static void _scopeCallback( SceneObject* object, void* data ) { if( !object->isScopeable() ) return; ScopingInfo* info = reinterpret_cast< ScopingInfo* >( data ); NetConnection* connection = info->connection; F32 difSq = ( object->getWorldSphere().center - info->scopePoint ).lenSquared(); if( difSq < info->scopeDistSquared ) { // Not even close, it's in... connection->objectInScope( object ); } else { // Check a little more closely... F32 realDif = mSqrt( difSq ); if( realDif - object->getWorldSphere().radius < info->scopeDist) connection->objectInScope( object ); } }
static void scopeCallback( SceneObject* obj, void* conPtr ) { NetConnection* ptr = reinterpret_cast< NetConnection* >( conPtr ); if( obj->isScopeable() ) ptr->objectInScope(obj); }