Fix compilation issues caused by far identifier

Breaks some builds on Win due to macro use of this name
This commit is contained in:
A Thousand Ships 2024-08-18 22:32:41 +02:00
parent 1bd740d18d
commit 0c3b975ada
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@ -113,10 +113,10 @@ void Camera3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id,
camera->set("fov", CLAMP(a * 2.0, 1, 179));
} else {
Camera3D::KeepAspect aspect = camera->get_keep_aspect_mode();
Vector3 far = aspect == Camera3D::KeepAspect::KEEP_WIDTH ? Vector3(4096, 0, -1) : Vector3(0, 4096, -1);
Vector3 camera_far = aspect == Camera3D::KeepAspect::KEEP_WIDTH ? Vector3(4096, 0, -1) : Vector3(0, 4096, -1);
Vector3 ra, rb;
Geometry3D::get_closest_points_between_segments(Vector3(0, 0, -1), far, s[0], s[1], ra, rb);
Geometry3D::get_closest_points_between_segments(Vector3(0, 0, -1), camera_far, s[0], s[1], ra, rb);
float d = aspect == Camera3D::KeepAspect::KEEP_WIDTH ? ra.x * 2 : ra.y * 2;
if (Node3DEditor::get_singleton()->is_snap_enabled()) {
d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());