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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-01-15 11:41:27 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-01-16 15:43:15 +0000 |
commit | 92cba8dfe1034aa6fe7f2178183411a14efcd983 (patch) | |
tree | 761fb81db114d0b02348b1050e1a960a5e9412b8 /game/vehicles/railVehicle.cpp | |
parent | Process UI layers in reverse, so it's stack like (diff) | |
download | ilt-92cba8dfe1034aa6fe7f2178183411a14efcd983.tar.bz2 ilt-92cba8dfe1034aa6fe7f2178183411a14efcd983.tar.xz ilt-92cba8dfe1034aa6fe7f2178183411a14efcd983.zip |
We know the last param is distance now
Diffstat (limited to 'game/vehicles/railVehicle.cpp')
-rw-r--r-- | game/vehicles/railVehicle.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp index 9ad1ea7..ec12674 100644 --- a/game/vehicles/railVehicle.cpp +++ b/game/vehicles/railVehicle.cpp @@ -30,7 +30,7 @@ RailVehicle::move(const Train * t, float & trailBy) } bool -RailVehicle::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * eh) const +RailVehicle::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance) const { constexpr const auto X = 1.35F; const auto Y = this->rvClass->length / 2.F; @@ -64,8 +64,8 @@ RailVehicle::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * eh) cons {3, 6, 7}, }}; return std::any_of( - triangles.begin(), triangles.end(), [&cornerVertices, &ray, &baryPos, &eh](const glm::uvec3 idx) { + triangles.begin(), triangles.end(), [&cornerVertices, &ray, &baryPos, &distance](const glm::uvec3 idx) { return glm::intersectRayTriangle(ray.start, ray.direction, cornerVertices[idx[0]], - cornerVertices[idx[1]], cornerVertices[idx[2]], *baryPos, *eh); + cornerVertices[idx[1]], cornerVertices[idx[2]], *baryPos, *distance); }); } |