diff options
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConstraintActuator.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_ConstraintActuator.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp index e07660cef72..fecd60eb212 100644 --- a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp +++ b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp @@ -117,7 +117,7 @@ KX_ConstraintActuator::~KX_ConstraintActuator() // there's nothing to be done here, really.... } /* end of destructor */ -bool KX_ConstraintActuator::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void * const data) +bool KX_ConstraintActuator::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void *UNUSED(data)) { m_hitObject = client->m_gameobject; @@ -153,7 +153,7 @@ bool KX_ConstraintActuator::RayHit(KX_ClientObjectInfo *client, KX_RayCast *resu /* This function is used to pre-filter the object before casting the ray on them. * This is useful for "X-Ray" option when we want to see "through" unwanted object. */ -bool KX_ConstraintActuator::NeedRayCast(KX_ClientObjectInfo *client) +bool KX_ConstraintActuator::NeedRayCast(KX_ClientObjectInfo *client, void *UNUSED(data)) { if (client->m_type > KX_ClientObjectInfo::ACTOR) { @@ -347,7 +347,7 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame) spc = parent->GetPhysicsController(); } } - KX_RayCast::Callback<KX_ConstraintActuator> callback(this,dynamic_cast<PHY_IPhysicsController*>(spc)); + KX_RayCast::Callback<KX_ConstraintActuator, void> callback(this,dynamic_cast<PHY_IPhysicsController*>(spc)); result = KX_RayCast::RayTest(pe, position, topoint, callback); if (result) { MT_Vector3 newnormal = callback.m_hitNormal; @@ -459,7 +459,7 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame) m_hitObject = NULL; // distance of Fh area is stored in m_minimum MT_Point3 topoint = position + (m_minimumBound+spc->GetRadius()) * direction; - KX_RayCast::Callback<KX_ConstraintActuator> callback(this, spc); + KX_RayCast::Callback<KX_ConstraintActuator, void> callback(this, spc); result = KX_RayCast::RayTest(pe, position, topoint, callback); // we expect a hit object if (!m_hitObject) |