Get rid of easily removable uses of const_cast

This commit is contained in:
rune-scape
2024-07-29 21:23:12 -07:00
committed by rune-scape
parent 893bbdfde8
commit d58b2e879f
69 changed files with 342 additions and 306 deletions

View File

@@ -169,7 +169,7 @@ void GodotPhysicsServer3D::space_set_active(RID p_space, bool p_active) {
}
bool GodotPhysicsServer3D::space_is_active(RID p_space) const {
const GodotSpace3D *space = space_owner.get_or_null(p_space);
GodotSpace3D *space = space_owner.get_or_null(p_space);
ERR_FAIL_NULL_V(space, false);
return active_spaces.has(space);
@@ -1638,8 +1638,8 @@ void GodotPhysicsServer3D::step(real_t p_step) {
island_count = 0;
active_objects = 0;
collision_pairs = 0;
for (const GodotSpace3D *E : active_spaces) {
stepper->step(const_cast<GodotSpace3D *>(E), p_step);
for (GodotSpace3D *E : active_spaces) {
stepper->step(E, p_step);
island_count += E->get_island_count();
active_objects += E->get_active_objects();
collision_pairs += E->get_collision_pairs();
@@ -1659,8 +1659,8 @@ void GodotPhysicsServer3D::flush_queries() {
uint64_t time_beg = OS::get_singleton()->get_ticks_usec();
for (const GodotSpace3D *E : active_spaces) {
GodotSpace3D *space = const_cast<GodotSpace3D *>(E);
for (GodotSpace3D *E : active_spaces) {
GodotSpace3D *space = E;
space->call_queries();
}

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@@ -54,7 +54,7 @@ class GodotPhysicsServer3D : public PhysicsServer3D {
bool flushing_queries = false;
GodotStep3D *stepper = nullptr;
HashSet<const GodotSpace3D *> active_spaces;
HashSet<GodotSpace3D *> active_spaces;
mutable RID_PtrOwner<GodotShape3D, true> shape_owner;
mutable RID_PtrOwner<GodotSpace3D, true> space_owner;

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@@ -69,7 +69,7 @@ void GodotShape3D::configure(const AABB &p_aabb) {
aabb = p_aabb;
configured = true;
for (const KeyValue<GodotShapeOwner3D *, int> &E : owners) {
GodotShapeOwner3D *co = const_cast<GodotShapeOwner3D *>(E.key);
GodotShapeOwner3D *co = E.key;
co->_shape_changed();
}
}

View File

@@ -50,7 +50,7 @@ void GodotStep3D::_populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D
}
for (const KeyValue<GodotConstraint3D *, int> &E : p_body->get_constraint_map()) {
GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E.key);
GodotConstraint3D *constraint = E.key;
if (constraint->get_island_step() == _step) {
continue; // Already processed.
}
@@ -88,8 +88,8 @@ void GodotStep3D::_populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D
void GodotStep3D::_populate_island_soft_body(GodotSoftBody3D *p_soft_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island) {
p_soft_body->set_island_step(_step);
for (const GodotConstraint3D *E : p_soft_body->get_constraints()) {
GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E);
for (GodotConstraint3D *E : p_soft_body->get_constraints()) {
GodotConstraint3D *constraint = E;
if (constraint->get_island_step() == _step) {
continue; // Already processed.
}