[core] Fix CollisionIndex::featureIntersectsTileBorders() implementation
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@@ -88,7 +88,7 @@ inline bool CollisionIndex::isInsideTile(
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return x1 >= tileBoundaries[0] && y1 >= tileBoundaries[1] && x2 < tileBoundaries[2] && y2 < tileBoundaries[3];
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}
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inline bool CollisionIndex::intersectsTileBorders(
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inline bool CollisionIndex::overlapsTile(
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float x1, float y1, float x2, float y2, const CollisionTileBoundaries& tileBoundaries) const {
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return x1 < tileBoundaries[2] && x2 > tileBoundaries[0] && y1 < tileBoundaries[3] && y2 > tileBoundaries[1];
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}
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@@ -108,7 +108,7 @@ bool CollisionIndex::featureIntersectsTileBorders(const CollisionFeature& featur
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float px2 = (box.x2 + shift.x) * tileToViewport + projectedPoint.first.x;
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float py2 = (box.y2 + shift.y) * tileToViewport + projectedPoint.first.y;
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return intersectsTileBorders(px1, py1, px2, py2, tileEdges);
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return overlapsTile(px1, py1, px2, py2, tileEdges) && !isInsideTile(px1, py1, px2, py2, tileEdges);
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}
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std::pair<bool,bool> CollisionIndex::placeFeature(const CollisionFeature& feature,
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@@ -54,8 +54,7 @@ private:
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bool isOffscreen(float x1, float y1, float x2, float y2) const;
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bool isInsideGrid(float x1, float y1, float x2, float y2) const;
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bool isInsideTile(float x1, float y1, float x2, float y2, const CollisionTileBoundaries& tileBoundaries) const;
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bool intersectsTileBorders(
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float x1, float y1, float x2, float y2, const CollisionTileBoundaries& tileBoundaries) const;
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bool overlapsTile(float x1, float y1, float x2, float y2, const CollisionTileBoundaries& tileBoundaries) const;
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std::pair<bool,bool> placeLineFeature(const CollisionFeature& feature,
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const mat4& posMatrix,
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