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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

View File

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