diff --git a/libraries/shared/src/AACubeShape.cpp b/libraries/shared/src/AACubeShape.cpp index fb5c3df6e3..30197d6bfd 100644 --- a/libraries/shared/src/AACubeShape.cpp +++ b/libraries/shared/src/AACubeShape.cpp @@ -15,7 +15,7 @@ #include "AACubeShape.h" #include "SharedUtil.h" // for SQUARE_ROOT_OF_3 -glm::vec3 planeNormals[3] = { glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f) }; +glm::vec3 faceNormals[3] = { glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f) }; bool AACubeShape::findRayIntersection(RayIntersectionInfo& intersection) const { // A = ray point @@ -48,23 +48,23 @@ bool AACubeShape::findRayIntersection(RayIntersectionInfo& intersection) const { bool hit = false; for (int i = 0; i < 3; ++i) { for (float sign = -1.0f; sign < 2.0f; sign += 2.0f) { - glm::vec3 planeNormal = sign * planeNormals[i]; - float rayDotPlane = glm::dot(intersection._rayDirection, planeNormal); + glm::vec3 faceNormal = sign * faceNormals[i]; + float rayDotPlane = glm::dot(intersection._rayDirection, faceNormal); if (glm::abs(rayDotPlane) > EPSILON) { - float distanceToPlane = (halfSide + glm::dot(BA, planeNormal)) / rayDotPlane; - if (distanceToPlane >= 0.0f) { - glm::vec3 point = distanceToPlane * intersection._rayDirection - BA; + float distanceToFace = (halfSide + glm::dot(BA, faceNormal)) / rayDotPlane; + if (distanceToFace >= 0.0f) { + glm::vec3 point = distanceToFace * intersection._rayDirection - BA; int j = (i + 1) % 3; int k = (i + 2) % 3; - glm::vec3 secondNormal = planeNormals[j]; - glm::vec3 thirdNormal = planeNormals[k]; + glm::vec3 secondNormal = faceNormals[j]; + glm::vec3 thirdNormal = faceNormals[k]; if (glm::abs(glm::dot(point, secondNormal)) > halfSide || glm::abs(glm::dot(point, thirdNormal)) > halfSide) { continue; } - if (distanceToPlane < intersection._hitDistance && distanceToPlane < intersection._rayLength) { - intersection._hitDistance = distanceToPlane; - intersection._hitNormal = planeNormal; + if (distanceToFace < intersection._hitDistance && distanceToFace < intersection._rayLength) { + intersection._hitDistance = distanceToFace; + intersection._hitNormal = faceNormal; intersection._hitShape = const_cast(this); hit = true; }