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-rw-r--r--game/vehicles/railVehicle.cpp6
-rw-r--r--game/vehicles/train.cpp4
-rw-r--r--ui/gameMainWindow.cpp6
3 files changed, 8 insertions, 8 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);
});
}
diff --git a/game/vehicles/train.cpp b/game/vehicles/train.cpp
index 05915c4..d1122f8 100644
--- a/game/vehicles/train.cpp
+++ b/game/vehicles/train.cpp
@@ -26,9 +26,9 @@ Train::getBogiePosition(float linkDist, float dist) const
}
bool
-Train::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * eh) const
+Train::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance) const
{
- return applyOne(&RailVehicle::intersectRay, ray, baryPos, eh) != end();
+ return applyOne(&RailVehicle::intersectRay, ray, baryPos, distance) != end();
}
void
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp
index b559341..f895a20 100644
--- a/ui/gameMainWindow.cpp
+++ b/ui/gameMainWindow.cpp
@@ -60,11 +60,11 @@ public:
const auto mouse = glm::vec2 {e.button.x, e.button.y} / position.size;
glm::vec2 baryPos {};
- float eh;
+ float distance;
const auto ray = camera->unProject(mouse);
- if (const auto selected
- = gameState->world.applyOne<Selectable>(&Selectable::intersectRay, ray, &baryPos, &eh);
+ if (const auto selected = gameState->world.applyOne<Selectable>(
+ &Selectable::intersectRay, ray, &baryPos, &distance);
selected != gameState->world.end()) {
const auto & ref = *selected.base()->get();
clicked = typeid(ref).name();