diff --git a/src/gfx/include/gfx/light.hpp b/src/gfx/include/gfx/light.hpp
index 399abe52a3f257c5d1e3b9907ea4d24ed9ea9927..163e6d968633174d35641926e99fbaef543d4b4a 100644
--- a/src/gfx/include/gfx/light.hpp
+++ b/src/gfx/include/gfx/light.hpp
@@ -16,8 +16,9 @@ class Light : public ObjectBase
 protected:
     glm::vec3 color;
     frame_weak_ptr frame;
+    
 public:
-    Light(glm::vec3 _color, frame_ptr _pos) : color{_color}, frame{_pos} {}
+    Light(glm::vec3 _color, frame_ptr _frame) : color{_color}, frame{_frame} {}
     glm::vec3 getColor() const { return color; }
 
     virtual glm::vec3 getPosition() const
diff --git a/src/gfx/include/gfx/node.hpp b/src/gfx/include/gfx/node.hpp
index 5978abd1929db9b3324c36984d8962535eb53eea..f221afda55c65b30961695d58bbbe98788708444 100644
--- a/src/gfx/include/gfx/node.hpp
+++ b/src/gfx/include/gfx/node.hpp
@@ -38,8 +38,8 @@ public:
     // void setChildren(std::vector<node_ptr> _children) { children = _children; }
     void setParent(parent_weak_ptr _parent) { parent = _parent; }
 
-    void addObject(ObjectBase _obj) { objects.emplace_back(std::make_shared<ObjectBase>(_obj)); }
-    void addObject(objectbase_ptr _obj) { objects.emplace_back(_obj); }
+    void addObject(ObjectBase obj) { objects.emplace_back(std::make_shared<ObjectBase>(obj)); }
+    void addObject(objectbase_ptr obj) { objects.emplace_back(obj); }
 
 };
 
diff --git a/src/gfx/include/gfx/obj_control.hpp b/src/gfx/include/gfx/obj_control.hpp
index dfdc42c6812de4b9d48a9b2c36ee82eca5bae23c..6f9c4dc4723b5d950a88cfd7ceb10040fa9862e8 100644
--- a/src/gfx/include/gfx/obj_control.hpp
+++ b/src/gfx/include/gfx/obj_control.hpp
@@ -21,11 +21,12 @@ public:
     glm::vec3 getFrontVec() const override { return glm::vec3(0.0f, 0.0f, -1.0f); }
     glm::vec3 getUpVec() const override { return glm::vec3(0.0f, 1.0f, 0.0f); }
 
-    void mouse_rotate(const osi::Mouse &mouse);
-    glm::vec3 make_path(glm::vec3 &new_pos, glm::vec3 &prev_plane_intersect, bool &object_moving);
-    void mouse_horizontal_move(const glm::vec3 &rayPosition, const glm::vec3 &rayDirection, glm::vec3 &prev_plane_intersect, bool &object_moving);
-    void mouse_elevation_move(const glm::vec3 &rayPosition, const glm::vec3 &rayDirection, const glm::quat &cameraRotation, glm::vec3 &prev_plane_intersect, bool &object_moving);
+    void mouseRotate(const osi::Mouse &mouse);
+    void mouseHorizontalMove(const glm::vec3 &ray_position, const glm::vec3 &ray_direction, glm::vec3 &prev_plane_intersect, bool &object_moving);
+    void mouseElevationMove(const glm::vec3 &ray_position, const glm::vec3 &ray_direction, const glm::quat &camera_rotation, glm::vec3 &prev_plane_intersect, bool &object_moving);
 };
 
+glm::vec3 make_path(glm::vec3 &new_pos, glm::vec3 &prev_plane_intersect, bool &object_moving);
+
 
 #endif
\ No newline at end of file
diff --git a/src/gfx/src/obj_control.cpp b/src/gfx/src/obj_control.cpp
index bd9c548df1f55eb2988d51859c9a333600f4ad70..0a3680265b33f2fb3f0e5dc5772d7a54fb1bc013 100644
--- a/src/gfx/src/obj_control.cpp
+++ b/src/gfx/src/obj_control.cpp
@@ -1,6 +1,6 @@
 #include <gfx/obj_control.hpp>
 
-void ObjectController::mouse_rotate(const osi::Mouse &mouse)
+void ObjectController::mouseRotate(const osi::Mouse &mouse)
 {
     // check for start at object?
     if (!mouse.down().contains("MouseLeft"))
@@ -17,32 +17,22 @@ void ObjectController::mouse_rotate(const osi::Mouse &mouse)
     bound_frame->rotateRotationQuat(glm::angleAxis(xoffset * step, glm::vec3(0.0f, 1.0f, 0.0f)));
 }
 
-glm::vec3 ObjectController::make_path(glm::vec3 &new_pos, glm::vec3 &prev_plane_intersect, bool &object_moving)
-{
-    if (object_moving)
-        return new_pos - prev_plane_intersect;
-    
-    prev_plane_intersect = new_pos;
-    object_moving = true;
-    return glm::vec3(0.0f, 0.0f, 0.0f);
-}
-
-void ObjectController::mouse_horizontal_move(const glm::vec3 &rayPosition, const glm::vec3 &rayDirection, glm::vec3 &prev_plane_intersect, bool &object_moving)
+void ObjectController::mouseHorizontalMove(const glm::vec3 &ray_position, const glm::vec3 &ray_direction, glm::vec3 &prev_plane_intersect, bool &object_moving)
 {
     auto selection_y_pos = bound_frame->getPosition().y;
 
     // NOTE: Worked incorrectly with normal (0, 1, 0)
-    if (glm::dot(glm::vec3(0.0f, -1.0f, 0.0f), rayDirection) == 0)
+    if (glm::dot(glm::vec3(0.0f, -1.0f, 0.0f), ray_direction) == 0)
         return;
 
-    float t = -(glm::dot(glm::vec3(0.0f, -1.0f, 0.0f), rayPosition) + selection_y_pos) / glm::dot(glm::vec3(0.0f, -1.0f, 0.0f), rayDirection);
+    float t = -(glm::dot(glm::vec3(0.0f, -1.0f, 0.0f), ray_position) + selection_y_pos) / glm::dot(glm::vec3(0.0f, -1.0f, 0.0f), ray_direction);
 
     if (t < 0)      // No intersection
         return;
     if (t > 100.0f) // Far Plane
         t = 100.0f;
     
-    glm::vec3 new_pos = rayPosition + rayDirection * t;
+    glm::vec3 new_pos = ray_position + ray_direction * t;
 
     auto path = make_path(new_pos, prev_plane_intersect, object_moving);
     path.y = 0.0f;
@@ -52,21 +42,21 @@ void ObjectController::mouse_horizontal_move(const glm::vec3 &rayPosition, const
     prev_plane_intersect = new_pos;
 }
 
-void ObjectController::mouse_elevation_move(const glm::vec3 &rayPosition, const glm::vec3 &rayDirection, const glm::quat &cameraRotation, glm::vec3 &prev_plane_intersect, bool &object_moving)
+void ObjectController::mouseElevationMove(const glm::vec3 &ray_position, const glm::vec3 &ray_direction, const glm::quat &camera_rotation, glm::vec3 &prev_plane_intersect, bool &object_moving)
 {
-    Frame atObjectVerticalPlane(bound_frame->getPosition(), cameraRotation);
+    Frame atObjectVerticalPlane(bound_frame->getPosition(), camera_rotation);
 
     auto normal = glm::normalize(glm::cross(atObjectVerticalPlane.getRotationAxisX(), glm::vec3(0.0f, 1.0f, 0.0f)));
     auto d = glm::dot(normal, glm::vec3(0, 0, 0) - bound_frame->getPosition()) / glm::length(normal);
 
-    float t = -(glm::dot(normal, rayPosition) + d) / glm::dot(normal, rayDirection);
+    float t = -(glm::dot(normal, ray_position) + d) / glm::dot(normal, ray_direction);
 
     if (t < 0)      // No intersection
         return;
     if (t > 100.0f) // Far Plane
         t = 100.0f;
     
-    glm::vec3 new_pos = rayPosition + rayDirection * t;
+    glm::vec3 new_pos = ray_position + ray_direction * t;
 
     auto path = make_path(new_pos, prev_plane_intersect, object_moving);
     path.x = 0.0f;
@@ -75,4 +65,14 @@ void ObjectController::mouse_elevation_move(const glm::vec3 &rayPosition, const
     bound_frame->translatePosVec(path);
 
     prev_plane_intersect = new_pos;
+}
+
+glm::vec3 make_path(glm::vec3 &new_pos, glm::vec3 &prev_plane_intersect, bool &object_moving)
+{
+    if (object_moving)
+        return new_pos - prev_plane_intersect;
+    
+    prev_plane_intersect = new_pos;
+    object_moving = true;
+    return glm::vec3(0.0f, 0.0f, 0.0f);
 }
\ No newline at end of file
diff --git a/src/studio/src/simulator.cpp b/src/studio/src/simulator.cpp
index 87bcb031408f61f06a1018d25fa8b62fe68c3654..c49f5be76af2b9b197c779e4a11dea0cdd983ad2 100644
--- a/src/studio/src/simulator.cpp
+++ b/src/studio/src/simulator.cpp
@@ -577,11 +577,11 @@ void Simulator::move_object()
     controller->setup(timer().dt(), selection->getFrame());
 
     if (keyboard().down().contains("LeftShift"))
-        controller->mouse_elevation_move(rayPosition, rayDirection, 
+        controller->mouseElevationMove(rayPosition, rayDirection, 
                                          active_cameras[0]->getFrame()->getRotation(), 
                                          prev_plane_intersect, object_moving);
     else
-        controller->mouse_horizontal_move(rayPosition, rayDirection, prev_plane_intersect, object_moving);
+        controller->mouseHorizontalMove(rayPosition, rayDirection, prev_plane_intersect, object_moving);
 }
 
 void Simulator::rotate_object()
@@ -590,7 +590,7 @@ void Simulator::rotate_object()
         return;
     auto controller = obj_controls[object_ctrl_type];
     controller->setup(timer().dt(), selection->getFrame());
-    controller->mouse_rotate(mouse());
+    controller->mouseRotate(mouse());
 }
 
 void Simulator::add_object()