Add a vec2 struct.
authorDavid Gow <[email protected]>
Wed, 27 Aug 2014 08:24:25 +0000 (16:24 +0800)
committerDavid Gow <[email protected]>
Wed, 27 Aug 2014 08:24:25 +0000 (16:24 +0800)
src/document.cpp
src/real.h
src/rect.h
src/view.h

index 6c39079..0428aa9 100644 (file)
@@ -152,18 +152,14 @@ int Document::ClipObjectToQuadChild(int object_id, QuadTreeNodeChildren type)
                        obj_bounds.h += (1 - (obj_bounds.y + obj_bounds.h));
                }
                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;
+               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);
                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_curve_data);
+                       //new_bounds = TransformToQuadChild(new_curves[i].SolveBounds(), type);
+                       //Bezier new_curve_data = new_curves[i].ToRelative(new_bounds);
+                       unsigned index = AddBezierData(new_curves[i]);
                        m_objects.bounds.push_back(new_bounds);
                        m_objects.types.push_back(BEZIER);
                        m_objects.data_indices.push_back(index);
index 406cb8e..2be3fdd 100644 (file)
@@ -82,7 +82,31 @@ namespace IPDF
                return r;
        }
        
+       struct Vec2
+       {
+               Real x;
+               Real y;
+               Vec2() : x(0), y(0) {}
+               Vec2(Real _x, Real _y) : x(_x), y(_y) {}
        
+               bool operator==(const Vec2& other) const { return (x == other.x) && (y == other.y); }
+               bool operator!=(const Vec2& other) const { return !(*this == other); }
+               
+               Vec2& operator=(const Vec2& other) { x = other.x; y = other.y; return *this; }
+               Vec2& operator+=(const Vec2& other) { x += other.x; y += other.y; return *this; }
+               Vec2& operator-=(const Vec2& other) { x -= other.x; y -= other.y; return *this; }
+               Vec2& operator*=(const Real& lambda) { x *= lambda; y *= lambda; return *this; }
+               Vec2& operator/=(const Real& lambda) { x /= lambda; y /= lambda; return *this; }
+
+               Vec2 operator+(const Vec2& other) const { return Vec2(x + other.x, y + other.y); }
+               Vec2 operator-(const Vec2& other) const { return Vec2(x - other.x, y - other.y); }
+               Vec2 operator*(const Real& lambda) const { return Vec2(x * lambda, y * lambda); }
+               Vec2 operator/(const Real& lambda) const { return Vec2(x / lambda, y / lambda); }
+
+               const Real SquareLength() const { return (x*x + y*y); }
+       
+       };
+
 
 }
 
index 7b7adc1..bf7a242 100644 (file)
@@ -27,6 +27,26 @@ namespace IPDF
                        return true;
                }
        };
+
+       inline Rect TransformRectCoordinates(const Rect& view, const Rect& r)
+       {
+               Rect out;
+               out.x = (r.x - view.x) / view.w;
+               out.y = (r.y - view.y) / view.h;
+               out.w = r.w / view.w;
+               out.h = r.h / view.h;
+               return out;
+       }
+
+       inline Vec2 TransformPointCoordinates(const Rect& view, const Vec2& v)
+       {
+               Vec2 out;
+               out.x = (v.x - view.x) / view.w;
+               out.y = (v.y - view.y) / view.h;
+               return out;
+       }
+
+
 }
 
 #endif //_RECT_H
index 56e80a3..abfbefe 100644 (file)
@@ -6,8 +6,8 @@
 #include "framebuffer.h"
 #include "objectrenderer.h"
 
-#define USE_GPU_TRANSFORM false
-#define USE_GPU_RENDERING false
+#define USE_GPU_TRANSFORM true 
+#define USE_GPU_RENDERING true
 #define USE_SHADING !(USE_GPU_RENDERING) && true
 
 namespace IPDF

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