fix a few more warnings under Windows
fix linker issue due to unsigned/int variable
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@@ -148,7 +148,7 @@ public:\
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static DemoApplication* Create()\
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{\
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SoftDemo* demo = new SoftDemo##a;\
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extern unsigned int current_demo;\
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extern int current_demo;\
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current_demo=a;\
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demo->myinit();\
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demo->initPhysics();\
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@@ -93,7 +93,7 @@ void SampleThreadFunc(void* userPtr,void* lsMemory)
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}
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//do some fake work
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for (int i=0;i<1000000;i++)
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args->m_fakeWork = 1.21*args->m_fakeWork;
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args->m_fakeWork = btScalar(1.21)*args->m_fakeWork;
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workLeft = count>0;
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}
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printf("finished\n");
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@@ -514,7 +514,7 @@ void btSoftBody::addAeroForceToNode(const btVector3& windVelocity,int nodeInde
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{
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btScalar del_v_by_fDrag_len = del_v_by_fDrag.length();
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btScalar v_len = n.m_v.length();
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fDrag *= 0.8*(v_len / del_v_by_fDrag_len);
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fDrag *= btScalar(0.8)*(v_len / del_v_by_fDrag_len);
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}
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n.m_f += fDrag;
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@@ -607,7 +607,7 @@ void btSoftBody::addAeroForceToFace(const btVector3& windVelocity,int faceInde
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{
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btScalar del_v_by_fDrag_len = del_v_by_fDrag.length();
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btScalar v_len = f.m_n[j]->m_v.length();
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fDrag *= 0.8*(v_len / del_v_by_fDrag_len);
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fDrag *= btScalar(0.8)*(v_len / del_v_by_fDrag_len);
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}
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f.m_n[j]->m_f += fDrag;
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@@ -857,8 +857,8 @@ void btSoftBody::setRestLengthScale(btScalar restLengthScale)
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}
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m_restLengthScale = restLengthScale;
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if (getActivationState() == ISLAND_SLEEPING);
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activate();
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if (getActivationState() == ISLAND_SLEEPING)
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activate();
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}
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//
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@@ -315,7 +315,7 @@ long _maxdot_large( const float *vv, const float *vec, unsigned long count, floa
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index += localCount/4;
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#else
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{
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for( int i=0; i<localCount/4; i++,index++)
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for( unsigned int i=0; i<localCount/4; i++,index++)
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{ // do four dot products at a time. Carefully avoid touching the w element.
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float4 v0 = vertices[0];
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float4 v1 = vertices[1];
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@@ -702,7 +702,7 @@ long _mindot_large( const float *vv, const float *vec, unsigned long count, floa
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index += localCount/4;
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#else
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{
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for( int i=0; i<localCount/4; i++,index++)
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for( unsigned int i=0; i<localCount/4; i++,index++)
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{ // do four dot products at a time. Carefully avoid touching the w element.
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float4 v0 = vertices[0];
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float4 v1 = vertices[1];
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