Infinite Quadtree precision now works with some Béziers
authorDavid Gow <[email protected]>
Wed, 27 Aug 2014 15:13:47 +0000 (23:13 +0800)
committerDavid Gow <[email protected]>
Wed, 27 Aug 2014 15:13:47 +0000 (23:13 +0800)
You can zoom in a long way on some, others exhibit precision problems after
quite a long way. Probably the curve cannot be further simplified or something?

src/bezier.h
src/document.cpp

index 99530b3..03e789c 100644 (file)
@@ -291,7 +291,7 @@ namespace IPDF
                        Debug("Found %d intersections.\n", x_intersection.size());
                        
                        std::vector<Bezier> all_beziers;
-                       if (x_intersection.empty())
+                       if (x_intersection.size() <= 2)
                        {
                                all_beziers.push_back(*this);
                                return all_beziers;
@@ -304,7 +304,7 @@ namespace IPDF
                                Debug(" -- t0: %f to t1: %f", t0, t1);
                                Real ptx, pty;
                                Evaluate(ptx, pty, ((t1 + t0) / Real(2)));
-                               if (r.PointIn(ptx, pty))
+                               if (true || r.PointIn(ptx, pty))
                                {
                                        all_beziers.push_back(this->ReParametrise(t0, t1));
                                }
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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