fix many warnings
remove btMultiSapBroadphase.* make collisionFilterGroup/collisionFilterMark int (instead of short int)
This commit is contained in:
@@ -559,7 +559,7 @@ void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld
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break;
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}
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if (m_ghostObject->hasContactResponse() && (callback.hasHit() && needsCollision(m_ghostObject, callback.m_hitCollisionObject)) || runonce == true)
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if ((m_ghostObject->hasContactResponse() && (callback.hasHit() && needsCollision(m_ghostObject, callback.m_hitCollisionObject))) || runonce == true)
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{
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// we dropped a fraction of the height -> hit floor
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btScalar fraction = (m_currentPosition.getY() - callback.m_hitPointWorld.getY()) / 2;
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@@ -751,7 +751,7 @@ void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWo
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m_wasOnGround = onGround();
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//btVector3 lvel = m_walkDirection;
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btScalar c = 0.0f;
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//btScalar c = 0.0f;
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if (m_walkDirection.length2() > 0)
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{
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@@ -1100,8 +1100,6 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m
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int frictionIndex = m_tmpSolverContactConstraintPool.size();
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btSolverConstraint& solverConstraint = m_tmpSolverContactConstraintPool.expandNonInitializing();
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btRigidBody* rb0 = btRigidBody::upcast(colObj0);
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btRigidBody* rb1 = btRigidBody::upcast(colObj1);
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solverConstraint.m_solverBodyIdA = solverBodyIdA;
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solverConstraint.m_solverBodyIdB = solverBodyIdB;
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@@ -1113,9 +1111,9 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m
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rel_pos1 = pos1 - colObj0->getWorldTransform().getOrigin();
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rel_pos2 = pos2 - colObj1->getWorldTransform().getOrigin();
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btVector3 vel1;// = rb0 ? rb0->getVelocityInLocalPoint(rel_pos1) : btVector3(0,0,0);
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btVector3 vel2;// = rb1 ? rb1->getVelocityInLocalPoint(rel_pos2) : btVector3(0,0,0);
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btVector3 vel1;
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btVector3 vel2;
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solverBodyA->getVelocityInLocalPointNoDelta(rel_pos1,vel1);
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solverBodyB->getVelocityInLocalPointNoDelta(rel_pos2,vel2 );
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@@ -1126,8 +1124,6 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m
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// const btVector3& pos1 = cp.getPositionWorldOnA();
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// const btVector3& pos2 = cp.getPositionWorldOnB();
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/////setup the friction constraints
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@@ -539,7 +539,7 @@ btVector3 btDiscreteDynamicsWorld::getGravity () const
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return m_gravity;
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}
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void btDiscreteDynamicsWorld::addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup,short int collisionFilterMask)
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void btDiscreteDynamicsWorld::addCollisionObject(btCollisionObject* collisionObject, int collisionFilterGroup, int collisionFilterMask)
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{
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btCollisionWorld::addCollisionObject(collisionObject,collisionFilterGroup,collisionFilterMask);
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}
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@@ -578,14 +578,14 @@ void btDiscreteDynamicsWorld::addRigidBody(btRigidBody* body)
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}
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bool isDynamic = !(body->isStaticObject() || body->isKinematicObject());
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short collisionFilterGroup = isDynamic? short(btBroadphaseProxy::DefaultFilter) : short(btBroadphaseProxy::StaticFilter);
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short collisionFilterMask = isDynamic? short(btBroadphaseProxy::AllFilter) : short(btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
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int collisionFilterGroup = isDynamic? int(btBroadphaseProxy::DefaultFilter) : int(btBroadphaseProxy::StaticFilter);
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int collisionFilterMask = isDynamic? int(btBroadphaseProxy::AllFilter) : int(btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
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addCollisionObject(body,collisionFilterGroup,collisionFilterMask);
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}
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}
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void btDiscreteDynamicsWorld::addRigidBody(btRigidBody* body, short group, short mask)
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void btDiscreteDynamicsWorld::addRigidBody(btRigidBody* body, int group, int mask)
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{
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if (!body->isStaticOrKinematicObject() && !(body->getFlags() &BT_DISABLE_WORLD_GRAVITY))
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{
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@@ -144,11 +144,11 @@ public:
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virtual btVector3 getGravity () const;
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virtual void addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup=btBroadphaseProxy::StaticFilter,short int collisionFilterMask=btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
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virtual void addCollisionObject(btCollisionObject* collisionObject, int collisionFilterGroup=btBroadphaseProxy::StaticFilter, int collisionFilterMask=btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
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virtual void addRigidBody(btRigidBody* body);
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virtual void addRigidBody(btRigidBody* body, short group, short mask);
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virtual void addRigidBody(btRigidBody* body, int group, int mask);
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virtual void removeRigidBody(btRigidBody* body);
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@@ -89,7 +89,7 @@ public:
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virtual void addRigidBody(btRigidBody* body) = 0;
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virtual void addRigidBody(btRigidBody* body, short group, short mask) = 0;
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virtual void addRigidBody(btRigidBody* body, int group, int mask) = 0;
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virtual void removeRigidBody(btRigidBody* body) = 0;
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@@ -155,7 +155,7 @@ void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body)
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}
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}
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void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body, short group, short mask)
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void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body, int group, int mask)
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{
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body->setGravity(m_gravity);
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@@ -56,7 +56,7 @@ public:
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virtual void addRigidBody(btRigidBody* body);
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virtual void addRigidBody(btRigidBody* body, short group, short mask);
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virtual void addRigidBody(btRigidBody* body, int group, int mask);
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virtual void removeRigidBody(btRigidBody* body);
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@@ -52,6 +52,7 @@ namespace {
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bottom_out = -displacement.cross(top_out) + rotation_matrix * bottom_in;
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}
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#if 0
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void InverseSpatialTransform(const btMatrix3x3 &rotation_matrix,
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const btVector3 &displacement,
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const btVector3 &top_in,
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@@ -81,6 +82,8 @@ namespace {
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top_out = a_top.cross(b_top);
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bottom_out = a_bottom.cross(b_top) + a_top.cross(b_bottom);
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}
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#endif
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}
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@@ -1765,7 +1768,6 @@ void btMultiBody::goToSleep()
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void btMultiBody::checkMotionAndSleepIfRequired(btScalar timestep)
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{
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int num_links = getNumLinks();
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extern bool gDisableDeactivation;
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if (!m_canSleep || gDisableDeactivation)
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{
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@@ -602,7 +602,7 @@ void btMultiBodyConstraintSolver::setupMultiBodyTorsionalFrictionConstraint(btMu
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relaxation = infoGlobal.m_sor;
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btScalar invTimeStep = btScalar(1)/infoGlobal.m_timeStep;
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// btScalar invTimeStep = btScalar(1)/infoGlobal.m_timeStep;
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if (multiBodyA)
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@@ -817,7 +817,6 @@ void btMultiBodyConstraintSolver::setupMultiBodyTorsionalFrictionConstraint(btMu
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{
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btScalar positionalError = 0.f;
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btScalar velocityError = restitution - rel_vel;// * damping; //note for friction restitution is always set to 0 (check above) so it is acutally velocityError = -rel_vel for friction
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if (penetration>0)
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@@ -24,7 +24,7 @@ subject to the following restrictions:
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#include "LinearMath/btSerializer.h"
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void btMultiBodyDynamicsWorld::addMultiBody(btMultiBody* body, short group, short mask)
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void btMultiBodyDynamicsWorld::addMultiBody(btMultiBody* body, int group, int mask)
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{
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m_multiBodies.push_back(body);
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@@ -58,7 +58,7 @@ public:
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virtual ~btMultiBodyDynamicsWorld ();
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virtual void addMultiBody(btMultiBody* body, short group= btBroadphaseProxy::DefaultFilter, short mask=btBroadphaseProxy::AllFilter);
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virtual void addMultiBody(btMultiBody* body, int group= btBroadphaseProxy::DefaultFilter, int mask=btBroadphaseProxy::AllFilter);
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virtual void removeMultiBody(btMultiBody* body);
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