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