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Make some debug prints verbose-only, remove others
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@@ -231,11 +231,6 @@ bool PhysicsDirectSpaceStateSW::cast_motion(const RID &p_shape, const Transform
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aabb = aabb.merge(AABB(aabb.position + p_motion, aabb.size)); //motion
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aabb = aabb.grow(p_margin);
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/*
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if (p_motion!=Vector3())
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print_line(p_motion);
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*/
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int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, SpaceSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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real_t best_safe = 1;
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@@ -267,7 +262,6 @@ bool PhysicsDirectSpaceStateSW::cast_motion(const RID &p_shape, const Transform
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Transform col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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//test initial overlap, does it collide if going all the way?
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if (CollisionSolverSW::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
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//print_line("failed motion cast (no collision)");
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continue;
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}
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@@ -275,7 +269,6 @@ bool PhysicsDirectSpaceStateSW::cast_motion(const RID &p_shape, const Transform
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sep_axis = p_motion.normalized();
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if (!CollisionSolverSW::solve_distance(shape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
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//print_line("failed motion cast (no collision)");
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return false;
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}
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@@ -298,7 +291,6 @@ bool PhysicsDirectSpaceStateSW::cast_motion(const RID &p_shape, const Transform
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if (collided) {
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//print_line(itos(i)+": "+rtos(ofs));
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hi = ofs;
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} else {
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@@ -376,9 +368,6 @@ bool PhysicsDirectSpaceStateSW::collide_shape(RID p_shape, const Transform &p_sh
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continue;
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}
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//print_line("AGAINST: "+itos(col_obj->get_self().get_id())+":"+itos(shape_idx));
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//print_line("THE ABBB: "+(col_obj->get_transform() * col_obj->get_shape_transform(shape_idx)).xform(col_obj->get_shape(shape_idx)->get_aabb()));
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if (CollisionSolverSW::solve_static(shape, p_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, NULL, p_margin)) {
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collided = true;
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}
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@@ -832,13 +821,11 @@ bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Ve
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Transform col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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//test initial overlap, does it collide if going all the way?
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if (CollisionSolverSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
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//print_line("failed motion cast (no collision)");
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continue;
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}
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sep_axis = p_motion.normalized();
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if (!CollisionSolverSW::solve_distance(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
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//print_line("failed motion cast (no collision)");
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stuck = true;
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break;
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}
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@@ -862,7 +849,6 @@ bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Ve
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if (collided) {
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//print_line(itos(i)+": "+rtos(ofs));
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hi = ofs;
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} else {
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