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feat: debug for all physics components and fix inspect by ldf key (#1848)
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@@ -13,6 +13,7 @@
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#include "dpShapeSphere.h"
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#include "EntityInfo.h"
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#include "Amf3.h"
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PhysicsComponent::PhysicsComponent(Entity* parent, int32_t componentId) : Component(parent) {
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m_Position = NiPoint3Constant::ZERO;
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@@ -97,9 +98,9 @@ dpEntity* PhysicsComponent::CreatePhysicsEntity(eReplicaComponentType type) {
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} else if (info->physicsAsset == "env\\GFTrack_DeathVolume2_RoadGaps.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 48.386536f, 50.363434f, 259.361755f);
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} */ else {
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// LOG_DEBUG("This one is supposed to have %s", info->physicsAsset.c_str());
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// LOG_DEBUG("This one is supposed to have %s", info->physicsAsset.c_str());
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//add fallback cube:
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//add fallback cube:
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toReturn = new dpEntity(m_Parent->GetObjectID(), 2.0f, 2.0f, 2.0f);
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}
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return toReturn;
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@@ -243,3 +244,24 @@ void PhysicsComponent::SpawnVertices(dpEntity* entity) const {
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Game::entityManager->ConstructEntity(newEntity);
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}
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}
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bool PhysicsComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
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auto& reportInfo = static_cast<GameMessages::GetObjectReportInfo&>(msg);
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auto& info = reportInfo.info->PushDebug("Physics");
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reportInfo.subCategory = &info;
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auto& pos = info.PushDebug("Position");
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pos.PushDebug<AMFDoubleValue>("x") = m_Position.x;
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pos.PushDebug<AMFDoubleValue>("y") = m_Position.y;
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pos.PushDebug<AMFDoubleValue>("z") = m_Position.z;
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auto& rot = info.PushDebug("Rotation");
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rot.PushDebug<AMFDoubleValue>("w") = m_Rotation.w;
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rot.PushDebug<AMFDoubleValue>("x") = m_Rotation.x;
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rot.PushDebug<AMFDoubleValue>("y") = m_Rotation.y;
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rot.PushDebug<AMFDoubleValue>("z") = m_Rotation.z;
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info.PushDebug<AMFIntValue>("CollisionGroup") = m_CollisionGroup;
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return true;
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}
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