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path: root/src/engine/editor/ObjectPicker.cpp
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Diffstat (limited to 'src/engine/editor/ObjectPicker.cpp')
-rw-r--r--src/engine/editor/ObjectPicker.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/engine/editor/ObjectPicker.cpp b/src/engine/editor/ObjectPicker.cpp
index 0d88db35c..cbce7dd09 100644
--- a/src/engine/editor/ObjectPicker.cpp
+++ b/src/engine/editor/ObjectPicker.cpp
@@ -35,7 +35,7 @@ void ObjectPicker::Tick() {
}
void ObjectPicker::SelectObject(std::vector<GameObject*> objects) {
- Camera* camera = gEditor.eCamera;
+ Camera* camera = gScreenOneCtx->camera;
Ray ray;
ray.Origin = FVector(camera->pos[0], camera->pos[1], camera->pos[2]);
@@ -59,7 +59,7 @@ void ObjectPicker::SelectObject(std::vector<GameObject*> objects) {
}
void ObjectPicker::DragHandle() {
- Camera* camera = gEditor.eCamera;
+ Camera* camera = gScreenOneCtx->camera;
Ray ray;
ray.Origin = FVector(camera->pos[0], camera->pos[1], camera->pos[2]);
ray.Direction = ScreenRayTrace();
@@ -136,7 +136,7 @@ void ObjectPicker::Draw() {
}, _selected);
if (Debug) {
- Camera* camera = gEditor.eCamera;
+ Camera* camera = gScreenOneCtx->camera;
Mat4 CursorMtx;
IRotator rot = IRotator(0,0,0);
FVector scale = FVector(1, 1, 1);
@@ -249,7 +249,7 @@ std::pair<AActor*, float> ObjectPicker::CheckAActorRay(Ray ray) {
AActor* hitActor = nullptr;
float hitDistance = FLT_MAX;
- for (auto actor : gWorldInstance.Actors) {
+ for (const auto& actor : GetWorld()->Actors) {
if ((actor->bPendingDestroy) && (!actor->IsMod())) {
continue;
}
@@ -265,7 +265,7 @@ std::pair<AActor*, float> ObjectPicker::CheckAActorRay(Ray ray) {
if (IntersectRayTriangleAndTransform(ray, FVector(actor->Pos[0], actor->Pos[1], actor->Pos[2]), tri, t)) {
if (t < hitDistance) {
hitDistance = t;
- hitActor = static_cast<AActor*>(actor);
+ hitActor = actor.get();
}
}
}
@@ -283,7 +283,7 @@ std::pair<AActor*, float> ObjectPicker::CheckAActorRay(Ray ray) {
if (QueryCollisionRayActor(&ray.Origin.x, &ray.Direction.x, boxMin, boxMax, &t)) {
if (t < hitDistance) {
hitDistance = t;
- hitActor = static_cast<AActor*>(actor);
+ hitActor = actor.get();
}
}
}