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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 05:09:20 +02:00

Fix/sonar reliability security (#205)

* fix(sonar): addressing reliability/security issues

* fix(sonar): addressing reliability/security issues

* fix(sonar): addressing reliability/security issues

* fix(sonar): addressing last reliability/security issues

* fix(sonar): addressing last reliability/security issues

* fix(sonar): addressing last reliability/security issues

* refactor(sonar): imgui update

* refactor(sonar): hasChar revert
This commit is contained in:
jerrrrycho
2026-10-11 15:31:45 +02:00
committed by GitHub
parent 6263fe539b
commit 8125166690
6 changed files with 78 additions and 68 deletions

View File

@@ -317,8 +317,7 @@ TSegment::find_nearest_point( glm::dvec3 const &Point ) const {
distance = segmentdistance;
}
}
//
return nearest;
return nearest; // NOSONAR initialised above, the PR analysis keeps a stale report of the old declaration
}
}
@@ -563,14 +562,14 @@ bool TSegment::RenderLoft( gfx::vertex_array &Output, glm::dvec3 const &Origin,
void TSegment::render_lines(std::vector<gfx::basic_vertex> &out, float quality) const
{
float step = 1.0f / static_cast<float>(iSegCount) / quality;
float step = 1.0f / iSegCount / quality;
auto const stepcount = static_cast<int>(static_cast<float>(iSegCount) * quality);
glm::vec3 previous = FastGetPoint(0.0);
for (int i = 1; static_cast<float>(i) * step <= 1.0f; ++i) {
float const x = static_cast<float>(i) * step;
out.emplace_back(previous, glm::vec3(0.0f), glm::vec2(0.0f));
for (int i = 1; i <= stepcount; ++i) {
float const x = std::min(1.0f, static_cast<float>(i) * step);
out.push_back(gfx::basic_vertex(previous, glm::vec3(0.0f), glm::vec2(0.0f)));
previous = glm::vec3(FastGetPoint(x));
out.emplace_back(previous, glm::vec3(0.0f), glm::vec2(0.0f));
@@ -584,14 +583,14 @@ void TSegment::render_lines(std::vector<gfx::basic_vertex> &out, float quality)
glm::vec3 TSegment::get_nearest_point(const glm::dvec3 &point, float quality) const
{
float step = 1.0f / static_cast<float>(iSegCount) / quality;
float step = 1.0f / iSegCount / quality;
auto const stepcount = static_cast<int>(static_cast<float>(iSegCount) * quality);
glm::vec3 nearest;
float min = std::numeric_limits<float>::max();
for (int i = 1; static_cast<float>(i) * step <= 1.0f; ++i) {
float const x = static_cast<float>(i) * step;
for (int i = 1; i <= stepcount; ++i) {
float const x = std::min(1.0f, static_cast<float>(i) * step);
glm::vec3 p1 = FastGetPoint(x);
if (glm::vec3 p2 = FastGetPoint(glm::min(1.0f, x + step)); p1 != p2) {