TSShapeInstance::castRay....mesh object transform is null?
by Juan Aramburu · in Torque Game Engine Advanced · 07/26/2006 (12:48 pm) · 0 replies
I keep getting a debug break (or crash in release mode) inside of TSShapeInstance::castRay()
What would cause a TSShapeInstance mesh object ot have a null transform?
bool TSShapeInstance::castRay(const Point3F & a, const Point3F & b, RayInfo * rayInfo, S32 dl)
{
// if dl==-1, nothing to do
if (dl==-1)
return false;
AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::buildPolyList");
// get subshape and object detail
const TSDetail * detail = &mShape->details[dl];
S32 ss = detail->subShapeNum;
S32 od = detail->objectDetailNum;
// set up static data
setStatics(dl);
S32 start = mShape->subShapeFirstObject[ss];
S32 end = mShape->subShapeNumObjects[ss] + start;
RayInfo saveRay;
saveRay.t = 1.0f;
const MatrixF * saveMat = NULL;
bool found = false;
if (start<end)
{
Point3F ta, tb;
// set up for first object's node
MatrixF mat;
[b]MatrixF * previousMat = mMeshObjects[start].getTransform();[/b] //<----returns NULL
mat = *previousMat; //<------obviously breaks the engine
mat.inverse();
mat.mulP(a,&ta);
mat.mulP(b,&tb);What would cause a TSShapeInstance mesh object ot have a null transform?