style cleanup:
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
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@@ -108,7 +108,7 @@ bool KX_RaySensor::IsPositiveTrigger()
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return result;
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}
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bool KX_RaySensor::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
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bool KX_RaySensor::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
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{
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KX_GameObject* hitKXObj = client->m_gameobject;
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@@ -153,7 +153,7 @@ bool KX_RaySensor::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void
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/* this function is used to pre-filter the object before casting the ray on them.
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* This is useful for "X-Ray" option when we want to see "through" unwanted object.
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*/
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bool KX_RaySensor::NeedRayCast(KX_ClientObjectInfo* client)
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bool KX_RaySensor::NeedRayCast(KX_ClientObjectInfo *client)
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{
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if (client->m_type > KX_ClientObjectInfo::ACTOR)
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{
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