Fixed warnings
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92447a6352
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fb9e33fc9b
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@ -346,7 +346,7 @@ void API_Impl::Update()
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this->worldScene.Sample( Universe(), updateList );
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this->worldScene.Sample( Universe(), updateList );
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// Change momentum for all rigid bodies
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// Change momentum for all rigid bodies
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for( int i = 0; i < updateList.size(); i++ )
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for( unsigned int i = 0; i < updateList.size(); i++ )
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{
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{
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ICustomBody* proto = updateList[i];
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ICustomBody* proto = updateList[i];
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// Step 1: Apply gravity to rigid body
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// Step 1: Apply gravity to rigid body
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@ -357,7 +357,7 @@ void API_Impl::Update()
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Float rSquared = deltaPosGrav.Dot( deltaPosGrav );
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Float rSquared = deltaPosGrav.Dot( deltaPosGrav );
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if( rSquared != 0.0 )
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if( rSquared != 0.0 )
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{
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{
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Float force = 9.82*10;
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Float force = 9.82f*10.0f;
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gravityImpulse += (this->updateFrameLength*force)*deltaPosGrav.GetNormalized();
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gravityImpulse += (this->updateFrameLength*force)*deltaPosGrav.GetNormalized();
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}
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}
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@ -374,7 +374,7 @@ void API_Impl::Update()
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}
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}
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// Go through all rigid bodies and move them according to their momentums
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// Go through all rigid bodies and move them according to their momentums
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for( int i = 0; i < updateList.size(); i++ )
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for( unsigned int i = 0; i < updateList.size(); i++ )
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{
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{
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auto proto = updateList[i];
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auto proto = updateList[i];
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