Fixed over 500 compile warnings. Mostly:
* Unused variables. * Missing newlines at ends of #included files. * signed int loop variables where the termination condition is an unsigned 'get number of' function. * 'NULL' used inappropriately for an integer or character constant (NULL is a pointer) * abstract base classes with no virtual destructor. * Floating point constants used to initialise integer variables.
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@@ -327,13 +327,13 @@ static void DrawAabb(IDebugDraw* debugDrawer,const SimdVector3& from,const SimdV
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CcdPhysicsEnvironment::CcdPhysicsEnvironment(Dispatcher* dispatcher,OverlappingPairCache* pairCache)
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:m_scalingPropagated(false),
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m_numIterations(10),
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: m_numIterations(10),
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m_numTimeSubSteps(1),
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m_ccdMode(0),
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m_solverType(-1),
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m_profileTimings(0),
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m_enableSatCollisionDetection(false)
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m_enableSatCollisionDetection(false),
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m_scalingPropagated(false)
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{
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for (int i=0;i<PHY_NUM_RESPONSE;i++)
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@@ -383,9 +383,6 @@ void CcdPhysicsEnvironment::addCcdPhysicsController(CcdPhysicsController* ctrl)
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assert(body->m_broadphaseHandle);
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BroadphaseInterface* scene = GetBroadphase();
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CollisionShape* shapeinterface = ctrl->GetCollisionShape();
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assert(shapeinterface);
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@@ -695,10 +692,6 @@ bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
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Profiler::endBlock("DispatchAllCollisionPairs");
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#endif //USE_QUICKPROF
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int numRigidBodies = m_controllers.size();
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m_islandManager->UpdateActivationState(GetCollisionWorld(),GetCollisionWorld()->GetDispatcher());
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{
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@@ -1445,10 +1438,6 @@ void CcdPhysicsEnvironment::removeConstraint(int constraintId)
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PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IPhysicsController* ignoreClient, float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
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float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ)
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{
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float minFraction = 1.f;
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SimdVector3 rayFrom(fromX,fromY,fromZ);
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SimdVector3 rayTo(toX,toY,toZ);
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@@ -1629,9 +1618,6 @@ void CcdPhysicsEnvironment::requestCollisionCallback(PHY_IPhysicsController* ctr
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void CcdPhysicsEnvironment::CallbackTriggers()
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{
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CcdPhysicsController* ctrl0=0,*ctrl1=0;
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if (m_triggerCallbacks[PHY_OBJECT_RESPONSE] || (m_debugDrawer && (m_debugDrawer->GetDebugMode() & IDebugDraw::DBG_DrawContactPoints)))
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{
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//walk over all overlapping pairs, and if one of the involved bodies is registered for trigger callback, perform callback
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