Fix warnings
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1bde11f245
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7ce44f9775
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@ -23,6 +23,10 @@ OPTION(COMPILE_TESTS "Select this if you want to build the tests" OFF)
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OPTION(PROFILING_ENABLED "Select this if you want to compile with enabled profiling" OFF)
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OPTION(DOUBLE_PRECISION_ENABLED "Select this if you want to compile using double precision floating
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values" OFF)
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# Compiler flags
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set(CMAKE_CXX_FLAGS "-Wall")
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# Headers
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INCLUDE_DIRECTORIES(src)
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@ -92,8 +92,8 @@ void CollisionDetection::reportCollisionBetweenShapes(CollisionCallback* callbac
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OverlappingPair* pair = it->second;
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ProxyShape* shape1 = pair->getShape1();
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ProxyShape* shape2 = pair->getShape2();
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const ProxyShape* shape1 = pair->getShape1();
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const ProxyShape* shape2 = pair->getShape2();
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assert(shape1->mBroadPhaseID != shape2->mBroadPhaseID);
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@ -158,10 +158,10 @@ class ContactPoint {
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~ContactPoint();
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/// Return the reference to the body 1
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CollisionBody* const getBody1() const;
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CollisionBody* getBody1() const;
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/// Return the reference to the body 2
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CollisionBody* const getBody2() const;
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CollisionBody* getBody2() const;
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/// Return the normal vector of the contact
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Vector3 getNormal() const;
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@ -231,12 +231,12 @@ class ContactPoint {
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};
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// Return the reference to the body 1
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inline CollisionBody* const ContactPoint::getBody1() const {
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inline CollisionBody* ContactPoint::getBody1() const {
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return mBody1;
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}
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// Return the reference to the body 2
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inline CollisionBody* const ContactPoint::getBody2() const {
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inline CollisionBody* ContactPoint::getBody2() const {
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return mBody2;
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}
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@ -181,10 +181,10 @@ class Joint {
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virtual ~Joint();
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/// Return the reference to the body 1
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RigidBody* const getBody1() const;
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RigidBody* getBody1() const;
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/// Return the reference to the body 2
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RigidBody* const getBody2() const;
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RigidBody* getBody2() const;
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/// Return true if the constraint is active
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bool isActive() const;
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@ -206,7 +206,7 @@ class Joint {
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/**
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* @return The first body involved in the joint
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*/
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inline RigidBody* const Joint::getBody1() const {
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inline RigidBody* Joint::getBody1() const {
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return mBody1;
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}
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@ -214,7 +214,7 @@ inline RigidBody* const Joint::getBody1() const {
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/**
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* @return The second body involved in the joint
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*/
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inline RigidBody* const Joint::getBody2() const {
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inline RigidBody* Joint::getBody2() const {
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return mBody2;
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}
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@ -53,7 +53,7 @@ class EventListener {
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/**
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* @param contact Information about the contact
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*/
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virtual void beginContact(const ContactPointInfo& contact) {}
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virtual void beginContact(const ContactPointInfo& contact) {};
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/// Called when a new contact point is found between two bodies
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/**
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@ -82,10 +82,10 @@ class OverlappingPair {
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~OverlappingPair();
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/// Return the pointer to first proxy collision shape
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ProxyShape* const getShape1() const;
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ProxyShape* getShape1() const;
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/// Return the pointer to second body
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ProxyShape* const getShape2() const;
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ProxyShape* getShape2() const;
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/// Add a contact to the contact cache
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void addContact(ContactPoint* contact);
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@ -120,12 +120,12 @@ class OverlappingPair {
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};
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// Return the pointer to first body
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inline ProxyShape* const OverlappingPair::getShape1() const {
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inline ProxyShape* OverlappingPair::getShape1() const {
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return mShape1;
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}
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// Return the pointer to second body
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inline ProxyShape* const OverlappingPair::getShape2() const {
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inline ProxyShape* OverlappingPair::getShape2() const {
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return mShape2;
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}
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@ -32,7 +32,7 @@ using namespace reactphysics3d;
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/// Constructor
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Test::Test(const std::string& name, std::ostream* stream)
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: mName(name), mOutputStream(stream), mNbPassedTests(0), mNbFailedTests(0) {
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: mName(name), mNbPassedTests(0), mNbFailedTests(0), mOutputStream(stream) {
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}
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@ -470,8 +470,6 @@ class TestPointInside : public Test {
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// ----- Tests without using edges information ----- //
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bool value = mConvexMeshBody->testPointInside(Vector3(0, 0, 0));
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// Tests with CollisionBody
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test(mConvexMeshBody->testPointInside(mLocalShapeToWorld * Vector3(0, 0, 0)));
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test(mConvexMeshBody->testPointInside(mLocalShapeToWorld * Vector3(-1.9, 0, 0)));
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@ -23,9 +23,7 @@ FILE(COPY "meshes/" DESTINATION "${EXECUTABLE_OUTPUT_PATH}/meshes/")
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FILE(COPY "imgui/DroidSans.ttf" DESTINATION "${EXECUTABLE_OUTPUT_PATH}")
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# Enable C++11 features
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SET(CMAKE_CXX_FLAGS "-std=c++0x")
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#ADD_DEFINITIONS(-DGL3)
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SET(CMAKE_CXX_FLAGS "-Wall -std=c++0x")
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# Headers
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INCLUDE_DIRECTORIES(${GLEW_INCLUDE_PATH} "src/" "opengl-framework/src/" "glfw/include/" "common/" "scenes/" "imgui/")
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@ -123,7 +123,6 @@ Dumbbell::Dumbbell(const openglframework::Vector3 &position,
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// ReactPhysics3D will clone this object to create an internal one. Therefore,
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// it is OK if this object is destroyed right after calling RigidBody::addCollisionShape()
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const rp3d::decimal radiusSphere = rp3d::decimal(1.5);
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const rp3d::decimal massSphere = rp3d::decimal(2.0);
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const rp3d::SphereShape sphereCollisionShape(radiusSphere);
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// Create a cylinder collision shape for the middle of the dumbbell
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@ -131,7 +130,6 @@ Dumbbell::Dumbbell(const openglframework::Vector3 &position,
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// it is OK if this object is destroyed right after calling RigidBody::addCollisionShape()
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const rp3d::decimal radiusCylinder = rp3d::decimal(0.5);
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const rp3d::decimal heightCylinder = rp3d::decimal(8.0);
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const rp3d::decimal massCylinder = rp3d::decimal(1.0);
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const rp3d::CylinderShape cylinderCollisionShape(radiusCylinder, heightCylinder);
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// Initial position and orientation of the rigid body
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@ -43,9 +43,6 @@ CubesScene::CubesScene(const std::string& name)
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// Gravity vector in the dynamics world
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rp3d::Vector3 gravity(0, rp3d::decimal(-9.81), 0);
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// Time step for the physics simulation
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rp3d::decimal timeStep = 1.0f / 60.0f;
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// Create the dynamics world for the physics simulation
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mDynamicsWorld = new rp3d::DynamicsWorld(gravity);
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@ -71,9 +71,6 @@ class RaycastManager : public rp3d::RaycastCallback {
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/// All the normals at hit points
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std::vector<Line*> mNormals;
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/// Shader
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openglframework::Shader& mShader;
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/// Contact point mesh folder path
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std::string mMeshFolderPath;
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@ -81,7 +78,7 @@ class RaycastManager : public rp3d::RaycastCallback {
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RaycastManager(openglframework::Shader& shader,
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const std::string& meshFolderPath)
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: mShader(shader), mMeshFolderPath(meshFolderPath) {
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: mMeshFolderPath(meshFolderPath) {
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}
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