Prefer static_cast to reinterpret_cast where possible.

Just safer. Could probably do in a lot more places... another time.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6293 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2022-01-08 18:22:20 +00:00
parent cfb27d9a74
commit 1dbab53e5a
4 changed files with 11 additions and 11 deletions

View File

@ -193,8 +193,8 @@ namespace scene
Vertices.reallocate(vertexCount+numVertices);
for (i=0; i<numVertices; ++i)
{
Vertices.push_back(reinterpret_cast<const T*>(vertices)[i]);
BoundingBox.addInternalPoint(reinterpret_cast<const T*>(vertices)[i].Pos);
Vertices.push_back(static_cast<const T*>(vertices)[i]);
BoundingBox.addInternalPoint(static_cast<const T*>(vertices)[i].Pos);
}
Indices.reallocate(getIndexCount()+numIndices);

View File

@ -206,7 +206,7 @@ IMesh * CAnimatedMeshSceneNode::getMeshForCurrentFrame()
// As multiple scene nodes may be sharing the same skinned mesh, we have to
// re-animate it every frame to ensure that this node gets the mesh that it needs.
CSkinnedMesh* skinnedMesh = reinterpret_cast<CSkinnedMesh*>(Mesh);
CSkinnedMesh* skinnedMesh = static_cast<CSkinnedMesh*>(Mesh);
if (JointMode == EJUOR_CONTROL)//write to mesh
skinnedMesh->transferJointsToMesh(JointChildSceneNodes);
@ -949,7 +949,7 @@ void CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions)
checkJoints();
const f32 frame = getFrameNr(); //old?
CSkinnedMesh* skinnedMesh=reinterpret_cast<CSkinnedMesh*>(Mesh);
CSkinnedMesh* skinnedMesh=static_cast<CSkinnedMesh*>(Mesh);
skinnedMesh->transferOnlyJointsHintsToMesh( JointChildSceneNodes );
skinnedMesh->animateMesh(frame, 1.0f);

View File

@ -1192,7 +1192,7 @@ void CD3D9Driver::removeOcclusionQuery(scene::ISceneNode* node)
if (index != -1)
{
if (OcclusionQueries[index].PID != 0)
reinterpret_cast<IDirect3DQuery9*>(OcclusionQueries[index].PID)->Release();
static_cast<IDirect3DQuery9*>(OcclusionQueries[index].PID)->Release();
CNullDriver::removeOcclusionQuery(node);
}
}
@ -1210,10 +1210,10 @@ void CD3D9Driver::runOcclusionQuery(scene::ISceneNode* node, bool visible)
if (index != -1)
{
if (OcclusionQueries[index].PID)
reinterpret_cast<IDirect3DQuery9*>(OcclusionQueries[index].PID)->Issue(D3DISSUE_BEGIN);
static_cast<IDirect3DQuery9*>(OcclusionQueries[index].PID)->Issue(D3DISSUE_BEGIN);
CNullDriver::runOcclusionQuery(node,visible);
if (OcclusionQueries[index].PID)
reinterpret_cast<IDirect3DQuery9*>(OcclusionQueries[index].PID)->Issue(D3DISSUE_END);
static_cast<IDirect3DQuery9*>(OcclusionQueries[index].PID)->Issue(D3DISSUE_END);
}
}
@ -1232,12 +1232,12 @@ void CD3D9Driver::updateOcclusionQuery(scene::ISceneNode* node, bool block)
bool available = block?true:false;
int tmp=0;
if (!block)
available=(reinterpret_cast<IDirect3DQuery9*>(OcclusionQueries[index].PID)->GetData(&tmp, sizeof(DWORD), 0)==S_OK);
available=(static_cast<IDirect3DQuery9*>(OcclusionQueries[index].PID)->GetData(&tmp, sizeof(DWORD), 0)==S_OK);
else
{
do
{
HRESULT hr = reinterpret_cast<IDirect3DQuery9*>(OcclusionQueries[index].PID)->GetData(&tmp, sizeof(DWORD), D3DGETDATA_FLUSH);
HRESULT hr = static_cast<IDirect3DQuery9*>(OcclusionQueries[index].PID)->GetData(&tmp, sizeof(DWORD), D3DGETDATA_FLUSH);
available = (hr == S_OK);
if (hr!=S_FALSE)
break;
@ -2945,7 +2945,7 @@ bool CD3D9Driver::reset()
{
if (OcclusionQueries[i].PID)
{
reinterpret_cast<IDirect3DQuery9*>(OcclusionQueries[i].PID)->Release();
static_cast<IDirect3DQuery9*>(OcclusionQueries[i].PID)->Release();
OcclusionQueries[i].PID=0;
}
}

View File

@ -1304,7 +1304,7 @@ bool CIrrDeviceWin32::present(video::IImage* image, void* windowId, core::rect<s
{
HWND hwnd = HWnd;
if ( windowId )
hwnd = reinterpret_cast<HWND>(windowId);
hwnd = static_cast<HWND>(windowId);
HDC dc = GetDC(hwnd);