diff --git a/include/reactphysics3d/engine/PhysicsWorld.h b/include/reactphysics3d/engine/PhysicsWorld.h index ae51e257..8c26c6c1 100644 --- a/include/reactphysics3d/engine/PhysicsWorld.h +++ b/include/reactphysics3d/engine/PhysicsWorld.h @@ -98,10 +98,10 @@ class PhysicsWorld { bool isSleepingEnabled; /// Number of iterations when solving the velocity constraints of the Sequential Impulse technique - uint defaultVelocitySolverNbIterations; + uint16 defaultVelocitySolverNbIterations; /// Number of iterations when solving the position constraints of the Sequential Impulse technique - uint defaultPositionSolverNbIterations; + uint16 defaultPositionSolverNbIterations; /// Time (in seconds) that a body must stay still to be considered sleeping float defaultTimeBeforeSleep; @@ -226,7 +226,7 @@ class PhysicsWorld { #endif /// Total number of worlds - static uint mNbWorlds; + static uint32 mNbWorlds; /// All the islands of bodies of the current frame Islands mIslands; @@ -246,10 +246,10 @@ class PhysicsWorld { DynamicsSystem mDynamicsSystem; /// Number of iterations for the velocity solver of the Sequential Impulses technique - uint mNbVelocitySolverIterations; + uint16 mNbVelocitySolverIterations; /// Number of iterations for the position solver of the Sequential Impulses technique - uint mNbPositionSolverIterations; + uint16 mNbPositionSolverIterations; /// True if the spleeping technique for inactive bodies is enabled bool mIsSleepingEnabled; @@ -358,13 +358,13 @@ class PhysicsWorld { void update(decimal timeStep); /// Get the number of iterations for the velocity constraint solver - uint getNbIterationsVelocitySolver() const; + uint16 getNbIterationsVelocitySolver() const; /// Set the number of iterations for the velocity constraint solver - void setNbIterationsVelocitySolver(uint nbIterations); + void setNbIterationsVelocitySolver(uint16 nbIterations); /// Get the number of iterations for the position constraint solver - uint getNbIterationsPositionSolver() const; + uint16 getNbIterationsPositionSolver() const; /// Set the number of iterations for the position constraint solver void setNbIterationsPositionSolver(uint32 nbIterations); @@ -427,7 +427,7 @@ class PhysicsWorld { void setEventListener(EventListener* eventListener); /// Return the number of CollisionBody in the physics world - uint getNbCollisionBodies() const; + uint32 getNbCollisionBodies() const; /// Return a constant pointer to a given CollisionBody of the world const CollisionBody* getCollisionBody(uint32 index) const; @@ -436,7 +436,7 @@ class PhysicsWorld { CollisionBody* getCollisionBody(uint32 index) ; /// Return the number of RigidBody in the physics world - uint getNbRigidBodies() const; + uint32 getNbRigidBodies() const; /// Return a constant pointer to a given RigidBody of the world const RigidBody* getRigidBody(uint32 index) const; @@ -595,7 +595,7 @@ RP3D_FORCE_INLINE Profiler* PhysicsWorld::getProfiler() { /** * @return The number of iterations of the velocity constraint solver */ -RP3D_FORCE_INLINE uint PhysicsWorld::getNbIterationsVelocitySolver() const { +RP3D_FORCE_INLINE uint16 PhysicsWorld::getNbIterationsVelocitySolver() const { return mNbVelocitySolverIterations; } @@ -603,7 +603,7 @@ RP3D_FORCE_INLINE uint PhysicsWorld::getNbIterationsVelocitySolver() const { /** * @return The number of iterations of the position constraint solver */ -RP3D_FORCE_INLINE uint PhysicsWorld::getNbIterationsPositionSolver() const { +RP3D_FORCE_INLINE uint16 PhysicsWorld::getNbIterationsPositionSolver() const { return mNbPositionSolverIterations; } diff --git a/src/collision/narrowphase/CollisionDispatch.cpp b/src/collision/narrowphase/CollisionDispatch.cpp index 85c2b53c..0a8d20bd 100644 --- a/src/collision/narrowphase/CollisionDispatch.cpp +++ b/src/collision/narrowphase/CollisionDispatch.cpp @@ -202,8 +202,8 @@ NarrowPhaseAlgorithmType CollisionDispatch::selectNarrowPhaseAlgorithm(const Col RP3D_PROFILE("CollisionDispatch::selectNarrowPhaseAlgorithm()", mProfiler); - uint shape1Index = static_cast(shape1Type); - uint shape2Index = static_cast(shape2Type); + uint32 shape1Index = static_cast(shape1Type); + uint shape2Index = static_cast(shape2Type); // Swap the shape types if necessary if (shape1Index > shape2Index) { diff --git a/src/engine/PhysicsWorld.cpp b/src/engine/PhysicsWorld.cpp index 7d20757b..0e0462a1 100644 --- a/src/engine/PhysicsWorld.cpp +++ b/src/engine/PhysicsWorld.cpp @@ -727,7 +727,7 @@ void PhysicsWorld::destroyJoint(Joint* joint) { /** * @param nbIterations Number of iterations for the velocity solver */ -void PhysicsWorld::setNbIterationsVelocitySolver(uint32 nbIterations) { +void PhysicsWorld::setNbIterationsVelocitySolver(uint16 nbIterations) { mNbVelocitySolverIterations = nbIterations; diff --git a/test/tests/collision/TestTriangleVertexArray.h b/test/tests/collision/TestTriangleVertexArray.h index 49161d23..376af1af 100644 --- a/test/tests/collision/TestTriangleVertexArray.h +++ b/test/tests/collision/TestTriangleVertexArray.h @@ -46,7 +46,7 @@ class TestTriangleVertexArray : public Test { float mVertices1[4*3]; double mVertices2[4*3]; float mNormals2[4*3]; - uint mIndices1[6]; + uint32 mIndices1[6]; short mIndices2[6]; TriangleVertexArray* mTriangleVertexArray1; TriangleVertexArray* mTriangleVertexArray2; @@ -114,7 +114,7 @@ class TestTriangleVertexArray : public Test { // Create triangle vertex array with automatic normals computation mTriangleVertexArray1 = new TriangleVertexArray(4, static_cast(mVertices1), 3 * sizeof(float), - 2, static_cast(mIndices1), 3 * sizeof(uint), + 2, static_cast(mIndices1), 3 * sizeof(uint32), TriangleVertexArray::VertexDataType::VERTEX_FLOAT_TYPE, TriangleVertexArray::IndexDataType::INDEX_INTEGER_TYPE); @@ -151,14 +151,14 @@ class TestTriangleVertexArray : public Test { // Get triangle indices - uint triangle0Indices[3]; + uint32 triangle0Indices[3]; mTriangleVertexArray1->getTriangleVerticesIndices(0, triangle0Indices); rp3d_test(triangle0Indices[0] == mIndices1[0]); rp3d_test(triangle0Indices[1] == mIndices1[1]); rp3d_test(triangle0Indices[2] == mIndices1[2]); - uint triangle1Indices[3]; + uint32 triangle1Indices[3]; mTriangleVertexArray1->getTriangleVerticesIndices(1, triangle1Indices); rp3d_test(triangle1Indices[0] == mIndices1[3]);