diff --git a/CMakeLists.txt b/CMakeLists.txt index 80a0fd24..06f4dc94 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -136,6 +136,8 @@ IF(MSVC) set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/$ CACHE PATH "") # Force multiprocessor compilation for all projects add_compile_options($<$:/MP>) + # Force dynamic runtime library to be in debug mode in debug mode. + add_compile_options($<$:$<$:/MDd>>) # Don't generate a blah.manifest file for each build target. add_link_options(LINKER:/MANIFEST:NO) ELSEIF(UNIX) diff --git a/src/ospjolt/activescene/joltinteg_fn.cpp b/src/ospjolt/activescene/joltinteg_fn.cpp index ceea14a2..5025da32 100644 --- a/src/ospjolt/activescene/joltinteg_fn.cpp +++ b/src/ospjolt/activescene/joltinteg_fn.cpp @@ -135,7 +135,7 @@ Ref SysJolt::create_primitive(ACtxJoltWorld &rCtxWorld, osp::EShape shape return RotatedTranslatedShapeSettings( Vec3Arg::sZero(), Quat::sRotation(Vec3::sAxisX(), JPH_PI/2), - new CylinderShapeSettings(scale.GetY(), 2.0f * scale.GetX()) + new CylinderShapeSettings(scale.GetZ(), 2.0f * scale.GetX()) ).Create().Get(); default: diff --git a/src/testapp/sessions/jolt.cpp b/src/testapp/sessions/jolt.cpp index ec2f56e4..76d5d306 100644 --- a/src/testapp/sessions/jolt.cpp +++ b/src/testapp/sessions/jolt.cpp @@ -209,7 +209,8 @@ Session setup_phys_shapes_jolt( std::size_t numBodies = rPhysShapes.m_spawnRequest.size(); - JPH::BodyID addedBodies[numBodies]; + std::vector addedBodies; + addedBodies.reserve(numBodies); for (std::size_t i = 0; i < numBodies; ++i) { @@ -246,7 +247,7 @@ Session setup_phys_shapes_jolt( JPH::BodyID joltBodyId = BToJolt(bodyId); bodyInterface.CreateBodyWithID(joltBodyId, bodyCreation); - addedBodies[i] = joltBodyId; + addedBodies.push_back(joltBodyId); rJolt.m_bodyToEnt[bodyId] = root; rJolt.m_bodyFactors[bodyId] = joltFactors; @@ -254,8 +255,8 @@ Session setup_phys_shapes_jolt( } //Bodies are added all at once for performance reasons. - BodyInterface::AddState addState = bodyInterface.AddBodiesPrepare(addedBodies, numBodies); - bodyInterface.AddBodiesFinalize(addedBodies, numBodies, addState, EActivation::Activate); + BodyInterface::AddState addState = bodyInterface.AddBodiesPrepare(addedBodies.data(), numBodies); + bodyInterface.AddBodiesFinalize(addedBodies.data(), numBodies, addState, EActivation::Activate); }); return out;