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Avoided some pedantic GCC warnings.
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664a585d19
commit
12a8dd3092
65 changed files with 595 additions and 614 deletions
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@ -138,11 +138,9 @@ void b2CollidePolygonAndCircle(
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else
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{
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b2Vec2 faceCenter = 0.5f * (v1 + v2);
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float32 separation = b2Dot(cLocal - faceCenter, normals[vertIndex1]);
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if (separation > radius)
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{
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if (b2Dot (cLocal - faceCenter, normals[vertIndex1]) > radius)
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return;
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}
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manifold->pointCount = 1;
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manifold->type = b2Manifold::e_faceA;
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@ -244,7 +244,7 @@ struct b2Simplex
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{
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case 0:
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b2Assert(false);
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return 0.0;
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return 0.0f;
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case 1:
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return 0.0f;
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@ -26,7 +26,7 @@
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struct b2Color
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{
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b2Color() {}
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b2Color(float32 r, float32 g, float32 b) : r(r), g(g), b(b) {}
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b2Color(float32 red, float32 green, float32 blue) : r(red), g(green), b(blue) {}
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void Set(float32 ri, float32 gi, float32 bi) { r = ri; g = gi; b = bi; }
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float32 r, g, b;
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};
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@ -67,7 +67,7 @@ struct b2Vec2
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b2Vec2() {}
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/// Construct using coordinates.
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b2Vec2(float32 x, float32 y) : x(x), y(y) {}
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b2Vec2(float32 xCoord, float32 yCoord) : x(xCoord), y(yCoord) {}
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/// Set this vector to all zeros.
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void SetZero() { x = 0.0f; y = 0.0f; }
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@ -158,7 +158,7 @@ struct b2Vec3
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b2Vec3() {}
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/// Construct using coordinates.
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b2Vec3(float32 x, float32 y, float32 z) : x(x), y(y), z(z) {}
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b2Vec3(float32 xCoord, float32 yCoord, float32 zCoord) : x(xCoord), y(yCoord), z(zCoord) {}
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/// Set this vector to all zeros.
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void SetZero() { x = 0.0f; y = 0.0f; z = 0.0f; }
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@ -108,7 +108,7 @@ b2PrismaticJoint::b2PrismaticJoint(const b2PrismaticJointDef* def)
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m_referenceAngle = def->referenceAngle;
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m_impulse.SetZero();
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m_motorMass = 0.0;
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m_motorMass = 0.0f;
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m_motorImpulse = 0.0f;
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m_lowerTranslation = def->lowerTranslation;
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@ -55,7 +55,7 @@ b2WheelJoint::b2WheelJoint(const b2WheelJointDef* def)
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m_mass = 0.0f;
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m_impulse = 0.0f;
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m_motorMass = 0.0;
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m_motorMass = 0.0f;
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m_motorImpulse = 0.0f;
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m_springMass = 0.0f;
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m_springImpulse = 0.0f;
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@ -141,14 +141,14 @@ void b2WheelJoint::InitVelocityConstraints(const b2SolverData& data)
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float32 omega = 2.0f * b2_pi * m_frequencyHz;
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// Damping coefficient
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float32 d = 2.0f * m_springMass * m_dampingRatio * omega;
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float32 damp = 2.0f * m_springMass * m_dampingRatio * omega;
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// Spring stiffness
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float32 k = m_springMass * omega * omega;
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// magic formulas
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float32 h = data.step.dt;
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m_gamma = h * (d + h * k);
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m_gamma = h * (damp + h * k);
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if (m_gamma > 0.0f)
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{
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m_gamma = 1.0f / m_gamma;
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@ -307,7 +307,7 @@ void b2Island::Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& g
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// Solve position constraints
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timer.Reset();
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bool positionSolved = false;
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for (int32 i = 0; i < step.positionIterations; ++i)
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for (int32 j = 0; j < step.positionIterations; ++j)
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{
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bool contactsOkay = contactSolver.SolvePositionConstraints();
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