Commit 18678dbd authored by Sreekanth Arikatla's avatar Sreekanth Arikatla
Browse files

Merge branch 'WarningFixes' into 'master'

REFAC: Clear warnings

See merge request iMSTK/iMSTK!647
parents 36d32561 aae66a72
...@@ -27,7 +27,7 @@ namespace imstk ...@@ -27,7 +27,7 @@ namespace imstk
bool bool
OctreeDebugObject::updateGeom(OctreeNode* node) OctreeDebugObject::updateGeom(OctreeNode* node)
{ {
if (node->m_Depth > m_maxDisplayDepth) if (node->m_Depth > static_cast<uint32_t>(m_maxDisplayDepth))
{ {
return false; return false;
} }
......
...@@ -90,11 +90,10 @@ main() ...@@ -90,11 +90,10 @@ main()
int mode = 0; // 0: add point, 1: add line, 2: add triangle int mode = 0; // 0: add point, 1: add line, 2: add triangle
int count = 0; // The number of times cycling between modes int count = 0; // The number of times cycling between modes
int i = 0;
auto updateFunc = auto updateFunc =
[&](Event*) [&](Event*)
{ {
if (count > 15) if (count > 100)
{ {
count = 0; count = 0;
debugGeometryObj->clear(); debugGeometryObj->clear();
...@@ -153,7 +152,7 @@ main() ...@@ -153,7 +152,7 @@ main()
imstkNew<SimulationManager> driver; imstkNew<SimulationManager> driver;
driver->addModule(viewer); driver->addModule(viewer);
driver->addModule(sceneManager); driver->addModule(sceneManager);
driver->setDesiredDt(1.0); driver->setDesiredDt(0.1);
// Add mouse and keyboard controls to the viewer // Add mouse and keyboard controls to the viewer
{ {
......
...@@ -28,6 +28,7 @@ imstk_add_executable(${PROJECT_NAME} ...@@ -28,6 +28,7 @@ imstk_add_executable(${PROJECT_NAME}
NeedleObject.h NeedleObject.h
RbdAngularNeedleLockingConstraint.h RbdAngularNeedleLockingConstraint.h
RbdLinearNeedleLockingConstraint.h RbdLinearNeedleLockingConstraint.h
PbdTriangleEmbeddingConstraint.h
NeedleInteraction.h) NeedleInteraction.h)
#----------------------------------------------------------------------------- #-----------------------------------------------------------------------------
......
...@@ -121,7 +121,7 @@ public: ...@@ -121,7 +121,7 @@ public:
std::vector<Vec3d>& dcdxA, std::vector<Vec3d>& dcdxA,
std::vector<Vec3d>& dcdxB) const override std::vector<Vec3d>& dcdxB) const override
{ {
const Vec3d& x0 = *m_bodiesFirst[0].vertex; //const Vec3d& x0 = *m_bodiesFirst[0].vertex;
const Vec3d& x1 = *m_bodiesSecond[0].vertex; const Vec3d& x1 = *m_bodiesSecond[0].vertex;
const Vec3d& x2 = *m_bodiesSecond[1].vertex; const Vec3d& x2 = *m_bodiesSecond[1].vertex;
const Vec3d& x3 = *m_bodiesSecond[2].vertex; const Vec3d& x3 = *m_bodiesSecond[2].vertex;
......
...@@ -132,7 +132,6 @@ RigidBodyCH::handleRbdRbdTwoWay( ...@@ -132,7 +132,6 @@ RigidBodyCH::handleRbdRbdTwoWay(
for (size_t i = 0; i < elementsA.getSize(); i++) for (size_t i = 0; i < elementsA.getSize(); i++)
{ {
const CollisionElement& colElemA = elementsA[i]; const CollisionElement& colElemA = elementsA[i];
const CollisionElement& colElemB = elementsB[i];
if (colElemA.m_type == CollisionElementType::PointDirection) if (colElemA.m_type == CollisionElementType::PointDirection)
{ {
const Vec3d& contactPt = colElemA.m_element.m_PointDirectionElement.pt; const Vec3d& contactPt = colElemA.m_element.m_PointDirectionElement.pt;
......
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