Klaas Holwerda wrote:

> 
> The vdraws sample does have the same problem, will look into it. Its a bug.

Will check this in this evening, which solves the problem.

bool a2dSLine::DoIsHitWorld( a2dIterC& ic, a2dHitEvent& hitEvent )
{
     if ( m_x1 == m_x2 && m_y1 == m_y2 )
     {
         return fabs(hitEvent.m_relx - m_x1) < ic.GetWorldStrokeExtend() + 
ic.GetTransformedHitMargin() &&
                fabs(hitEvent.m_rely - m_y1) < ic.GetWorldStrokeExtend() + 
ic.GetTransformedHitMargin();
     }

     a2dLine line1(m_x1, m_y1, m_x2, m_y2);
     a2dPoint2D P = a2dPoint2D(hitEvent.m_relx, hitEvent.m_rely);

     double distance;
     if (line1.PointInLine(P, distance, ic.GetWorldStrokeExtend() + 
ic.GetTransformedHitMargin() ) == R_IN_AREA)
     {
         hitEvent.m_how = a2dHit::stock_strokeoutside;
         return true;
     }
     else
     {
         hitEvent.m_how = a2dHit::stock_nohit;
         return false;
     }
}


-- 
Unclassified

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