Make SCollisionHit::TriangleSelector and SCollisionTriangleRange::Selector both const.

Avoids lots of const casts and there shouldn't be a good reason to have those non-const.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6396 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2022-05-14 14:29:56 +00:00
parent bd7e357f77
commit 66dcb86e5f
5 changed files with 11 additions and 11 deletions

@ -30,7 +30,7 @@ namespace scene
core::triangle3df Triangle; core::triangle3df Triangle;
//! Triangle selector which contained the colliding triangle (useful when having MetaTriangleSelector) //! Triangle selector which contained the colliding triangle (useful when having MetaTriangleSelector)
ITriangleSelector* TriangleSelector; const ITriangleSelector* TriangleSelector;
//! Node which contained the triangle (is 0 when selector doesn't have that information) //! Node which contained the triangle (is 0 when selector doesn't have that information)
ISceneNode* Node; ISceneNode* Node;

@ -49,7 +49,7 @@ struct SCollisionTriangleRange
irr::u32 RangeSize; irr::u32 RangeSize;
//! Real selector which contained those triangles (useful when working with MetaTriangleSelector) //! Real selector which contained those triangles (useful when working with MetaTriangleSelector)
ITriangleSelector* Selector; const ITriangleSelector* Selector;
//! SceneNode from which the triangles are from //! SceneNode from which the triangles are from
ISceneNode* SceneNode; ISceneNode* SceneNode;

@ -180,7 +180,7 @@ void COctreeTriangleSelector::getTriangles(core::triangle3df* triangles,
{ {
SCollisionTriangleRange triRange; SCollisionTriangleRange triRange;
triRange.RangeSize = trianglesWritten; triRange.RangeSize = trianglesWritten;
triRange.Selector = const_cast<COctreeTriangleSelector*>(this); triRange.Selector = this;
triRange.SceneNode = SceneNode; triRange.SceneNode = SceneNode;
triRange.MeshBuffer = MeshBuffer; triRange.MeshBuffer = MeshBuffer;
triRange.MaterialIndex = MaterialIndex; triRange.MaterialIndex = MaterialIndex;
@ -272,7 +272,7 @@ void COctreeTriangleSelector::getTriangles(core::triangle3df* triangles, s32 arr
{ {
SCollisionTriangleRange triRange; SCollisionTriangleRange triRange;
triRange.RangeSize = trianglesWritten; triRange.RangeSize = trianglesWritten;
triRange.Selector = const_cast<COctreeTriangleSelector*>(this); triRange.Selector = this;
triRange.SceneNode = SceneNode; triRange.SceneNode = SceneNode;
triRange.MeshBuffer = MeshBuffer; triRange.MeshBuffer = MeshBuffer;
triRange.MaterialIndex = MaterialIndex; triRange.MaterialIndex = MaterialIndex;

@ -115,7 +115,7 @@ void CTerrainTriangleSelector::getTriangles(core::triangle3df* triangles,
{ {
SCollisionTriangleRange triRange; SCollisionTriangleRange triRange;
triRange.RangeSize = tIndex; triRange.RangeSize = tIndex;
triRange.Selector = const_cast<CTerrainTriangleSelector*>(this); triRange.Selector = this;
triRange.SceneNode = SceneNode; triRange.SceneNode = SceneNode;
outTriangleInfo->push_back(triRange); outTriangleInfo->push_back(triRange);
} }
@ -163,7 +163,7 @@ void CTerrainTriangleSelector::getTriangles(core::triangle3df* triangles,
{ {
SCollisionTriangleRange triRange; SCollisionTriangleRange triRange;
triRange.RangeSize = tIndex; triRange.RangeSize = tIndex;
triRange.Selector = const_cast<CTerrainTriangleSelector*>(this); triRange.Selector = this;
triRange.SceneNode = SceneNode; triRange.SceneNode = SceneNode;
outTriangleInfo->push_back(triRange); outTriangleInfo->push_back(triRange);
} }
@ -209,7 +209,7 @@ void CTerrainTriangleSelector::getTriangles(core::triangle3df* triangles,
{ {
SCollisionTriangleRange triRange; SCollisionTriangleRange triRange;
triRange.RangeSize = tIndex; triRange.RangeSize = tIndex;
triRange.Selector = const_cast<CTerrainTriangleSelector*>(this); triRange.Selector = this;
triRange.SceneNode = SceneNode; triRange.SceneNode = SceneNode;
outTriangleInfo->push_back(triRange); outTriangleInfo->push_back(triRange);
} }

@ -293,7 +293,7 @@ void CTriangleSelector::getTriangles(core::triangle3df* triangles,
triRange.RangeStart = 0; triRange.RangeStart = 0;
triRange.RangeSize = cnt; triRange.RangeSize = cnt;
triRange.Selector = const_cast<CTriangleSelector*>(this); triRange.Selector = this;
triRange.SceneNode = SceneNode; triRange.SceneNode = SceneNode;
triRange.MeshBuffer = MeshBuffer; triRange.MeshBuffer = MeshBuffer;
triRange.MaterialIndex = MaterialIndex; triRange.MaterialIndex = MaterialIndex;
@ -313,7 +313,7 @@ void CTriangleSelector::getTriangles(core::triangle3df* triangles,
triRange.MeshBuffer = BufferRanges[rangeIndex].MeshBuffer; triRange.MeshBuffer = BufferRanges[rangeIndex].MeshBuffer;
triRange.RangeStart = BufferRanges[rangeIndex].RangeStart; triRange.RangeStart = BufferRanges[rangeIndex].RangeStart;
triRange.RangeSize = core::min_( cnt-BufferRanges[rangeIndex].RangeStart, BufferRanges[rangeIndex].RangeSize); triRange.RangeSize = core::min_( cnt-BufferRanges[rangeIndex].RangeStart, BufferRanges[rangeIndex].RangeSize);
triRange.Selector = const_cast<CTriangleSelector*>(this); triRange.Selector = this;
triRange.SceneNode = SceneNode; triRange.SceneNode = SceneNode;
outTriangleInfo->push_back(triRange); outTriangleInfo->push_back(triRange);
@ -370,7 +370,7 @@ void CTriangleSelector::getTriangles(core::triangle3df* triangles,
{ {
irr::u32 activeRange = 0; irr::u32 activeRange = 0;
SCollisionTriangleRange triRange; SCollisionTriangleRange triRange;
triRange.Selector = const_cast<CTriangleSelector*>(this); triRange.Selector = this;
triRange.SceneNode = SceneNode; triRange.SceneNode = SceneNode;
triRange.RangeStart = triangleCount; triRange.RangeStart = triangleCount;
triRange.MeshBuffer = BufferRanges[activeRange].MeshBuffer; triRange.MeshBuffer = BufferRanges[activeRange].MeshBuffer;
@ -433,7 +433,7 @@ void CTriangleSelector::getTriangles(core::triangle3df* triangles,
{ {
SCollisionTriangleRange triRange; SCollisionTriangleRange triRange;
triRange.RangeSize = triangleCount; triRange.RangeSize = triangleCount;
triRange.Selector = const_cast<CTriangleSelector*>(this); triRange.Selector = this;
triRange.SceneNode = SceneNode; triRange.SceneNode = SceneNode;
triRange.MeshBuffer = MeshBuffer; triRange.MeshBuffer = MeshBuffer;
triRange.MaterialIndex = MaterialIndex; triRange.MaterialIndex = MaterialIndex;