChild(obj_bounds, type);
- Rect clip_bezier_bounds;
- clip_bezier_bounds.x = (child_node_bounds.x - m_objects.bounds[object_id].x) / m_objects.bounds[object_id].w;
- clip_bezier_bounds.y = (child_node_bounds.y - m_objects.bounds[object_id].y) / m_objects.bounds[object_id].h;
- clip_bezier_bounds.w = child_node_bounds.w / m_objects.bounds[object_id].w;
- clip_bezier_bounds.h = child_node_bounds.h / m_objects.bounds[object_id].h;
- std::vector<Bezier> new_curves = Bezier(m_objects.beziers[m_objects.data_indices[object_id]], child_node_bounds).ClipToRectangle(clip_bezier_bounds);
+ Rect clip_bezier_bounds = TransformRectCoordinates(m_objects.bounds[object_id], TransformFromQuadChild(Rect{0,0,1,1}, type));
+ std::vector<Bezier> new_curves = m_objects.beziers[m_objects.data_indices[object_id]].ClipToRectangle(clip_bezier_bounds);
for (size_t i = 0; i < new_curves.size(); ++i)
{
Rect new_bounds = TransformToQuadChild(m_objects.bounds[object_id], type);
- new_bounds = TransformToQuadChild(new_curves[i].SolveBounds(), type);
- Bezier new_curve_data = new_curves[i].ToRelative(new_bounds);
+ Bezier new_curve_data = new_curves[i].ToAbsolute(TransformToQuadChild(m_objects.bounds[object_id],type));
+ new_bounds = new_curve_data.SolveBounds();
+ new_curve_data = new_curve_data.ToRelative(new_bounds);
unsigned index = AddBezierData(new_curve_data);
m_objects.bounds.push_back(new_bounds);
m_objects.types.push_back(BEZIER);