comment out each unused parameter
Signed-off-by: DNKpp <DNKpp2011@gmail.com>
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@ -185,7 +185,7 @@ inline Vector3 BoxShape::getLocalSupportPointWithoutMargin(const Vector3& direct
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}
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// Return true if a point is inside the collision shape
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inline bool BoxShape::testPointInside(const Vector3& localPoint, Collider* collider) const {
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inline bool BoxShape::testPointInside(const Vector3& localPoint, Collider* /*collider*/) const {
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return (localPoint.x < mHalfExtents[0] && localPoint.x > -mHalfExtents[0] &&
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localPoint.y < mHalfExtents[1] && localPoint.y > -mHalfExtents[1] &&
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localPoint.z < mHalfExtents[2] && localPoint.z > -mHalfExtents[2]);
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@ -130,7 +130,7 @@ inline bool ConcaveShape::isPolyhedron() const {
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}
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// Return true if a point is inside the collision shape
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inline bool ConcaveShape::testPointInside(const Vector3& localPoint, Collider* collider) const {
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inline bool ConcaveShape::testPointInside(const Vector3& /*localPoint*/, Collider* /*collider*/) const {
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return false;
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}
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@ -145,7 +145,7 @@ inline size_t SphereShape::getSizeInBytes() const {
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}
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// Return a local support point in a given direction without the object margin
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inline Vector3 SphereShape::getLocalSupportPointWithoutMargin(const Vector3& direction) const {
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inline Vector3 SphereShape::getLocalSupportPointWithoutMargin(const Vector3& /*direction*/) const {
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// Return the center of the sphere (the radius is taken into account in the object margin)
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return Vector3(0.0, 0.0, 0.0);
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@ -185,7 +185,7 @@ inline decimal SphereShape::getVolume() const {
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}
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// Return true if a point is inside the collision shape
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inline bool SphereShape::testPointInside(const Vector3& localPoint, Collider* collider) const {
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inline bool SphereShape::testPointInside(const Vector3& localPoint, Collider* /*collider*/) const {
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return (localPoint.lengthSquare() < mMargin * mMargin);
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}
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@ -222,12 +222,12 @@ inline void TriangleShape::getLocalBounds(Vector3& min, Vector3& max) const {
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* coordinates
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* @param mass Mass to use to compute the inertia tensor of the collision shape
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*/
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inline Vector3 TriangleShape::getLocalInertiaTensor(decimal mass) const {
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inline Vector3 TriangleShape::getLocalInertiaTensor(decimal /*mass*/) const {
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return Vector3(0, 0, 0);
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}
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// Return true if a point is inside the collision shape
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inline bool TriangleShape::testPointInside(const Vector3& localPoint, Collider* collider) const {
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inline bool TriangleShape::testPointInside(const Vector3& /*localPoint*/, Collider* /*collider*/) const {
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return false;
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}
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@ -55,13 +55,13 @@ class EventListener : public CollisionCallback {
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/**
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* @param callbackData Contains information about all the contacts
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*/
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virtual void onContact(const CollisionCallback::CallbackData& callbackData) override {}
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virtual void onContact(const CollisionCallback::CallbackData& /*callbackData*/) override {}
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/// Called when some trigger events occur
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/**
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* @param callbackData Contains information about all the triggers that are colliding
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*/
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virtual void onTrigger(const OverlapCallback::CallbackData& callbackData) {}
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virtual void onTrigger(const OverlapCallback::CallbackData& /*callbackData*/) {}
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};
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}
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@ -56,7 +56,7 @@ class DefaultAllocator : public MemoryAllocator {
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}
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/// Release previously allocated memory.
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virtual void release(void* pointer, size_t size) override {
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virtual void release(void* pointer, size_t /*size*/) override {
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std::free(pointer);
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}
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};
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@ -35,7 +35,7 @@ using namespace reactphysics3d;
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// This technique is based on the "Robust Contact Creation for Physics Simulations" presentation
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// by Dirk Gregorius.
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bool CapsuleVsCapsuleAlgorithm::testCollision(CapsuleVsCapsuleNarrowPhaseInfoBatch& narrowPhaseInfoBatch, size_t batchStartIndex, size_t batchNbItems,
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MemoryAllocator& memoryAllocator) {
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MemoryAllocator& /*memoryAllocator*/) {
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bool isCollisionFound = false;
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@ -36,7 +36,7 @@ using namespace reactphysics3d;
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// This technique is based on the "Robust Contact Creation for Physics Simulations" presentation
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// by Dirk Gregorius.
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bool SphereVsCapsuleAlgorithm::testCollision(SphereVsCapsuleNarrowPhaseInfoBatch& narrowPhaseInfoBatch, size_t batchStartIndex, size_t batchNbItems,
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MemoryAllocator& memoryAllocator) {
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MemoryAllocator& /*memoryAllocator*/) {
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bool isCollisionFound = false;
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@ -31,7 +31,7 @@
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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bool SphereVsSphereAlgorithm::testCollision(SphereVsSphereNarrowPhaseInfoBatch& narrowPhaseInfoBatch, size_t batchStartIndex, size_t batchNbItems, MemoryAllocator& memoryAllocator) {
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bool SphereVsSphereAlgorithm::testCollision(SphereVsSphereNarrowPhaseInfoBatch& narrowPhaseInfoBatch, size_t batchStartIndex, size_t batchNbItems, MemoryAllocator& /*memoryAllocator*/) {
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bool isCollisionFound = false;
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@ -92,7 +92,7 @@ Vector3 BoxShape::getLocalInertiaTensor(decimal mass) const {
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}
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// Raycast method with feedback information
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bool BoxShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider* collider, MemoryAllocator& allocator) const {
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bool BoxShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider* collider, MemoryAllocator& /*allocator*/) const {
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Vector3 rayDirection = ray.point2 - ray.point1;
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decimal tMin = DECIMAL_SMALLEST;
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@ -67,7 +67,7 @@ Vector3 CapsuleShape::getLocalInertiaTensor(decimal mass) const {
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}
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// Return true if a point is inside the collision shape
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bool CapsuleShape::testPointInside(const Vector3& localPoint, Collider* collider) const {
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bool CapsuleShape::testPointInside(const Vector3& localPoint, Collider* /*collider*/) const {
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const decimal diffYCenterSphere1 = localPoint.y - mHalfHeight;
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const decimal diffYCenterSphere2 = localPoint.y + mHalfHeight;
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@ -83,7 +83,7 @@ bool CapsuleShape::testPointInside(const Vector3& localPoint, Collider* collider
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}
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// Raycast method with feedback information
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bool CapsuleShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider* collider, MemoryAllocator& allocator) const {
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bool CapsuleShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider* collider, MemoryAllocator& /*allocator*/) const {
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const Vector3 n = ray.point2 - ray.point1;
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@ -106,7 +106,7 @@ void ConvexMeshShape::recalculateBounds() {
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// Raycast method with feedback information
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/// This method implements the technique in the book "Real-time Collision Detection" by
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/// Christer Ericson.
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bool ConvexMeshShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider* collider, MemoryAllocator& allocator) const {
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bool ConvexMeshShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider* /*collider*/, MemoryAllocator& /*allocator*/) const {
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// Ray direction
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Vector3 direction = ray.point2 - ray.point1;
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@ -93,7 +93,7 @@ void HeightFieldShape::getLocalBounds(Vector3& min, Vector3& max) const {
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// and then for each rectangle in the sub-grid we generate two triangles that we use to test collision.
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void HeightFieldShape::computeOverlappingTriangles(const AABB& localAABB, List<Vector3>& triangleVertices,
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List<Vector3>& triangleVerticesNormals, List<uint>& shapeIds,
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MemoryAllocator& allocator) const {
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MemoryAllocator& /*allocator*/) const {
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RP3D_PROFILE("HeightFieldShape::computeOverlappingTriangles()", mProfiler);
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@ -60,7 +60,7 @@ void SphereShape::computeAABB(AABB& aabb, const Transform& transform) const {
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}
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// Raycast method with feedback information
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bool SphereShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider* collider, MemoryAllocator& allocator) const {
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bool SphereShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider* collider, MemoryAllocator& /*allocator*/) const {
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const Vector3 m = ray.point1;
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decimal c = m.dot(m) - mMargin * mMargin;
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@ -246,7 +246,7 @@ void TriangleShape::computeAABB(AABB& aabb, const Transform& transform) const {
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// Raycast method with feedback information
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/// This method use the line vs triangle raycasting technique described in
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/// Real-time Collision Detection by Christer Ericson.
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bool TriangleShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider* collider, MemoryAllocator& allocator) const {
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bool TriangleShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider* collider, MemoryAllocator& /*allocator*/) const {
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RP3D_PROFILE("TriangleShape::raycast()", mProfiler);
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@ -50,7 +50,7 @@ uint PhysicsWorld::mNbWorlds = 0;
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* @param worldSettings The settings of the world
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* @param profiler Pointer to the profiler
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*/
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PhysicsWorld::PhysicsWorld(MemoryManager& memoryManager, const WorldSettings& worldSettings, Profiler* profiler)
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PhysicsWorld::PhysicsWorld(MemoryManager& memoryManager, const WorldSettings& worldSettings, Profiler* /*profiler*/)
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: mMemoryManager(memoryManager), mConfig(worldSettings), mEntityManager(mMemoryManager.getHeapAllocator()), mDebugRenderer(mMemoryManager.getHeapAllocator()),
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mCollisionBodyComponents(mMemoryManager.getHeapAllocator()), mRigidBodyComponents(mMemoryManager.getHeapAllocator()),
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mTransformComponents(mMemoryManager.getHeapAllocator()), mCollidersComponents(mMemoryManager.getHeapAllocator()),
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@ -153,7 +153,7 @@ void BroadPhaseSystem::updateColliderInternal(int32 broadPhaseId, Collider* coll
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}
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// Update the broad-phase state of some colliders components
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void BroadPhaseSystem::updateCollidersComponents(uint32 startIndex, uint32 nbItems, decimal timeStep) {
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void BroadPhaseSystem::updateCollidersComponents(uint32 startIndex, uint32 nbItems, decimal /*timeStep*/) {
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RP3D_PROFILE("BroadPhaseSystem::updateCollidersComponents()", mProfiler);
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