Commit 3d3d351696b04922142de41b59189abb6d130851

Authored by Eunki, Hong
Committed by Eunki Hong
1 parent 61f63af0

Fix svace issue for bullet-physics

Change-Id: Ic9bd3319cde9152168aa353b728aca6b34593414
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
examples/bullet-physics/ball-renderer.cpp
... ... @@ -118,7 +118,7 @@ Geometry BallRenderer::CreateBallGeometry()
118 118 vertices.emplace_back(Vertex{Vector3{b, -a, 0}});
119 119 vertices.emplace_back(Vertex{Vector3{-b, -a, 0}});
120 120  
121   - for(auto vertex : vertices)
  121 + for(auto& vertex : vertices)
122 122 {
123 123 vertex.aPosition.Normalize();
124 124 }
... ...
examples/bullet-physics/physics-demo-controller.cpp
... ... @@ -77,13 +77,13 @@ public:
77 77 mWindow.SetBackgroundColor(Color::DARK_SLATE_GRAY);
78 78 Window::WindowSize windowSize = mWindow.GetSize();
79 79  
80   - auto cameraActor = mWindow.GetRenderTaskList().GetTask(0).GetCameraActor();
81   - cameraActor[CameraActor::Property::FIELD_OF_VIEW] = Math::PI/2.5f; // 72 degrees
82   - cameraActor[Actor::Property::POSITION_X] = 500;
83   - float z = cameraActor[Actor::Property::POSITION_Z];
84   - cameraActor[Actor::Property::POSITION_Z] = z-100;
  80 + auto cameraActor = mWindow.GetRenderTaskList().GetTask(0).GetCameraActor();
  81 + cameraActor[CameraActor::Property::FIELD_OF_VIEW] = Math::PI / 2.5f; // 72 degrees
  82 + cameraActor[Actor::Property::POSITION_X] = 500;
  83 + float z = cameraActor[Actor::Property::POSITION_Z];
  84 + cameraActor[Actor::Property::POSITION_Z] = z - 100;
85 85 cameraActor[CameraActor::Property::TARGET_POSITION] = Vector3();
86   - cameraActor[CameraActor::Property::TYPE] = Camera::LOOK_AT_TARGET;
  86 + cameraActor[CameraActor::Property::TYPE] = Camera::LOOK_AT_TARGET;
87 87 mPhysicsTransform.SetIdentityAndScale(Vector3(1.0f, -1.0f, 1.0f));
88 88 mPhysicsTransform.SetTranslation(Vector3(windowSize.GetWidth() * 0.5f,
89 89 windowSize.GetHeight() * 0.5f,
... ... @@ -98,11 +98,11 @@ public:
98 98 mWindow.Add(mPhysicsRoot);
99 99  
100 100 auto scopedAccessor = mPhysicsAdaptor.GetPhysicsAccessor();
101   - auto bulletWorld = scopedAccessor->GetNative().Get<btDiscreteDynamicsWorld*>();
  101 + auto bulletWorld = scopedAccessor->GetNative().Get<btDiscreteDynamicsWorld*>();
102 102 bulletWorld->setGravity(btVector3(0, -200, 0));
103 103  
104 104 CreateGround(scopedAccessor, windowSize);
105   - mBrick = CreateLargeBrick(scopedAccessor);
  105 + mBrick = CreateLargeBrick(scopedAccessor);
106 106 mSelectedActor = mBrick;
107 107  
108 108 CreateBall(scopedAccessor);
... ... @@ -628,7 +628,7 @@ private:
628 628 PhysicsActor mBrick;
629 629 PhysicsActor mSelectedActor;
630 630  
631   - btRigidBody* mPickedBody;
  631 + btRigidBody* mPickedBody{nullptr};
632 632 float mOldPickingDistance{0.0f};
633 633 int mPickedSavedState{0};
634 634 btTypedConstraint* mPickedConstraint{nullptr};
... ...