Fix compilation errors/warnings on Linux
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7089e07bd3
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@ -1,8 +1,8 @@
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# Minimum cmake version required
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CMAKE_MINIMUM_REQUIRED(VERSION 3.1.0 FATAL_ERROR)
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CMAKE_MINIMUM_REQUIRED(VERSION 2.8.3)
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# Project configuration
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PROJECT(REACTPHYSICS3D)
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PROJECT(REACTPHYSICS3D CXX)
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# Build type
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IF (NOT CMAKE_BUILD_TYPE)
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@ -24,8 +24,17 @@ OPTION(PROFILING_ENABLED "Select this if you want to compile with enabled profil
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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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# Warning Compiler flags
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SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall")
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# C++11 flags
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include(CheckCXXCompilerFlag)
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CHECK_CXX_COMPILER_FLAG("-std=c++11" COMPILER_SUPPORTS_CXX11)
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IF(COMPILER_SUPPORTS_CXX11)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
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ELSE()
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message("The compiler ${CMAKE_CXX_COMPILER} has no C++11 support. Please use a different C++ compiler.")
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ENDIF()
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# Headers
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INCLUDE_DIRECTORIES(src)
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@ -172,8 +181,8 @@ SET (REACTPHYSICS3D_SOURCES
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ADD_LIBRARY(reactphysics3d STATIC ${REACTPHYSICS3D_SOURCES})
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# Enable C++11 features
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set_property(TARGET reactphysics3d PROPERTY CXX_STANDARD 11)
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set_property(TARGET reactphysics3d PROPERTY CXX_STANDARD_REQUIRED ON)
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#set_property(TARGET reactphysics3d PROPERTY CXX_STANDARD 11)
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#set_property(TARGET reactphysics3d PROPERTY CXX_STANDARD_REQUIRED ON)
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# If we need to compile the testbed application
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IF(COMPILE_TESTBED)
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@ -118,7 +118,6 @@ void CollisionBody::removeCollisionShape(const ProxyShape* proxyShape) {
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current->~ProxyShape();
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mWorld.mMemoryAllocator.release(current, sizeof(ProxyShape));
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mNbCollisionShapes--;
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assert(mNbCollisionShapes >= 0);
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return;
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}
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@ -145,8 +144,6 @@ void CollisionBody::removeCollisionShape(const ProxyShape* proxyShape) {
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// Get the next element in the list
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current = current->mNext;
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}
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assert(mNbCollisionShapes >= 0);
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}
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// Remove all the collision shapes
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@ -121,7 +121,7 @@ void CollisionDetection::reportCollisionBetweenShapes(CollisionCallback* callbac
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// For each contact manifold set of the overlapping pair
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const ContactManifoldSet& manifoldSet = pair->getContactManifoldSet();
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for (uint j=0; j<manifoldSet.getNbContactManifolds(); j++) {
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for (int j=0; j<manifoldSet.getNbContactManifolds(); j++) {
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const ContactManifold* manifold = manifoldSet.getContactManifold(j);
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@ -96,8 +96,6 @@ void ContactManifold::removeContactPoint(uint index) {
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}
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mNbContactPoints--;
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assert(mNbContactPoints >= 0);
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}
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// Update the contact manifold
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@ -314,7 +314,7 @@ inline void ContactManifold::setFrictionTwistImpulse(decimal frictionTwistImpuls
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// Return a contact point of the manifold
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inline ContactPoint* ContactManifold::getContactPoint(uint index) const {
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assert(index >= 0 && index < mNbContactPoints);
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assert(index < mNbContactPoints);
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return mContactPoints[index];
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}
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@ -327,7 +327,7 @@ inline bool ContactManifold::isAlreadyInIsland() const {
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inline Vector3 ContactManifold::getAverageContactNormal() const {
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Vector3 averageNormal;
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for (int i=0; i<mNbContactPoints; i++) {
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for (uint i=0; i<mNbContactPoints; i++) {
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averageNormal += mContactPoints[i]->getNormal();
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}
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@ -338,7 +338,7 @@ inline Vector3 ContactManifold::getAverageContactNormal() const {
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inline decimal ContactManifold::getLargestContactDepth() const {
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decimal largestDepth = 0.0f;
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for (int i=0; i<mNbContactPoints; i++) {
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for (uint i=0; i<mNbContactPoints; i++) {
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decimal depth = mContactPoints[i]->getPenetrationDepth();
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if (depth > largestDepth) {
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largestDepth = depth;
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@ -112,7 +112,7 @@ class ContactManifoldSet {
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int getNbContactManifolds() const;
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/// Return a given contact manifold
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ContactManifold* getContactManifold(uint index) const;
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ContactManifold* getContactManifold(int index) const;
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/// Return the total number of contact points in the set of manifolds
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int getTotalNbContactPoints() const;
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@ -134,7 +134,7 @@ inline int ContactManifoldSet::getNbContactManifolds() const {
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}
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// Return a given contact manifold
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inline ContactManifold* ContactManifoldSet::getContactManifold(uint index) const {
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inline ContactManifold* ContactManifoldSet::getContactManifold(int index) const {
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assert(index >= 0 && index < mNbManifolds);
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return mManifolds[index];
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}
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@ -57,7 +57,7 @@ void Simplex::addPoint(const Vector3& point, const Vector3& suppPointA, const Ve
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mLastFoundBit <<= 1;
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}
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assert(mLastFound >= 0 && mLastFound < 4);
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assert(mLastFound < 4);
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// Add the point into the simplex
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mPoints[mLastFound] = point;
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@ -49,7 +49,7 @@ void ConcaveMeshShape::initBVHTree() {
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// TODO : Try to randomly add the triangles into the tree to obtain a better tree
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// For each sub-part of the mesh
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for (int subPart=0; subPart<mTriangleMesh->getNbSubparts(); subPart++) {
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for (uint subPart=0; subPart<mTriangleMesh->getNbSubparts(); subPart++) {
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// Get the triangle vertex array of the current sub-part
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TriangleVertexArray* triangleVertexArray = mTriangleMesh->getSubpart(subPart);
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@ -62,7 +62,7 @@ void ConcaveMeshShape::initBVHTree() {
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int indexStride = triangleVertexArray->getIndicesStride();
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// For each triangle of the concave mesh
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for (int triangleIndex=0; triangleIndex<triangleVertexArray->getNbTriangles(); triangleIndex++) {
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for (uint triangleIndex=0; triangleIndex<triangleVertexArray->getNbTriangles(); triangleIndex++) {
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void* vertexIndexPointer = (indicesStart + triangleIndex * 3 * indexStride);
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Vector3 trianglePoints[3];
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@ -76,7 +76,7 @@ ConvexMeshShape::ConvexMeshShape(TriangleVertexArray* triangleVertexArray, bool
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int indexStride = triangleVertexArray->getIndicesStride();
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// For each vertex of the mesh
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for (int v = 0; v < triangleVertexArray->getNbVertices(); v++) {
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for (uint v = 0; v < triangleVertexArray->getNbVertices(); v++) {
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// Get the vertices components of the triangle
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if (vertexType == TriangleVertexArray::VERTEX_FLOAT_TYPE) {
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@ -99,7 +99,7 @@ ConvexMeshShape::ConvexMeshShape(TriangleVertexArray* triangleVertexArray, bool
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if (mIsEdgesInformationUsed) {
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// For each triangle of the mesh
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for (int triangleIndex=0; triangleIndex<triangleVertexArray->getNbTriangles(); triangleIndex++) {
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for (uint triangleIndex=0; triangleIndex<triangleVertexArray->getNbTriangles(); triangleIndex++) {
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void* vertexIndexPointer = (indicesStart + triangleIndex * 3 * indexStride);
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