Infinite Quadtree precision now works with some Béziers
[ipdf/code.git] / src / document.cpp
index 0428aa9..37f15e2 100644 (file)
@@ -132,34 +132,16 @@ int Document::ClipObjectToQuadChild(int object_id, QuadTreeNodeChildren type)
                }
        case BEZIER:
                {
-               Rect obj_bounds = TransformToQuadChild(m_objects.bounds[object_id], type);
-               if (obj_bounds.x < 0)
-               {
-                       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));
-               }
-               Rect child_node_bounds = TransformFromQuadChild(obj_bounds, type);
-               Rect clip_bezier_bounds = TransformRectCoordinates(m_objects.bounds[object_id], child_node_bounds);
-               std::vector<Bezier> new_curves = Bezier(m_objects.beziers[m_objects.data_indices[object_id]], child_node_bounds).ClipToRectangle(clip_bezier_bounds);
+//             Rect child_node_bounds = m_objects.bounds[object_id];
+               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);
-                       unsigned index = AddBezierData(new_curves[i]);
+                       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);
                        m_objects.data_indices.push_back(index);

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