[core] Fix using of uninitialized circle in collision index

In `CollisionIndex::placeLineFeature()` check that previous circle
was initialized before asking its center coordinates.
This commit is contained in:
Mikhail Pozdnyakov
2019-08-01 19:31:51 +03:00
parent d30dc89cf7
commit 9b34997986

View File

@@ -163,7 +163,7 @@ std::pair<bool,bool> CollisionIndex::placeLineFeature(CollisionFeature& feature,
lastTileDistance = approximateTileDistance(*(firstAndLastGlyph->second.tileDistance), firstAndLastGlyph->second.angle, pixelsToTileUnits, projectedAnchor.second, pitchWithMap);
}
bool atLeastOneCirclePlaced = false;
bool previousCirclePlaced = false;
for (size_t i = 0; i < feature.boxes.size(); i++) {
CollisionBox& circle = feature.boxes[i];
const float boxSignedDistanceFromAnchor = circle.signedDistanceFromAnchor;
@@ -174,6 +174,7 @@ std::pair<bool,bool> CollisionIndex::placeLineFeature(CollisionFeature& feature,
// don't need to use this circle because the label
// doesn't extend this far. Either way, mark the circle unused.
circle.used = false;
previousCirclePlaced = false;
continue;
}
@@ -181,8 +182,9 @@ std::pair<bool,bool> CollisionIndex::placeLineFeature(CollisionFeature& feature,
const float tileUnitRadius = (circle.x2 - circle.x1) / 2;
const float radius = tileUnitRadius * tileToViewport;
if (atLeastOneCirclePlaced) {
if (previousCirclePlaced) {
const CollisionBox& previousCircle = feature.boxes[i - 1];
assert(previousCircle.used);
const float dx = projectedPoint.x - previousCircle.px;
const float dy = projectedPoint.y - previousCircle.py;
// The circle edges touch when the distance between their centers is 2x the radius
@@ -203,13 +205,14 @@ std::pair<bool,bool> CollisionIndex::placeLineFeature(CollisionFeature& feature,
// use, in which case we want to keep it in place even if it's tightly packed
// with the one before it.
circle.used = false;
previousCirclePlaced = false;
continue;
}
}
}
}
atLeastOneCirclePlaced = true;
previousCirclePlaced = true;
circle.px1 = projectedPoint.x - radius;
circle.px2 = projectedPoint.x + radius;
circle.py1 = projectedPoint.y - radius;