diff --git a/libraries/entities/src/EntitySimulation.cpp b/libraries/entities/src/EntitySimulation.cpp index 4300bacafa..f11ffd015d 100644 --- a/libraries/entities/src/EntitySimulation.cpp +++ b/libraries/entities/src/EntitySimulation.cpp @@ -38,11 +38,9 @@ void EntitySimulation::updateEntities() { } void EntitySimulation::getEntitiesToDelete(VectorOfEntities& entitiesToDelete) { - static int adebug = 0; ++adebug; for (auto entityItr : _entitiesToDelete) { EntityItem* entity = &(*entityItr); // this entity is still in its tree, so we insert into the external list - std::cout << "adebug EntitySimulation relays entityToDelete " << (void*)(entity) << " this = " << (void*)(this) << std::endl; // adebug entitiesToDelete.push_back(entity); ++entityItr; } @@ -79,7 +77,6 @@ void EntitySimulation::expireMortalEntities(const quint64& now) { _entitiesToUpdate.remove(entity); _entitiesToSort.remove(entity); _simpleKinematicEntities.remove(entity); - std::cout << "adebug expireMortalEntities " << (void*)(entity) << std::endl; // adebug removeEntityInternal(entity); entity->_simulated = false; } else { @@ -128,7 +125,6 @@ void EntitySimulation::sortEntitiesThatMoved() { _mortalEntities.remove(entity); _entitiesToUpdate.remove(entity); _simpleKinematicEntities.remove(entity); - std::cout << "adebug entity moved out of bounds " << (void*)(entity) << std::endl; // adebug removeEntityInternal(entity); entity->_simulated = false; itemItr = _entitiesToSort.erase(itemItr); @@ -146,12 +142,7 @@ void EntitySimulation::sortEntitiesThatMoved() { } void EntitySimulation::addEntity(EntityItem* entity) { - //static int foo = 0; foo++; assert(entity); - std::cout << "adebug EntitySimulation addEntity " << (void*)(entity) << std::endl; // adebug - //if (foo > 1) { - // //assert(false); // adebug - //} if (entity->isMortal()) { _mortalEntities.insert(entity); quint64 expiry = entity->getExpiry(); @@ -175,7 +166,6 @@ void EntitySimulation::removeEntity(EntityItem* entity) { _mortalEntities.remove(entity); _entitiesToSort.remove(entity); _simpleKinematicEntities.remove(entity); - std::cout << "adebug removeEntity " << (void*)(entity) << std::endl; // adebug removeEntityInternal(entity); entity->_simulated = false; } @@ -186,7 +176,6 @@ void EntitySimulation::changeEntity(EntityItem* entity) { // This entity was either never added to the simulation or has been removed // (probably for pending delete), so we don't want to keep a pointer to it // on any internal lists. - std::cout << "adebug WTF? changing non-simulated entity " << (void*)(entity) << std::endl; // adebug return; } @@ -205,7 +194,6 @@ void EntitySimulation::changeEntity(EntityItem* entity) { _entitiesToUpdate.remove(entity); _entitiesToSort.remove(entity); _simpleKinematicEntities.remove(entity); - std::cout << "adebug changeEntity out of bounds " << (void*)(entity) << std::endl; // adebug removeEntityInternal(entity); entity->_simulated = false; wasRemoved = true; diff --git a/libraries/entities/src/EntityTree.cpp b/libraries/entities/src/EntityTree.cpp index 88ac052396..c90fa6df87 100644 --- a/libraries/entities/src/EntityTree.cpp +++ b/libraries/entities/src/EntityTree.cpp @@ -352,7 +352,6 @@ void EntityTree::processRemovedEntities(const DeleteEntityOperator& theOperator) if (_simulation) { _simulation->removeEntity(theEntity); } - std::cout << "adebug 001 delete entity " << (void*)(theEntity) << std::endl; // adebug delete theEntity; // we can delete the entity immediately } if (_simulation) { @@ -762,8 +761,7 @@ void EntityTree::update() { QSet idsToDelete; for (auto entityItr : pendingDeletes) { EntityItem* entity = &(*entityItr); - assert(!entity->getPhysicsInfo()); // adebug -- remove this after testing - std::cout << "adebug delete entity " << (void*)(entity) << " the roundabout way" << std::endl; // adebug + assert(!entity->getPhysicsInfo()); // TODO: Andrew to remove this after testing idsToDelete.insert(entity->getEntityItemID()); } // delete these things the roundabout way diff --git a/libraries/physics/src/PhysicalEntitySimulation.cpp b/libraries/physics/src/PhysicalEntitySimulation.cpp index 166c858851..e5af03cbba 100644 --- a/libraries/physics/src/PhysicalEntitySimulation.cpp +++ b/libraries/physics/src/PhysicalEntitySimulation.cpp @@ -48,17 +48,15 @@ void PhysicalEntitySimulation::updateEntitiesInternal(const quint64& now) { void PhysicalEntitySimulation::addEntityInternal(EntityItem* entity) { assert(entity); if (entity->getIgnoreForCollisions() && entity->isMoving()) { - std::cout << "adebug addEntityInternal for NPK entity " << (void*)(entity) << std::endl; // adebug _simpleKinematicEntities.insert(entity); } else { EntityMotionState* motionState = static_cast(entity->getPhysicsInfo()); if (!motionState) { - std::cout << "adebug addEntityInternal for entity " << (void*)(entity) << std::endl; // adebug _pendingAdds.insert(entity); } else { + // DEBUG -- Andrew to remove this after testing // Adding entity already in simulation? assert that this is case, // since otherwise we probably have an orphaned EntityMotionState. - std::cout << "adebug WTF? re-adding entity " << (void*)(entity) << std::endl; // adebug assert(_physicalObjects.find(motionState) != _physicalObjects.end()); } } @@ -138,7 +136,6 @@ VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToDelete() { EntityItem* entity = motionState->getEntity(); if (entity) { _pendingAdds.remove(entity); - std::cout << "adebug disconnect MotionState " << (void*)(motionState) << " from entity " << (void*)(entity) << std::endl; // adebug entity->setPhysicsInfo(nullptr); motionState->clearEntity(); } @@ -163,7 +160,6 @@ VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToAdd() { btCollisionShape* shape = _shapeManager->getShape(shapeInfo); if (shape) { EntityMotionState* motionState = new EntityMotionState(shape, entity); - std::cout << "adebug create MotionState " << (void*)(motionState) << " for entity " << (void*)(entity) << std::endl; // adebug entity->setPhysicsInfo(static_cast(motionState)); motionState->setMass(entity->computeMass()); _physicalObjects.insert(motionState);