diff options
author | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-11-06 07:58:10 +0300 |
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committer | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-11-06 07:58:10 +0300 |
commit | 38b993f787b1694957f7c9876189f8ef9e346515 (patch) | |
tree | cf51058e0dc02eba41d1dd06d7fe3411412a8004 /source/gameengine/Ketsji/KX_MouseFocusSensor.cpp | |
parent | b3395edd2a371de8ee56b3fbdfff4687750acccd (diff) |
Speed up the physics engine: hook the SOLID broad phase, so we can either reject the test or request the penetration depth test as necessary. Previously we were doing the penetration depth test, as well as SOLID's intersection test.
Diffstat (limited to 'source/gameengine/Ketsji/KX_MouseFocusSensor.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_MouseFocusSensor.cpp | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp index 84b08058ecc..9380ef6f2fa 100644 --- a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp +++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp @@ -42,7 +42,6 @@ #endif #include "MT_Point3.h" -#include "KX_ClientObjectInfo.h" #include "RAS_FramingManager.h" #include "RAS_ICanvas.h" #include "RAS_IRasterizer.h" @@ -51,11 +50,11 @@ #include "KX_Camera.h" #include "KX_MouseFocusSensor.h" -#include "KX_ClientObjectInfo.h" #include "SM_Object.h" #include "SM_Scene.h" #include "SumoPhysicsEnvironment.h" #include "KX_SumoPhysicsController.h" +#include "KX_ClientObjectInfo.h" /* ------------------------------------------------------------------------- */ /* Native functions */ @@ -259,7 +258,7 @@ bool KX_MouseFocusSensor::ParentObjectHasFocus(void) /* all this casting makes me nervous... */ KX_ClientObjectInfo* client_info = ( hitSMObj ? - (KX_ClientObjectInfo*) hitSMObj->getClientObject() : + static_cast<KX_ClientObjectInfo*>( hitSMObj->getClientObject() ): NULL); if (!client_info) @@ -268,7 +267,7 @@ bool KX_MouseFocusSensor::ParentObjectHasFocus(void) return false; } - KX_GameObject* hitKXObj = (KX_GameObject*)client_info->m_clientobject; + KX_GameObject* hitKXObj = client_info->m_gameobject; if (client_info->m_type > KX_ClientObjectInfo::ACTOR) { |