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synced 2025-08-04 09:43:47 +02:00
remove debug stuff
This commit is contained in:
parent
cfad016ba3
commit
6be3cc6efb
3 changed files with 2 additions and 20 deletions
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@ -38,11 +38,9 @@ void EntitySimulation::updateEntities() {
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}
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void EntitySimulation::getEntitiesToDelete(VectorOfEntities& entitiesToDelete) {
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static int adebug = 0; ++adebug;
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for (auto entityItr : _entitiesToDelete) {
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EntityItem* entity = &(*entityItr);
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// this entity is still in its tree, so we insert into the external list
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std::cout << "adebug EntitySimulation relays entityToDelete " << (void*)(entity) << " this = " << (void*)(this) << std::endl; // adebug
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entitiesToDelete.push_back(entity);
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++entityItr;
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}
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@ -79,7 +77,6 @@ void EntitySimulation::expireMortalEntities(const quint64& now) {
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_entitiesToUpdate.remove(entity);
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_entitiesToSort.remove(entity);
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_simpleKinematicEntities.remove(entity);
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std::cout << "adebug expireMortalEntities " << (void*)(entity) << std::endl; // adebug
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removeEntityInternal(entity);
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entity->_simulated = false;
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} else {
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@ -128,7 +125,6 @@ void EntitySimulation::sortEntitiesThatMoved() {
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_mortalEntities.remove(entity);
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_entitiesToUpdate.remove(entity);
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_simpleKinematicEntities.remove(entity);
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std::cout << "adebug entity moved out of bounds " << (void*)(entity) << std::endl; // adebug
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removeEntityInternal(entity);
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entity->_simulated = false;
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itemItr = _entitiesToSort.erase(itemItr);
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@ -146,12 +142,7 @@ void EntitySimulation::sortEntitiesThatMoved() {
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}
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void EntitySimulation::addEntity(EntityItem* entity) {
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//static int foo = 0; foo++;
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assert(entity);
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std::cout << "adebug EntitySimulation addEntity " << (void*)(entity) << std::endl; // adebug
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//if (foo > 1) {
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// //assert(false); // adebug
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//}
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if (entity->isMortal()) {
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_mortalEntities.insert(entity);
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quint64 expiry = entity->getExpiry();
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@ -175,7 +166,6 @@ void EntitySimulation::removeEntity(EntityItem* entity) {
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_mortalEntities.remove(entity);
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_entitiesToSort.remove(entity);
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_simpleKinematicEntities.remove(entity);
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std::cout << "adebug removeEntity " << (void*)(entity) << std::endl; // adebug
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removeEntityInternal(entity);
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entity->_simulated = false;
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}
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@ -186,7 +176,6 @@ void EntitySimulation::changeEntity(EntityItem* entity) {
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// This entity was either never added to the simulation or has been removed
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// (probably for pending delete), so we don't want to keep a pointer to it
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// on any internal lists.
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std::cout << "adebug WTF? changing non-simulated entity " << (void*)(entity) << std::endl; // adebug
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return;
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}
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@ -205,7 +194,6 @@ void EntitySimulation::changeEntity(EntityItem* entity) {
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_entitiesToUpdate.remove(entity);
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_entitiesToSort.remove(entity);
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_simpleKinematicEntities.remove(entity);
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std::cout << "adebug changeEntity out of bounds " << (void*)(entity) << std::endl; // adebug
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removeEntityInternal(entity);
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entity->_simulated = false;
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wasRemoved = true;
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@ -352,7 +352,6 @@ void EntityTree::processRemovedEntities(const DeleteEntityOperator& theOperator)
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if (_simulation) {
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_simulation->removeEntity(theEntity);
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}
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std::cout << "adebug 001 delete entity " << (void*)(theEntity) << std::endl; // adebug
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delete theEntity; // we can delete the entity immediately
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}
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if (_simulation) {
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@ -762,8 +761,7 @@ void EntityTree::update() {
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QSet<EntityItemID> idsToDelete;
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for (auto entityItr : pendingDeletes) {
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EntityItem* entity = &(*entityItr);
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assert(!entity->getPhysicsInfo()); // adebug -- remove this after testing
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std::cout << "adebug delete entity " << (void*)(entity) << " the roundabout way" << std::endl; // adebug
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assert(!entity->getPhysicsInfo()); // TODO: Andrew to remove this after testing
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idsToDelete.insert(entity->getEntityItemID());
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}
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// delete these things the roundabout way
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@ -48,17 +48,15 @@ void PhysicalEntitySimulation::updateEntitiesInternal(const quint64& now) {
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void PhysicalEntitySimulation::addEntityInternal(EntityItem* entity) {
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assert(entity);
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if (entity->getIgnoreForCollisions() && entity->isMoving()) {
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std::cout << "adebug addEntityInternal for NPK entity " << (void*)(entity) << std::endl; // adebug
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_simpleKinematicEntities.insert(entity);
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} else {
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EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
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if (!motionState) {
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std::cout << "adebug addEntityInternal for entity " << (void*)(entity) << std::endl; // adebug
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_pendingAdds.insert(entity);
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} else {
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// DEBUG -- Andrew to remove this after testing
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// Adding entity already in simulation? assert that this is case,
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// since otherwise we probably have an orphaned EntityMotionState.
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std::cout << "adebug WTF? re-adding entity " << (void*)(entity) << std::endl; // adebug
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assert(_physicalObjects.find(motionState) != _physicalObjects.end());
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}
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}
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@ -138,7 +136,6 @@ VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToDelete() {
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EntityItem* entity = motionState->getEntity();
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if (entity) {
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_pendingAdds.remove(entity);
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std::cout << "adebug disconnect MotionState " << (void*)(motionState) << " from entity " << (void*)(entity) << std::endl; // adebug
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entity->setPhysicsInfo(nullptr);
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motionState->clearEntity();
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}
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@ -163,7 +160,6 @@ VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToAdd() {
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btCollisionShape* shape = _shapeManager->getShape(shapeInfo);
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if (shape) {
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EntityMotionState* motionState = new EntityMotionState(shape, entity);
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std::cout << "adebug create MotionState " << (void*)(motionState) << " for entity " << (void*)(entity) << std::endl; // adebug
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entity->setPhysicsInfo(static_cast<void*>(motionState));
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motionState->setMass(entity->computeMass());
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_physicalObjects.insert(motionState);
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