[core] CollisionIndex::intercectsTileEdges -> intersectsTileEdges
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@@ -96,7 +96,7 @@ inline bool CollisionIndex::overlapsTile(const CollisionBoundaries& boundaries,
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boundaries[1] < tileBoundaries[3] && boundaries[3] > tileBoundaries[1];
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}
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bool CollisionIndex::intercectsTileEdges(const CollisionBox& box,
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bool CollisionIndex::intersectsTileEdges(const CollisionBox& box,
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Point<float> shift,
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const mat4& posMatrix,
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const float textPixelRatio,
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@@ -21,7 +21,7 @@ public:
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using CollisionGrid = GridIndex<IndexedSubfeature>;
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explicit CollisionIndex(const TransformState&, MapMode);
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bool intercectsTileEdges(const CollisionBox&,
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bool intersectsTileEdges(const CollisionBox&,
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Point<float> shift,
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const mat4& posMatrix,
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const float textPixelRatio,
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@@ -354,7 +354,7 @@ void Placement::placeSymbolBucket(const BucketPlacementData& params, std::set<ui
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textBoxes.clear();
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if (mapMode == MapMode::Tile && !isFirstAnchor &&
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collisionIndex.intercectsTileEdges(symbolInstance.textCollisionFeature.boxes.front(),
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collisionIndex.intersectsTileEdges(symbolInstance.textCollisionFeature.boxes.front(),
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shift,
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posMatrix,
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pixelRatio,
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@@ -596,11 +596,11 @@ void Placement::placeSymbolBucket(const BucketPlacementData& params, std::set<ui
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auto collisionBoxIntersectsTileEdges = [&](const CollisionBox& collisionBox, Point<float> shift) -> bool {
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bool intersects =
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collisionIndex.intercectsTileEdges(collisionBox, shift, renderTile.matrix, pixelRatio, *tileBorders);
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collisionIndex.intersectsTileEdges(collisionBox, shift, renderTile.matrix, pixelRatio, *tileBorders);
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// Check if this symbol intersects the neighbor tile borders. If so, it also shall be placed with priority.
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for (const auto& neighbor : neightbors) {
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if (intersects) break;
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intersects = collisionIndex.intercectsTileEdges(
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intersects = collisionIndex.intersectsTileEdges(
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collisionBox, shift + neighbor.shift, neighbor.matrix, pixelRatio, neighbor.borders);
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}
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return intersects;
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