getCollisionResultPosition changes

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Quillraven
Posts: 62
Joined: Fri Aug 22, 2008 7:22 am

getCollisionResultPosition changes

Post by Quillraven »

hi again,

seems like the getCollisionResultPosition got changed and i can't figure it out how to call it now.

from the api:
virtual core::vector3df irr::scene::ISceneCollisionManager::getCollisionResultPosition ( ITriangleSelector * selector,
const core::vector3df & ellipsoidPosition,
const core::vector3df & ellipsoidRadius,
const core::vector3df & ellipsoidDirectionAndSpeed,
core::triangle3df & triout,
core::vector3df & hitPosition,
bool & outFalling,
const ISceneNode *& outNode,
f32 slidingSpeed = 0.0005f,
const core::vector3df & gravityDirectionAndSpeed = core::vector3df(0.0f, 0.0f, 0.0f)
)
i have problems with the outnode parameter. why is there a *& for the outnode oO you can only point to a scenenode so why don't we pass the normal pointer to the function?

what does the paramter look like for

Code: Select all

scene::ISceneNode* outNode;
?
aanderse
Posts: 155
Joined: Sun Aug 10, 2008 2:02 pm
Location: Canada

Post by aanderse »

Quillraven
Posts: 62
Joined: Fri Aug 22, 2008 7:22 am

Post by Quillraven »

imo really confusing oO

but works. thx :)
CuteAlien
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Joined: Mon Mar 06, 2006 2:25 pm
Location: Tübingen, Germany
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Post by CuteAlien »

Quillraven wrote:imo really confusing oO

but works. thx :)
Yeah, I guess a function with 10 parameters and using references to pointers might be a good candiate for some refactoring some day :-)
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