vectors and matrices should be passed by reference. Fixes compile error on 32-bit windows

This commit is contained in:
rdb 2014-09-15 14:39:11 +00:00
parent 2b26ef1e34
commit 9184fe71a9
4 changed files with 6 additions and 6 deletions

View File

@ -163,7 +163,7 @@ get_name() const {
// transform from the controller's transform.
////////////////////////////////////////////////////////////////////
void PhysxActor::
update_transform(const LMatrix4f m) {
update_transform(const LMatrix4f &m) {
// Active transforms are update AFTER scene.fetchResults() has
// been called, and thus can contain removed objects. So either

View File

@ -180,7 +180,7 @@ PUBLISHED:
INLINE void ls(ostream &out, int indent_level=0) const;
public:
void update_transform(const LMatrix4f m);
void update_transform(const LMatrix4f &m);
////////////////////////////////////////////////////////////////////
PUBLISHED:

View File

@ -279,7 +279,7 @@ get_sleep_damping() const {
// of mass.
////////////////////////////////////////////////////////////////////
void PhysxBodyDesc::
set_mass_local_mat(const LMatrix4f mat) {
set_mass_local_mat(const LMatrix4f &mat) {
_desc.massLocalPose = PhysxManager::mat4_to_nxMat34(mat);
}
@ -303,7 +303,7 @@ get_mass_local_mat() const {
// bodies mass frame.
////////////////////////////////////////////////////////////////////
void PhysxBodyDesc::
set_mass_space_inertia(const LVector3f inertia) {
set_mass_space_inertia(const LVector3f &inertia) {
_desc.massSpaceInertia = PhysxManager::vec3_to_nxVec3(inertia);
}

View File

@ -46,8 +46,8 @@ PUBLISHED:
void set_solver_iteration_count(unsigned int count);
void set_sleep_energy_threshold(float threshold);
void set_sleep_damping(float damping);
void set_mass_local_mat(const LMatrix4f mat);
void set_mass_space_inertia(const LVector3f inertia);
void set_mass_local_mat(const LMatrix4f &mat);
void set_mass_space_inertia(const LVector3f &inertia);
void set_flag(PhysxBodyFlag flag, bool value);
void set_ccd_motion_threshold(float threshold);
void set_wake_up_counter(float value);