Enable and mollify -Wunused-variable.
In my (whitequark's) experience this warning tends to expose copy-paste errors with a high SNR, so making a few fragments slightly less symmetric is worth it. Also mollify -Wlogical-op-parentheses while we're at it.
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@ -42,6 +42,13 @@ if(WIN32)
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-D_UNICODE)
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endif()
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if(CMAKE_CXX_COMPILER_ID STREQUAL GNU OR CMAKE_CXX_COMPILER_ID STREQUAL Clang)
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set(WARNING_FLAGS
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-Wunused-variable)
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${WARNING_FLAGS}")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${WARNING_FLAGS}")
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endif()
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if(MINGW)
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -static-libgcc")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -static-libgcc -static-libstdc++")
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@ -604,7 +604,6 @@ void ConstraintBase::GenerateReal(IdList<Equation,hEquation> *l) {
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}
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ExprVector au = a->NormalExprsU(),
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av = a->NormalExprsV(),
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an = a->NormalExprsN();
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ExprVector bu = b->NormalExprsU(),
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bv = b->NormalExprsV(),
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@ -130,7 +130,6 @@ void GraphicsWindow::MakeUnselected(Selection *stog, bool coincidentPointTrick){
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Selection *s;
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// If an item was selected, then we just un-select it.
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bool wasSelected = false;
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selection.ClearTags();
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for(s = selection.First(); s; s = selection.NextAfter(s)) {
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if(s->Equals(stog)) {
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@ -244,7 +244,6 @@ int Constraint::DoLineTrimmedAgainstBox(Vector ref, Vector a, Vector b) {
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void Constraint::DoLineWithArrows(Vector ref, Vector a, Vector b,
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bool onlyOneExt)
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{
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Vector gn = (SS.GW.projRight.Cross(SS.GW.projUp)).WithMagnitude(1);
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double pixels = 1.0 / SS.GW.scale;
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Vector ab = a.Minus(b);
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@ -465,8 +465,6 @@ void Entity::GenerateBezierCurves(SBezierList *sbl) {
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void Entity::DrawOrGetDistance(void) {
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if(!IsVisible()) return;
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Group *g = SK.GetGroup(group);
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switch(type) {
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case POINT_N_COPY:
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case POINT_N_TRANS:
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@ -46,7 +46,6 @@ double ssglStrWidth(const std::string &str, double h)
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iter = ReadUTF8(iter, &chr);
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const VectorGlyph &glyph = GetVectorGlyph(chr);
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int glyphWidth = glyph.width;
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if(glyph.baseCharacter != 0) {
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const VectorGlyph &baseGlyph = GetVectorGlyph(glyph.baseCharacter);
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width += max(glyph.width, baseGlyph.width);
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@ -514,7 +514,7 @@ void Group::Generate(IdList<Entity,hEntity> *entity,
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bool Group::IsSolvedOkay() {
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return this->solved.how == System::SOLVED_OKAY ||
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this->allowRedundant && this->solved.how == System::REDUNDANT_OKAY;
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(this->allowRedundant && this->solved.how == System::REDUNDANT_OKAY);
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}
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void Group::AddEq(IdList<Equation,hEquation> *l, Expr *expr, int index) {
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@ -525,7 +525,6 @@ void Group::AddEq(IdList<Equation,hEquation> *l, Expr *expr, int index) {
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}
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void Group::GenerateEquations(IdList<Equation,hEquation> *l) {
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Equation eq = {};
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if(type == IMPORTED) {
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// Normalize the quaternion
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ExprQuaternion q = {
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@ -403,7 +403,6 @@ SKdNode *SKdNode::From(STriangleLl *tll) {
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int tcnt = 0;
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STriangleLl *ll;
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for(ll = tll; ll; ll = ll->next) {
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STriangle *tr = ll->tri;
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split[i] += (ll->tri->a).Element(i);
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split[i] += (ll->tri->b).Element(i);
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split[i] += (ll->tri->c).Element(i);
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@ -672,7 +671,6 @@ void SKdNode::SplitLinesAgainstTriangle(SEdgeList *sel, STriangle *tr) {
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for(se = sel->l.First(); se; se = sel->l.NextAfter(se)) {
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Vector pt = ((se->a).Plus(se->b)).ScaledBy(0.5);
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double dt = pt.Dot(tn) - td;
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if(pt.Dot(tn) - td > -LENGTH_EPS) {
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// Edge is in front of or on our plane (remember, tn.z > 0)
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// so it is exempt from further splitting
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@ -6,7 +6,7 @@
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//-----------------------------------------------------------------------------
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#include "solvespace.h"
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static int I, N, FLAG;
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static int I;
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void SShell::MakeFromUnionOf(SShell *a, SShell *b) {
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MakeFromBoolean(a, b, AS_UNION);
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@ -109,7 +109,6 @@ SCurve SCurve::MakeCopySplitAgainst(SShell *agnstA, SShell *agnstB,
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// And now uses the intersections to generate our split pwl edge(s)
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Vector prev = Vector::From(VERY_POSITIVE, 0, 0);
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for(pi = il.First(); pi; pi = il.NextAfter(pi)) {
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double t = (pi->p.Minus(LineStart)).DivPivoting(LineDirection);
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// On-edge intersection will generate same split point for
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// both surfaces, so don't create zero-length edge.
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if(!prev.Equals(pi->p)) {
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@ -360,8 +359,6 @@ void SSurface::EdgeNormalsWithinSurface(Point2d auv, Point2d buv,
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{
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// the midpoint of the edge
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Point2d muv = (auv.Plus(buv)).ScaledBy(0.5);
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// a vector parallel to the edge
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Point2d abuv = buv.Minus(auv).WithMagnitude(0.01);
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*pt = PointAt(muv);
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@ -312,8 +312,7 @@ void SSurface::IntersectAgainst(SSurface *b, SShell *agnstA, SShell *agnstB,
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SPointList spl = {};
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int a;
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for(a = 0; a < 2; a++) {
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SShell *shA = (a == 0) ? agnstA : agnstB,
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*shB = (a == 0) ? agnstB : agnstA;
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SShell *shA = (a == 0) ? agnstA : agnstB;
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SSurface *srfA = (a == 0) ? this : b,
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*srfB = (a == 0) ? b : this;
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@ -401,7 +401,7 @@ int System::Solve(Group *g, int *dof, List<hConstraint> *bad,
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{
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WriteEquationsExceptFor(Constraint::NO_CONSTRAINT, g);
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int i, j = 0;
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int i;
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bool rankOk;
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/*
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@ -374,7 +374,6 @@ void TextWindow::ShowGroupInfo(void) {
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g->color.alphaF(),
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&TextWindow::ScreenOpacity);
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} else if(g->type == Group::IMPORTED) {
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bool sup = g->suppress;
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Printf(false, " %Fd%f%LP%s suppress this group's solid model",
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&TextWindow::ScreenChangeGroupOption,
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g->suppress ? CHECK_TRUE : CHECK_FALSE);
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@ -64,8 +64,6 @@ bool GLOffscreen::begin(int width, int height) {
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}
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uint8_t *GLOffscreen::end(bool flip) {
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uint32_t *pixels_tgt = flip ? _pixels_inv : _pixels;
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#if __BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__
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glReadPixels(0, 0, _width, _height,
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GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, _pixels_inv);
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@ -810,9 +810,6 @@ void Vector::ClosestPointBetweenLines(Vector a0, Vector da,
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Vector b0, Vector db,
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double *ta, double *tb)
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{
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Vector a1 = a0.Plus(da),
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b1 = a1.Plus(db);
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// Make a semi-orthogonal coordinate system from those directions;
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// note that dna and dnb need not be perpendicular.
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Vector dn = da.Cross(db); // normal to both
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