diff --git a/Source/Engine/Level/Actors/Camera.cpp b/Source/Engine/Level/Actors/Camera.cpp index 6a6e9edd8..cd5d13702 100644 --- a/Source/Engine/Level/Actors/Camera.cpp +++ b/Source/Engine/Level/Actors/Camera.cpp @@ -121,7 +121,7 @@ void Camera::ProjectPoint(const Vector3& worldSpaceLocation, Float2& cameraViewp cameraViewportSpaceLocation = Float2(clipSpaceLocation); } -bool Camera::CheckPointIsOnView(const Vector3& worldSpaceLocation) const +bool Camera::IsPointOnView(const Vector3& worldSpaceLocation) const { Camera* mainCamera = Camera::GetMainCamera(); @@ -136,7 +136,7 @@ bool Camera::CheckPointIsOnView(const Vector3& worldSpaceLocation) const mainCamera->ProjectPoint(worldSpaceLocation, windowSpace); return (windowSpace.X >= 0 && windowSpace.X <= screenSize.X) && - (windowSpace.Y >= 0 && windowSpace.Y <= screenSize.Y); + (windowSpace.Y >= 0 && windowSpace.Y <= screenSize.Y); } Ray Camera::ConvertMouseToRay(const Float2& mousePosition) const diff --git a/Source/Engine/Level/Actors/Camera.h b/Source/Engine/Level/Actors/Camera.h index 1e38e5e04..bc412542e 100644 --- a/Source/Engine/Level/Actors/Camera.h +++ b/Source/Engine/Level/Actors/Camera.h @@ -173,7 +173,7 @@ public: /// /// World Position (XYZ) /// Returns true if the point is within the field of view - API_FUNCTION() bool CheckPointIsOnView(const Vector3& worldSpaceLocation) const; + API_FUNCTION() bool IsPointOnView(const Vector3& worldSpaceLocation) const; /// /// Converts the mouse position to 3D ray.