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authorArmin.Le.Grand (CIB) <Armin.Le.Grand@me.com>2020-03-03 11:34:45 +0100
committerThorsten Behrens <Thorsten.Behrens@CIB.de>2020-03-04 01:28:03 +0100
commit6dff631f8f4b964b48aadde52a1e1b8b04b9ba53 (patch)
tree6e4831ccc633b0360ffe898f11be8282a46222f6 /basegfx/source/polygon/b2dpolypolygoncutter.cxx
parent497f0766c8b9578b125eaa1db68a21308d6e9396 (diff)
tdf#130150 Improve clipping in PDF export
For more info and discusson please have a look at the task. It reverts the change from tdf#99680 which did a wrong paradigm change in how clip in Region(s) is defined and tries to fix the underlying error in a more correct way. This includes problems noted in tdf#44388 and tdf#113449. This is a decent improvement, but - due to dealing with numerical problems - not yet the whole healing. Still thinking about how to solve this for good. Adapted PdfExportTest::testTdf99680() and PdfExportTest::testTdf99680_2() as needed, empty clip regions are allowed again. Added comments, too. Had to change solvePolygonOperationAnd to work on ranges if both inputs *are* ranges. The AND-case is then completely solvable. Also increased geometry for transformations of clip geometries - may help later. Change-Id: I2370447597faa6efb81d58ee31c63654e304262e Reviewed-on: https://gerrit.libreoffice.org/c/core/+/89874 Tested-by: Jenkins Reviewed-by: Thorsten Behrens <Thorsten.Behrens@CIB.de>
Diffstat (limited to 'basegfx/source/polygon/b2dpolypolygoncutter.cxx')
-rw-r--r--basegfx/source/polygon/b2dpolypolygoncutter.cxx36
1 files changed, 36 insertions, 0 deletions
diff --git a/basegfx/source/polygon/b2dpolypolygoncutter.cxx b/basegfx/source/polygon/b2dpolypolygoncutter.cxx
index ad185f47f336..6263c78a1ef5 100644
--- a/basegfx/source/polygon/b2dpolypolygoncutter.cxx
+++ b/basegfx/source/polygon/b2dpolypolygoncutter.cxx
@@ -984,6 +984,42 @@ namespace basegfx::utils
}
else
{
+ // tdf#130150 shortcut & precision: If both are simple ranges,
+ // solve based on ranges
+ if(basegfx::utils::isRectangle(rCandidateA) && basegfx::utils::isRectangle(rCandidateB))
+ {
+ // *if* both are ranges, AND always can be solved
+ const basegfx::B2DRange aRangeA(rCandidateA.getB2DRange());
+ const basegfx::B2DRange aRangeB(rCandidateB.getB2DRange());
+
+ if(aRangeA.isInside(aRangeB))
+ {
+ // 2nd completely inside 1st -> 2nd is result of AND
+ return rCandidateB;
+ }
+
+ if(aRangeB.isInside(aRangeA))
+ {
+ // 2nd completely inside 1st -> 2nd is result of AND
+ return rCandidateA;
+ }
+
+ // solve by intersection
+ basegfx::B2DRange aIntersect(aRangeA);
+ aIntersect.intersect(aRangeB);
+
+ if(aIntersect.isEmpty())
+ {
+ // no overlap -> empty polygon as result of AND
+ return B2DPolyPolygon();
+ }
+
+ // create polygon result
+ return B2DPolyPolygon(
+ basegfx::utils::createPolygonFromRect(
+ aIntersect));
+ }
+
// concatenate polygons, solve crossovers and throw away all sub-polygons
// with a depth of < 1. This means to keep all polygons where at least two
// polygons do overlap.