[core] CollisionIndex::intercectsTileEdges -> intersectsTileEdges

This commit is contained in:
Mikhail Pozdnyakov
2020-03-05 17:54:03 +02:00
parent 42068691c8
commit 260148878c
3 changed files with 5 additions and 5 deletions

View File

@@ -96,7 +96,7 @@ inline bool CollisionIndex::overlapsTile(const CollisionBoundaries& boundaries,
boundaries[1] < tileBoundaries[3] && boundaries[3] > tileBoundaries[1];
}
bool CollisionIndex::intercectsTileEdges(const CollisionBox& box,
bool CollisionIndex::intersectsTileEdges(const CollisionBox& box,
Point<float> shift,
const mat4& posMatrix,
const float textPixelRatio,

View File

@@ -21,7 +21,7 @@ public:
using CollisionGrid = GridIndex<IndexedSubfeature>;
explicit CollisionIndex(const TransformState&, MapMode);
bool intercectsTileEdges(const CollisionBox&,
bool intersectsTileEdges(const CollisionBox&,
Point<float> shift,
const mat4& posMatrix,
const float textPixelRatio,

View File

@@ -354,7 +354,7 @@ void Placement::placeSymbolBucket(const BucketPlacementData& params, std::set<ui
textBoxes.clear();
if (mapMode == MapMode::Tile && !isFirstAnchor &&
collisionIndex.intercectsTileEdges(symbolInstance.textCollisionFeature.boxes.front(),
collisionIndex.intersectsTileEdges(symbolInstance.textCollisionFeature.boxes.front(),
shift,
posMatrix,
pixelRatio,
@@ -596,11 +596,11 @@ void Placement::placeSymbolBucket(const BucketPlacementData& params, std::set<ui
auto collisionBoxIntersectsTileEdges = [&](const CollisionBox& collisionBox, Point<float> shift) -> bool {
bool intersects =
collisionIndex.intercectsTileEdges(collisionBox, shift, renderTile.matrix, pixelRatio, *tileBorders);
collisionIndex.intersectsTileEdges(collisionBox, shift, renderTile.matrix, pixelRatio, *tileBorders);
// Check if this symbol intersects the neighbor tile borders. If so, it also shall be placed with priority.
for (const auto& neighbor : neightbors) {
if (intersects) break;
intersects = collisionIndex.intercectsTileEdges(
intersects = collisionIndex.intersectsTileEdges(
collisionBox, shift + neighbor.shift, neighbor.matrix, pixelRatio, neighbor.borders);
}
return intersects;