Béziers magically work with the QuadTree (sometimes)
[ipdf/code.git] / src / document.cpp
index 0b43cfc..ead1b8e 100644 (file)
@@ -133,12 +133,19 @@ int Document::ClipObjectToQuadChild(int object_id, QuadTreeNodeChildren type)
        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);
                }

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