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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_RaySensor.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_RaySensor.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_RaySensor.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/KX_RaySensor.cpp b/source/gameengine/Ketsji/KX_RaySensor.cpp index 04f57bb754b..c60b2171cab 100644 --- a/source/gameengine/Ketsji/KX_RaySensor.cpp +++ b/source/gameengine/Ketsji/KX_RaySensor.cpp @@ -195,7 +195,7 @@ bool KX_RaySensor::Evaluate(CValue* event) if (hitObj) { - KX_ClientObjectInfo* info = (KX_ClientObjectInfo*)hitObj->getClientObject(); + KX_ClientObjectInfo* info = static_cast<KX_ClientObjectInfo*>(hitObj->getClientObject()); bool bFound = false; if (!info) @@ -205,7 +205,7 @@ bool KX_RaySensor::Evaluate(CValue* event) break; } - SCA_IObject *hitgameobj = (SCA_IObject*)info->m_clientobject; + SCA_IObject *hitgameobj = info->m_gameobject; if (hitgameobj == obj || info->m_type > KX_ClientObjectInfo::ACTOR) { |