Hello,
I'm writing my own thin wrapper for Bullet to Ogre. I already have the rigid body (I don't encapsulate Bullet bodies, I just provide a MotionState and talk to Bullet directly) and mesh conversion working, now I'm tackling debug drawing. I've already made a class inheriting from btIDebugDraw and implemented the 'drawLine', 'drawContactPoint', and 'reportErrorWarning' functions. The others are empty (for now). So, I call 'setDebugDrawer' on the world. When I run the test application I made to test physics, I see this, it's working fine (I guess):-
My question is, how do I implement debug drawing for the rigid bodies themselves? Like, 'mBody->setDebugDraw(true)' or something. Can it use the existing debug drawer I've written?
Thanks for the help!
Debug Drawing For Shapes
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- Posts: 22
- Joined: Sat Jun 14, 2008 3:38 pm
- Location: Doha, Qatar.
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- Posts: 22
- Joined: Sat Jun 14, 2008 3:38 pm
- Location: Doha, Qatar.
Re: Debug Drawing For Shapes
Ok, fixed it, just had to call 'world->debugDrawWorld();' when needed.
I must say, the debug draw looks pretty good:-
I must say, the debug draw looks pretty good:-