case BEZIER:
{
Rect child_node_bounds = TransformFromQuadChild({0,0,1,1}, type);
- std::vector<Bezier> new_curves = m_objects.beziers[m_objects.data_indices[object_id]].ClipToRectangle(child_node_bounds);
- Rect obj_bounds = TransformToQuadChild(m_objects.bounds[object_id], 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 = 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_bounds, type);
+ //Bezier new_curve_data = new_curves[i].ToRelative(new_bounds);
unsigned index = AddBezierData(new_curves[i]);
- m_objects.bounds.push_back(obj_bounds);
+ m_objects.bounds.push_back(new_bounds);
m_objects.types.push_back(BEZIER);
m_objects.data_indices.push_back(index);
}