#ifndef QUADTREE_DISABLED
- m_quadtree_max_depth = 1;
+ m_quadtree_max_depth = 2;
m_current_quadtree_node = document.GetQuadTree().root_id;
#endif
}
#ifndef QUADTREE_DISABLED
if (m_bounds_dirty)
{
- if ( (m_bounds.x > 1.0 || m_bounds.x < 0.0 || m_bounds.y > 1.0 || m_bounds.y < 0.0 || m_bounds.w > 1.0 || m_bounds.h > 1.0))
+ if ( false && (m_bounds.x > 1.0 || m_bounds.x < 0.0 || m_bounds.y > 1.0 || m_bounds.y < 0.0 || m_bounds.w > 1.0 || m_bounds.h > 1.0))
{
//TODO: Generate a new parent node.
if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
m_bounds_dirty = true;
RenderRange(width, height, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
+ if (m_bounds.Intersects(Rect(-1,-1,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x - 1, m_bounds.y - 1, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, -1), remaining_depth - 1);
+ }
+ if (m_bounds.Intersects(Rect(-1,0,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, 0), remaining_depth - 1);
+ }
+ if (m_bounds.Intersects(Rect(-1,1,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x - 1, m_bounds.y + 1, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, 1), remaining_depth - 1);
+ }
+ if (m_bounds.Intersects(Rect(0,-1,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, -1), remaining_depth - 1);
+ }
+ if (m_bounds.Intersects(Rect(0,1,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, 1), remaining_depth - 1);
+ }
+ if (m_bounds.Intersects(Rect(1,-1,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x + 1, m_bounds.y - 1, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, -1), remaining_depth - 1);
+ }
+ if (m_bounds.Intersects(Rect(1,0,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 0), remaining_depth - 1);
+ }
+ if (m_bounds.Intersects(Rect(1,1,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x + 1, m_bounds.y + 1, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 1), remaining_depth - 1);
+ }
+ m_bounds = old_bounds;
+ m_bounds_dirty = true;
+
+#if 0
m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_LEFT);
m_bounds_dirty = true;
RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_left, remaining_depth-1);
RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_right, remaining_depth-1);
m_bounds = old_bounds;
m_bounds_dirty = true;
+#endif
}
#endif