Replace dynamic_cast with static_cast

This commit is contained in:
Colin 2015-08-24 13:36:30 -06:00
parent 4030126f9f
commit 1468f8f13c
16 changed files with 30 additions and 26 deletions

6
.gitignore vendored
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@ -20,4 +20,8 @@
.Trashes
Icon?
ehthumbs.db
Thumbs.db
Thumbs.db
# vim swap files
#####################
*.*sw*

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@ -18,8 +18,8 @@ SET(OUR_EXECUTABLE_OUTPUT_PATH "${PROJECT_BINARY_DIR}/bin")
ENABLE_TESTING()
# Options
OPTION(COMPILE_EXAMPLES "Select this if you want to build the examples" OFF)
OPTION(COMPILE_TESTS "Select this if you want to build the tests" OFF)
OPTION(COMPILE_EXAMPLES "Select this if you want to build the examples" ON)
OPTION(COMPILE_TESTS "Select this if you want to build the tests" ON)
OPTION(PROFILING_ENABLED "Select this if you want to compile with enabled profiling" OFF)
OPTION(DOUBLE_PRECISION_ENABLED "Select this if you want to compile using double precision floating
values" OFF)

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@ -120,7 +120,7 @@ inline rp3d::CollisionBody* Box::getCollisionBody() {
// Return a pointer to the rigid body of the box
inline rp3d::RigidBody* Box::getRigidBody() {
return dynamic_cast<rp3d::RigidBody*>(mRigidBody);
return static_cast<rp3d::RigidBody*>(mRigidBody);
}
// Set the color of the box

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@ -88,7 +88,7 @@ inline rp3d::CollisionBody* Capsule::getCollisionBody() {
// Return a pointer to the rigid body of the box
inline rp3d::RigidBody* Capsule::getRigidBody() {
return dynamic_cast<rp3d::RigidBody*>(mRigidBody);
return static_cast<rp3d::RigidBody*>(mRigidBody);
}
#endif

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@ -87,7 +87,7 @@ inline rp3d::CollisionBody* Cone::getCollisionBody() {
// Return a pointer to the rigid body of the box
inline rp3d::RigidBody* Cone::getRigidBody() {
return dynamic_cast<rp3d::RigidBody*>(mRigidBody);
return static_cast<rp3d::RigidBody*>(mRigidBody);
}
#endif

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@ -84,7 +84,7 @@ inline rp3d::CollisionBody* Sphere::getCollisionBody() {
// Return a pointer to the rigid body of the box
inline rp3d::RigidBody* Sphere::getRigidBody() {
return dynamic_cast<rp3d::RigidBody*>(mRigidBody);
return static_cast<rp3d::RigidBody*>(mRigidBody);
}
#endif

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@ -342,7 +342,7 @@ void RigidBody::updateBroadPhaseState() const {
PROFILE("RigidBody::updateBroadPhaseState()");
DynamicsWorld& world = dynamic_cast<DynamicsWorld&>(mWorld);
DynamicsWorld& world = static_cast<DynamicsWorld&>(mWorld);
const Vector3 displacement = world.mTimer.getTimeStep() * mLinearVelocity;
// For all the proxy collision shapes of the body

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@ -48,8 +48,8 @@ bool SphereVsSphereAlgorithm::testCollision(ProxyShape* collisionShape1,
// Get the sphere collision shapes
const CollisionShape* shape1 = collisionShape1->getCollisionShape();
const CollisionShape* shape2 = collisionShape2->getCollisionShape();
const SphereShape* sphereShape1 = dynamic_cast<const SphereShape*>(shape1);
const SphereShape* sphereShape2 = dynamic_cast<const SphereShape*>(shape2);
const SphereShape* sphereShape1 = static_cast<const SphereShape*>(shape1);
const SphereShape* sphereShape2 = static_cast<const SphereShape*>(shape2);
// Get the local-space to world-space transforms
const Transform transform1 = collisionShape1->getBody()->getTransform() *

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@ -165,7 +165,7 @@ inline Vector3 BoxShape::getLocalSupportPointWithoutMargin(const Vector3& direct
// Test equality between two box shapes
inline bool BoxShape::isEqualTo(const CollisionShape& otherCollisionShape) const {
const BoxShape& otherShape = dynamic_cast<const BoxShape&>(otherCollisionShape);
const BoxShape& otherShape = static_cast<const BoxShape&>(otherCollisionShape);
return (mExtent == otherShape.mExtent);
}

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@ -162,7 +162,7 @@ inline void CapsuleShape::getLocalBounds(Vector3& min, Vector3& max) const {
// Test equality between two capsule shapes
inline bool CapsuleShape::isEqualTo(const CollisionShape& otherCollisionShape) const {
const CapsuleShape& otherShape = dynamic_cast<const CapsuleShape&>(otherCollisionShape);
const CapsuleShape& otherShape = static_cast<const CapsuleShape&>(otherCollisionShape);
return (mRadius == otherShape.mRadius && mHalfHeight == otherShape.mHalfHeight);
}

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@ -178,7 +178,7 @@ inline void ConeShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass
// Test equality between two cone shapes
inline bool ConeShape::isEqualTo(const CollisionShape& otherCollisionShape) const {
const ConeShape& otherShape = dynamic_cast<const ConeShape&>(otherCollisionShape);
const ConeShape& otherShape = static_cast<const ConeShape&>(otherCollisionShape);
return (mRadius == otherShape.mRadius && mHalfHeight == otherShape.mHalfHeight);
}

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@ -211,7 +211,7 @@ void ConvexMeshShape::recalculateBounds() {
// Test equality between two cone shapes
bool ConvexMeshShape::isEqualTo(const CollisionShape& otherCollisionShape) const {
const ConvexMeshShape& otherShape = dynamic_cast<const ConvexMeshShape&>(otherCollisionShape);
const ConvexMeshShape& otherShape = static_cast<const ConvexMeshShape&>(otherCollisionShape);
assert(mNbVertices == mVertices.size());

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@ -175,7 +175,7 @@ inline void CylinderShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal
// Test equality between two cylinder shapes
inline bool CylinderShape::isEqualTo(const CollisionShape& otherCollisionShape) const {
const CylinderShape& otherShape = dynamic_cast<const CylinderShape&>(otherCollisionShape);
const CylinderShape& otherShape = static_cast<const CylinderShape&>(otherCollisionShape);
return (mRadius == otherShape.mRadius && mHalfHeight == otherShape.mHalfHeight);
}

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@ -197,7 +197,7 @@ inline void SphereShape::computeAABB(AABB& aabb, const Transform& transform) {
// Test equality between two sphere shapes
inline bool SphereShape::isEqualTo(const CollisionShape& otherCollisionShape) const {
const SphereShape& otherShape = dynamic_cast<const SphereShape&>(otherCollisionShape);
const SphereShape& otherShape = static_cast<const SphereShape&>(otherCollisionShape);
return (mRadius == otherShape.mRadius);
}

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@ -83,8 +83,8 @@ void ContactSolver::initializeForIsland(decimal dt, Island* island) {
assert(externalManifold->getNbContactPoints() > 0);
// Get the two bodies of the contact
RigidBody* body1 = dynamic_cast<RigidBody*>(externalManifold->getContactPoint(0)->getBody1());
RigidBody* body2 = dynamic_cast<RigidBody*>(externalManifold->getContactPoint(0)->getBody2());
RigidBody* body1 = static_cast<RigidBody*>(externalManifold->getContactPoint(0)->getBody1());
RigidBody* body2 = static_cast<RigidBody*>(externalManifold->getContactPoint(0)->getBody2());
assert(body1 != NULL);
assert(body2 != NULL);

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@ -529,7 +529,7 @@ Joint* DynamicsWorld::createJoint(const JointInfo& jointInfo) {
case BALLSOCKETJOINT:
{
void* allocatedMemory = mMemoryAllocator.allocate(sizeof(BallAndSocketJoint));
const BallAndSocketJointInfo& info = dynamic_cast<const BallAndSocketJointInfo&>(
const BallAndSocketJointInfo& info = static_cast<const BallAndSocketJointInfo&>(
jointInfo);
newJoint = new (allocatedMemory) BallAndSocketJoint(info);
break;
@ -539,7 +539,7 @@ Joint* DynamicsWorld::createJoint(const JointInfo& jointInfo) {
case SLIDERJOINT:
{
void* allocatedMemory = mMemoryAllocator.allocate(sizeof(SliderJoint));
const SliderJointInfo& info = dynamic_cast<const SliderJointInfo&>(jointInfo);
const SliderJointInfo& info = static_cast<const SliderJointInfo&>(jointInfo);
newJoint = new (allocatedMemory) SliderJoint(info);
break;
}
@ -548,7 +548,7 @@ Joint* DynamicsWorld::createJoint(const JointInfo& jointInfo) {
case HINGEJOINT:
{
void* allocatedMemory = mMemoryAllocator.allocate(sizeof(HingeJoint));
const HingeJointInfo& info = dynamic_cast<const HingeJointInfo&>(jointInfo);
const HingeJointInfo& info = static_cast<const HingeJointInfo&>(jointInfo);
newJoint = new (allocatedMemory) HingeJoint(info);
break;
}
@ -557,7 +557,7 @@ Joint* DynamicsWorld::createJoint(const JointInfo& jointInfo) {
case FIXEDJOINT:
{
void* allocatedMemory = mMemoryAllocator.allocate(sizeof(FixedJoint));
const FixedJointInfo& info = dynamic_cast<const FixedJointInfo&>(jointInfo);
const FixedJointInfo& info = static_cast<const FixedJointInfo&>(jointInfo);
newJoint = new (allocatedMemory) FixedJoint(info);
break;
}
@ -746,8 +746,8 @@ void DynamicsWorld::computeIslands() {
contactManifold->mIsAlreadyInIsland = true;
// Get the other body of the contact manifold
RigidBody* body1 = dynamic_cast<RigidBody*>(contactManifold->getBody1());
RigidBody* body2 = dynamic_cast<RigidBody*>(contactManifold->getBody2());
RigidBody* body1 = static_cast<RigidBody*>(contactManifold->getBody1());
RigidBody* body2 = static_cast<RigidBody*>(contactManifold->getBody2());
RigidBody* otherBody = (body1->getID() == bodyToVisit->getID()) ? body2 : body1;
// Check if the other body has already been added to the island
@ -774,8 +774,8 @@ void DynamicsWorld::computeIslands() {
joint->mIsAlreadyInIsland = true;
// Get the other body of the contact manifold
RigidBody* body1 = dynamic_cast<RigidBody*>(joint->getBody1());
RigidBody* body2 = dynamic_cast<RigidBody*>(joint->getBody2());
RigidBody* body1 = static_cast<RigidBody*>(joint->getBody1());
RigidBody* body2 = static_cast<RigidBody*>(joint->getBody2());
RigidBody* otherBody = (body1->getID() == bodyToVisit->getID()) ? body2 : body1;
// Check if the other body has already been added to the island