BulletSim: add debugging looking for doorway sculpty problems

This commit is contained in:
Robert Adams
2013-02-03 21:48:11 -08:00
parent ad438ee59f
commit 13233da66c
3 changed files with 33 additions and 4 deletions

View File

@@ -622,7 +622,6 @@ public sealed class BSShapeCollection : IDisposable
private BulletShape CreatePhysicalMesh(string objName, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
{
BulletShape newShape = new BulletShape();
IMesh meshData = null;
MeshDesc meshDesc;
if (Meshes.TryGetValue(newMeshKey, out meshDesc))
@@ -632,7 +631,7 @@ public sealed class BSShapeCollection : IDisposable
}
else
{
meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false);
IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false);
if (meshData != null)
{
@@ -648,8 +647,31 @@ public sealed class BSShapeCollection : IDisposable
verticesAsFloats[vi++] = vv.Z;
}
// m_log.DebugFormat("{0}: BSShapeCollection.CreatePhysicalMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}",
// LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count);
// DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,key={1},lod={2},size={3},indices={4},vertices={5}",
// BSScene.DetailLogZero, newMeshKey.ToString("X"), lod, size, indices.Length, vertices.Count);
/*
// DEBUG DEBUG
for (int ii = 0; ii < indices.Length; ii += 3)
{
DetailLog("{0,3}: {1,3},{2,3},{3,3}: <{4,10},{5,10},{6,10}>, <{7,10},{8,10},{9,10}>, <{10,10},{11,10},{12,10}>",
ii / 3,
indices[ii + 0],
indices[ii + 1],
indices[ii + 2],
verticesAsFloats[indices[ii+0] + 0],
verticesAsFloats[indices[ii+0] + 1],
verticesAsFloats[indices[ii+0] + 2],
verticesAsFloats[indices[ii+1] + 0],
verticesAsFloats[indices[ii+1] + 1],
verticesAsFloats[indices[ii+1] + 2],
verticesAsFloats[indices[ii+2] + 0],
verticesAsFloats[indices[ii+2] + 1],
verticesAsFloats[indices[ii+2] + 2]
);
}
// END DEBUG DEBUG
*/
newShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World,
indices.GetLength(0), indices, vertices.Count, verticesAsFloats);