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path: root/servers/physics_3d/godot_step_3d.cpp
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Diffstat (limited to 'servers/physics_3d/godot_step_3d.cpp')
-rw-r--r--servers/physics_3d/godot_step_3d.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/physics_3d/godot_step_3d.cpp b/servers/physics_3d/godot_step_3d.cpp
index 63635b224b..204adae450 100644
--- a/servers/physics_3d/godot_step_3d.cpp
+++ b/servers/physics_3d/godot_step_3d.cpp
@@ -49,7 +49,7 @@ void GodotStep3D::_populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D
}
for (const KeyValue<GodotConstraint3D *, int> &E : p_body->get_constraint_map()) {
- GodotConstraint3D *constraint = (GodotConstraint3D *)E.key;
+ GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E.key);
if (constraint->get_island_step() == _step) {
continue; // Already processed.
}
@@ -88,7 +88,7 @@ void GodotStep3D::_populate_island_soft_body(GodotSoftBody3D *p_soft_body, Local
p_soft_body->set_island_step(_step);
for (Set<GodotConstraint3D *>::Element *E = p_soft_body->get_constraints().front(); E; E = E->next()) {
- GodotConstraint3D *constraint = (GodotConstraint3D *)E->get();
+ GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E->get());
if (constraint->get_island_step() == _step) {
continue; // Already processed.
}