Fix warnings
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@ -239,10 +239,10 @@ class CollisionCallback {
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Array<reactphysics3d::ContactPair>& mLostContactPairs;
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/// Array of indices in the mContactPairs array that are contact events (not overlap/triggers)
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Array<uint> mContactPairsIndices;
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Array<uint64> mContactPairsIndices;
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/// Array of indices in the mLostContactPairs array that are contact events (not overlap/triggers)
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Array<uint> mLostContactPairsIndices;
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Array<uint64> mLostContactPairsIndices;
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/// Reference to the physics world
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PhysicsWorld& mWorld;
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@ -278,7 +278,7 @@ class CollisionCallback {
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* @param index Index of the contact pair to retrieve
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* @return A contact pair object
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*/
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ContactPair getContactPair(uint32 index) const;
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ContactPair getContactPair(uint64 index) const;
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// -------------------- Friendship -------------------- //
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@ -138,10 +138,10 @@ class OverlapCallback {
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Array<ContactPair>& mLostContactPairs;
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/// Array of indices of the mContactPairs array that are overlap/triggers events (not contact events)
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Array<uint> mContactPairsIndices;
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Array<uint64> mContactPairsIndices;
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/// Array of indices of the mLostContactPairs array that are overlap/triggers events (not contact events)
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Array<uint> mLostContactPairsIndices;
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Array<uint64> mLostContactPairsIndices;
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/// Reference to the physics world
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PhysicsWorld& mWorld;
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@ -491,18 +491,14 @@ class Deque {
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/// Return a reference to the first item of the deque
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const T& getFront() const {
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if (mSize > 0) {
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return mChunks[mFirstChunkIndex][mFirstItemIndex];
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}
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assert(false);
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assert(mSize > 0);
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return mChunks[mFirstChunkIndex][mFirstItemIndex];
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}
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/// Return a reference to the last item of the deque
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const T& getBack() const {
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if (mSize > 0) {
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return mChunks[mLastChunkIndex][mLastItemIndex];
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}
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assert(false);
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assert(mSize > 0);
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return mChunks[mLastChunkIndex][mLastItemIndex];
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}
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/// Clear the elements of the deque
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@ -276,7 +276,7 @@ class Map {
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uint64* newBuckets = static_cast<uint64*>(mAllocator.allocate(capacity * sizeof(uint64)));
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// Allocate memory for the entries
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const uint64 nbAllocatedEntries = static_cast<uint64>(static_cast<float>(capacity) * DEFAULT_LOAD_FACTOR);
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const uint64 nbAllocatedEntries = static_cast<uint64>(capacity * double(DEFAULT_LOAD_FACTOR));
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assert(nbAllocatedEntries > 0);
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Pair<K, V>* newEntries = static_cast<Pair<K, V>*>(mAllocator.allocate(nbAllocatedEntries * sizeof(Pair<K, V>)));
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uint64* newNextEntries = static_cast<uint64*>(mAllocator.allocate(nbAllocatedEntries * sizeof(uint64)));
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@ -275,7 +275,7 @@ class Set {
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uint64* newBuckets = static_cast<uint64*>(mAllocator.allocate(capacity * sizeof(uint64)));
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// Allocate memory for the entries
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const uint64 nbAllocatedEntries = static_cast<uint64>(static_cast<float>(capacity) * DEFAULT_LOAD_FACTOR);
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const uint64 nbAllocatedEntries = static_cast<uint64>(capacity * double(DEFAULT_LOAD_FACTOR));
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assert(nbAllocatedEntries > 0);
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V* newEntries = static_cast<V*>(mAllocator.allocate(nbAllocatedEntries * sizeof(V)));
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uint64* newNextEntries = static_cast<uint64*>(mAllocator.allocate(nbAllocatedEntries * sizeof(uint64)));
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@ -351,7 +351,7 @@ class Set {
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/// Returns true if the item has been inserted and false otherwise.
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bool add(const V& value) {
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uint64 bucket;
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uint64 bucket = INVALID_INDEX;
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// Compute the hash code of the value
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const size_t hashCode = Hash()(value);
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@ -397,6 +397,8 @@ class Set {
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mNbEntries++;
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assert(bucket != INVALID_INDEX);
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mNextEntries[entryIndex] = mBuckets[bucket];
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new (mEntries + entryIndex) V(value);
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mBuckets[bucket] = entryIndex;
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@ -84,15 +84,11 @@ struct LastFrameCollisionInfo {
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uint8 satMinEdge2Index;
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/// Constructor
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LastFrameCollisionInfo() {
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LastFrameCollisionInfo()
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:isValid(false), isObsolete(false), wasColliding(false), wasUsingGJK(false), gjkSeparatingAxis(Vector3(0, 1, 0)),
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satIsAxisFacePolyhedron1(false), satIsAxisFacePolyhedron2(false), satMinAxisFaceIndex(0),
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satMinEdge1Index(0), satMinEdge2Index(0) {
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isValid = false;
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isObsolete = false;
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wasColliding = false;
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wasUsingSAT = false;
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wasUsingGJK = false;
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gjkSeparatingAxis = Vector3(0, 1, 0);
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}
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};
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@ -427,7 +427,9 @@ RP3D_FORCE_INLINE uint64 nextPowerOfTwo64Bits(uint64 number) {
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/// http://szudzik.com/ElegantPairing.pdf
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RP3D_FORCE_INLINE uint64 pairNumbers(uint32 number1, uint32 number2) {
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assert(number1 == std::max(number1, number2));
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return number1 * number1 + number1 + number2;
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uint64 nb1 = number1;
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uint64 nb2 = number2;
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return nb1 * nb1 + nb1 + nb2;
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}
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@ -68,7 +68,7 @@ struct ConstraintSolverData {
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/// Constructor
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ConstraintSolverData(RigidBodyComponents& rigidBodyComponents, JointComponents& jointComponents)
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:rigidBodyComponents(rigidBodyComponents), jointComponents(jointComponents) {
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:timeStep(0), isWarmStartingActive(true), rigidBodyComponents(rigidBodyComponents), jointComponents(jointComponents) {
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}
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@ -117,7 +117,7 @@ CollisionCallback::ContactPoint CollisionCallback::ContactPair::getContactPoint(
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/// Note that the returned ContactPair object is only valid during the call of the CollisionCallback::onContact()
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/// method. Therefore, you need to get contact data from it and make a copy. Do not make a copy of the ContactPair
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/// object itself because it won't be valid after the CollisionCallback::onContact() call.
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CollisionCallback::ContactPair CollisionCallback::CallbackData::getContactPair(uint32 index) const {
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CollisionCallback::ContactPair CollisionCallback::CallbackData::getContactPair(uint64 index) const {
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assert(index < getNbContactPairs());
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@ -82,7 +82,7 @@ OverlapCallback::CallbackData::CallbackData(Array<ContactPair>& contactPairs, Ar
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}
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// Filter the lost contact pairs to only keep the overlap/trigger events (not the contact events)
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const uint64 nbLostContactPairs = mLostContactPairs.size();
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for (uint i=0; i < nbLostContactPairs; i++) {
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for (uint64 i=0; i < nbLostContactPairs; i++) {
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// If the contact pair contains contacts (and is therefore not an overlap/trigger event)
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if (!onlyReportTriggers || mLostContactPairs[i].isTrigger) {
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@ -281,7 +281,7 @@ void DebugRenderer::drawConvexMesh(const Transform& transform, const ConvexMeshS
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assert(face.faceVertices.size() >= 3);
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// Perform a fan triangulation of the convex polygon face
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const uint32 nbFaceVertices = face.faceVertices.size();
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const uint32 nbFaceVertices = static_cast<uint32>(face.faceVertices.size());
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for (uint32 v = 2; v < nbFaceVertices; v++) {
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uint32 v1Index = face.faceVertices[v - 2];
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