CAMERA: Fix spelling of method MakeRayAtCurrrentMousePosition.

EDA_3D_CANVAS: Fix spelling of method getRayAtCurrrentMousePosition.
This commit is contained in:
markus-bonk 2021-06-11 12:57:15 +02:00 committed by Wayne Stambaugh
parent 5b9f56613e
commit 27063688b3
4 changed files with 8 additions and 8 deletions

View File

@ -703,7 +703,7 @@ void EDA_3D_CANVAS::OnMouseMove( wxMouseEvent& event )
STATUSBAR_REPORTER reporter( m_parentStatusBar, STATUSBAR_REPORTER reporter( m_parentStatusBar,
static_cast<int>( EDA_3D_VIEWER_STATUSBAR::HOVERED_ITEM ) ); static_cast<int>( EDA_3D_VIEWER_STATUSBAR::HOVERED_ITEM ) );
RAY mouseRay = getRayAtCurrrentMousePosition(); RAY mouseRay = getRayAtCurrentMousePosition();
BOARD_ITEM *rollOverItem = m_3d_render_raytracing->IntersectBoardItem( mouseRay ); BOARD_ITEM *rollOverItem = m_3d_render_raytracing->IntersectBoardItem( mouseRay );
@ -798,7 +798,7 @@ void EDA_3D_CANVAS::OnLeftDown( wxMouseEvent& event )
if( !event.Dragging() && ( m_3d_render_raytracing != nullptr ) ) if( !event.Dragging() && ( m_3d_render_raytracing != nullptr ) )
{ {
RAY mouseRay = getRayAtCurrrentMousePosition(); RAY mouseRay = getRayAtCurrentMousePosition();
BOARD_ITEM *intersectedBoardItem = m_3d_render_raytracing->IntersectBoardItem( mouseRay ); BOARD_ITEM *intersectedBoardItem = m_3d_render_raytracing->IntersectBoardItem( mouseRay );
@ -930,7 +930,7 @@ void EDA_3D_CANVAS::request_start_moving_camera( float aMovingSpeed, bool aRende
void EDA_3D_CANVAS::move_pivot_based_on_cur_mouse_position() void EDA_3D_CANVAS::move_pivot_based_on_cur_mouse_position()
{ {
RAY mouseRay = getRayAtCurrrentMousePosition(); RAY mouseRay = getRayAtCurrentMousePosition();
float hit_t; float hit_t;
@ -1130,13 +1130,13 @@ void EDA_3D_CANVAS::RenderEngineChanged()
} }
RAY EDA_3D_CANVAS::getRayAtCurrrentMousePosition() RAY EDA_3D_CANVAS::getRayAtCurrentMousePosition()
{ {
SFVEC3F rayOrigin; SFVEC3F rayOrigin;
SFVEC3F rayDir; SFVEC3F rayDir;
// Generate a ray origin and direction based on current mouser position and camera // Generate a ray origin and direction based on current mouser position and camera
m_camera.MakeRayAtCurrrentMousePosition( rayOrigin, rayDir ); m_camera.MakeRayAtCurrentMousePosition( rayOrigin, rayDir );
RAY mouseRay; RAY mouseRay;
mouseRay.Init( rayOrigin, rayDir ); mouseRay.Init( rayOrigin, rayDir );

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@ -238,7 +238,7 @@ private:
*/ */
void releaseOpenGL(); void releaseOpenGL();
RAY getRayAtCurrrentMousePosition(); RAY getRayAtCurrentMousePosition();
private: private:
TOOL_DISPATCHER* m_eventDispatcher; TOOL_DISPATCHER* m_eventDispatcher;

View File

@ -385,7 +385,7 @@ void CAMERA::MakeRay( const SFVEC2F& aWindowPos, SFVEC3F& aOutOrigin,
} }
void CAMERA::MakeRayAtCurrrentMousePosition( SFVEC3F& aOutOrigin, SFVEC3F& aOutDirection ) const void CAMERA::MakeRayAtCurrentMousePosition( SFVEC3F& aOutOrigin, SFVEC3F& aOutDirection ) const
{ {
const SFVEC2I windowPos = SFVEC2I( m_lastPosition.x, m_windowSize.y - m_lastPosition.y ); const SFVEC2I windowPos = SFVEC2I( m_lastPosition.x, m_windowSize.y - m_lastPosition.y );

View File

@ -242,7 +242,7 @@ public:
* @param aOutOrigin out origin position of the ray. * @param aOutOrigin out origin position of the ray.
* @param aOutDirection out direction. * @param aOutDirection out direction.
*/ */
void MakeRayAtCurrrentMousePosition( SFVEC3F& aOutOrigin, SFVEC3F& aOutDirection ) const; void MakeRayAtCurrentMousePosition( SFVEC3F& aOutOrigin, SFVEC3F& aOutDirection ) const;
protected: protected:
void zoomChanged(); void zoomChanged();