debug
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@ -956,6 +956,7 @@ impl TouchingState{
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//detect model collision in reverse
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//detect model collision in reverse
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let model_mesh=models.mesh(intersect.model_id);
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let model_mesh=models.mesh(intersect.model_id);
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let minkowski=crate::model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,&style_mesh);
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let minkowski=crate::model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,&style_mesh);
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println!("### predict_collision_out id={} body={} time_limit={}",intersect.model_id,relative_body,collector.time());
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collector.collect(minkowski.predict_collision_out(&relative_body,collector.time()).map(|(face,time)|{
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collector.collect(minkowski.predict_collision_out(&relative_body,collector.time()).map(|(face,time)|{
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TimedInstruction{
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TimedInstruction{
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time,
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time,
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@ -1295,6 +1296,7 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
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//no checks are needed because of the time limits.
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//no checks are needed because of the time limits.
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let model_mesh=self.models.mesh(id);
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let model_mesh=self.models.mesh(id);
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let minkowski=crate::model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,&style_mesh);
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let minkowski=crate::model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,&style_mesh);
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println!("### predict_collision_in id={} body={} time_limit={}",id,relative_body,collector.time());
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collector.collect(minkowski.predict_collision_in(&relative_body,collector.time())
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collector.collect(minkowski.predict_collision_in(&relative_body,collector.time())
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//temp (?) code to avoid collision loops
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//temp (?) code to avoid collision loops
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.map_or(None,|(face,time)|if time==self.time{None}else{Some((face,time))})
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.map_or(None,|(face,time)|if time==self.time{None}else{Some((face,time))})
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@ -1916,4 +1918,4 @@ fn already_inside_hit_nothing(){
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Planar64Vec3::int(0,1,0),
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Planar64Vec3::int(0,1,0),
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Time::ZERO
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Time::ZERO
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),None);
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),None);
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}
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}
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