Speed up the physics engine: hook the SOLID broad phase, so we can either reject...
[blender.git] / source / gameengine / Ketsji / KX_MouseFocusSensor.cpp
index 84b08058ecc5448801bce37af3cefb162bd6a37c..9380ef6f2fae78a39ce36c3257bf977c7f4d6b0d 100644 (file)
@@ -42,7 +42,6 @@
 #endif
 
 #include "MT_Point3.h"
-#include "KX_ClientObjectInfo.h"
 #include "RAS_FramingManager.h"
 #include "RAS_ICanvas.h"
 #include "RAS_IRasterizer.h"
 #include "KX_Camera.h"
 #include "KX_MouseFocusSensor.h"
 
-#include "KX_ClientObjectInfo.h"
 #include "SM_Object.h"
 #include "SM_Scene.h"
 #include "SumoPhysicsEnvironment.h"
 #include "KX_SumoPhysicsController.h"
+#include "KX_ClientObjectInfo.h"
 
 /* ------------------------------------------------------------------------- */
 /* Native functions                                                          */
@@ -259,7 +258,7 @@ bool KX_MouseFocusSensor::ParentObjectHasFocus(void)
                /* all this casting makes me nervous... */
                KX_ClientObjectInfo* client_info 
                        = ( hitSMObj ?
-                               (KX_ClientObjectInfo*) hitSMObj->getClientObject() :
+                               static_cast<KX_ClientObjectInfo*>( hitSMObj->getClientObject() ):
                                NULL);
                
                if (!client_info)
@@ -268,7 +267,7 @@ bool KX_MouseFocusSensor::ParentObjectHasFocus(void)
                        return false;
                } 
        
-               KX_GameObject* hitKXObj = (KX_GameObject*)client_info->m_clientobject;
+               KX_GameObject* hitKXObj = client_info->m_gameobject;
                
                if (client_info->m_type > KX_ClientObjectInfo::ACTOR)
                {