steps to display graphics using debug draw in bullet physics engine












0















I'm looking for an easy way to use debug draw in a very simple bullet physics application to develop my understanding of the interface for DebugDraw. My code, which is basically the code from [Demos/HelloWorld/]1 in bullet3 package, is modified a bit to work with modern c++ stl objects.
I looked up the older post but none are helpful for me. The bullet support for the C++ code has been taken down which doesn't help me either



In the code I do the following:




  1. Declare the properties of the world

  2. Declare a world and initialize it with the properties declared in 1

  3. Declare a DebugDrawer object and initialize the world with this object

  4. Create rigid bodies, initialize their properties and add it to the world

  5. run the simulation (and attempt to run the debugDraw)


The code is a bit lengthy and I've posted only the snippet that gives insight to what I'm trying to do. My version of entire hello world code can be found here



The code snippet looks like this:



int main(int argc, char *argv)
{

std::cout << "attempt to run hello world like program using modern c++ and with GUI debugDrawn";

//create the properties of the world
. . .
. . .

// declare and initialize the world with the above properties
btDiscreteDynamicsWorld* world = new btDiscreteDynamicsWorld(dispatcher, interface, solver, collisonConfig);
world->setGravity(btVector3(0.0, -9.81, 0));

//initialize visualization framework
GLDebugDrawer *debugDraw = new GLDebugDrawer;
debugDraw->setDebugMode(1);
world->setDebugDrawer(debugDraw);


//create placeholder for shapes, some kind of array
std::vector<btCollisionShape*> collisionShapes;

//Create and initialize multiple rigid
//bodies with specific properties
. . .

for(size_t i=0; i<collisionShapes.size(); ++i){

//some more initialization code
. . .
. . .

//adding the rigid bodies to the wold
world->addRigidBody(rbody[i]);
}

//do some simulation
for (size_t i = 0; i < 20; ++i) {
world->stepSimulation(1.f/60.f, 10);

//print positions of all objects
for (int j = 0; j<world->getNumCollisionObjects(); ++j){

btCollisionObject *obj = world->getCollisionObjectArray()[j];
btRigidBody* bdy = btRigidBody::upcast(obj);

if(bdy && bdy->getMotionState()){
btTransform trans;
bdy->getMotionState()->getWorldTransform(trans);

//render the rigid bodies in the world
//DOESN'T WORK
world->debugDrawWorld();

//this works
std::cout << "world pos: " << trans.getOrigin().getX() <<"nY: " << trans.getOrigin().getY() << "nZ:" << trans.getOrigin().getZ() << "n";
}
}

}

releaseResources(collisionShapes, rbody, myMotionstate);

return 0;
}


This code works fine when I run it on bash, and prints the updated positions of the rigid bodies but I don't see any screen that renders the objects in a graphics.



I'm not sure what else I'm missing and where should the line `world->DebugDrawWorld()' be placed. Any help will be really appreciated.



thank you










share|improve this question





























    0















    I'm looking for an easy way to use debug draw in a very simple bullet physics application to develop my understanding of the interface for DebugDraw. My code, which is basically the code from [Demos/HelloWorld/]1 in bullet3 package, is modified a bit to work with modern c++ stl objects.
    I looked up the older post but none are helpful for me. The bullet support for the C++ code has been taken down which doesn't help me either



    In the code I do the following:




    1. Declare the properties of the world

    2. Declare a world and initialize it with the properties declared in 1

    3. Declare a DebugDrawer object and initialize the world with this object

    4. Create rigid bodies, initialize their properties and add it to the world

    5. run the simulation (and attempt to run the debugDraw)


    The code is a bit lengthy and I've posted only the snippet that gives insight to what I'm trying to do. My version of entire hello world code can be found here



    The code snippet looks like this:



    int main(int argc, char *argv)
    {

    std::cout << "attempt to run hello world like program using modern c++ and with GUI debugDrawn";

    //create the properties of the world
    . . .
    . . .

    // declare and initialize the world with the above properties
    btDiscreteDynamicsWorld* world = new btDiscreteDynamicsWorld(dispatcher, interface, solver, collisonConfig);
    world->setGravity(btVector3(0.0, -9.81, 0));

    //initialize visualization framework
    GLDebugDrawer *debugDraw = new GLDebugDrawer;
    debugDraw->setDebugMode(1);
    world->setDebugDrawer(debugDraw);


    //create placeholder for shapes, some kind of array
    std::vector<btCollisionShape*> collisionShapes;

    //Create and initialize multiple rigid
    //bodies with specific properties
    . . .

    for(size_t i=0; i<collisionShapes.size(); ++i){

    //some more initialization code
    . . .
    . . .

    //adding the rigid bodies to the wold
    world->addRigidBody(rbody[i]);
    }

    //do some simulation
    for (size_t i = 0; i < 20; ++i) {
    world->stepSimulation(1.f/60.f, 10);

    //print positions of all objects
    for (int j = 0; j<world->getNumCollisionObjects(); ++j){

    btCollisionObject *obj = world->getCollisionObjectArray()[j];
    btRigidBody* bdy = btRigidBody::upcast(obj);

    if(bdy && bdy->getMotionState()){
    btTransform trans;
    bdy->getMotionState()->getWorldTransform(trans);

    //render the rigid bodies in the world
    //DOESN'T WORK
    world->debugDrawWorld();

    //this works
    std::cout << "world pos: " << trans.getOrigin().getX() <<"nY: " << trans.getOrigin().getY() << "nZ:" << trans.getOrigin().getZ() << "n";
    }
    }

    }

    releaseResources(collisionShapes, rbody, myMotionstate);

    return 0;
    }


    This code works fine when I run it on bash, and prints the updated positions of the rigid bodies but I don't see any screen that renders the objects in a graphics.



    I'm not sure what else I'm missing and where should the line `world->DebugDrawWorld()' be placed. Any help will be really appreciated.



    thank you










    share|improve this question



























      0












      0








      0








      I'm looking for an easy way to use debug draw in a very simple bullet physics application to develop my understanding of the interface for DebugDraw. My code, which is basically the code from [Demos/HelloWorld/]1 in bullet3 package, is modified a bit to work with modern c++ stl objects.
      I looked up the older post but none are helpful for me. The bullet support for the C++ code has been taken down which doesn't help me either



      In the code I do the following:




      1. Declare the properties of the world

      2. Declare a world and initialize it with the properties declared in 1

      3. Declare a DebugDrawer object and initialize the world with this object

      4. Create rigid bodies, initialize their properties and add it to the world

      5. run the simulation (and attempt to run the debugDraw)


      The code is a bit lengthy and I've posted only the snippet that gives insight to what I'm trying to do. My version of entire hello world code can be found here



      The code snippet looks like this:



      int main(int argc, char *argv)
      {

      std::cout << "attempt to run hello world like program using modern c++ and with GUI debugDrawn";

      //create the properties of the world
      . . .
      . . .

      // declare and initialize the world with the above properties
      btDiscreteDynamicsWorld* world = new btDiscreteDynamicsWorld(dispatcher, interface, solver, collisonConfig);
      world->setGravity(btVector3(0.0, -9.81, 0));

      //initialize visualization framework
      GLDebugDrawer *debugDraw = new GLDebugDrawer;
      debugDraw->setDebugMode(1);
      world->setDebugDrawer(debugDraw);


      //create placeholder for shapes, some kind of array
      std::vector<btCollisionShape*> collisionShapes;

      //Create and initialize multiple rigid
      //bodies with specific properties
      . . .

      for(size_t i=0; i<collisionShapes.size(); ++i){

      //some more initialization code
      . . .
      . . .

      //adding the rigid bodies to the wold
      world->addRigidBody(rbody[i]);
      }

      //do some simulation
      for (size_t i = 0; i < 20; ++i) {
      world->stepSimulation(1.f/60.f, 10);

      //print positions of all objects
      for (int j = 0; j<world->getNumCollisionObjects(); ++j){

      btCollisionObject *obj = world->getCollisionObjectArray()[j];
      btRigidBody* bdy = btRigidBody::upcast(obj);

      if(bdy && bdy->getMotionState()){
      btTransform trans;
      bdy->getMotionState()->getWorldTransform(trans);

      //render the rigid bodies in the world
      //DOESN'T WORK
      world->debugDrawWorld();

      //this works
      std::cout << "world pos: " << trans.getOrigin().getX() <<"nY: " << trans.getOrigin().getY() << "nZ:" << trans.getOrigin().getZ() << "n";
      }
      }

      }

      releaseResources(collisionShapes, rbody, myMotionstate);

      return 0;
      }


      This code works fine when I run it on bash, and prints the updated positions of the rigid bodies but I don't see any screen that renders the objects in a graphics.



      I'm not sure what else I'm missing and where should the line `world->DebugDrawWorld()' be placed. Any help will be really appreciated.



      thank you










      share|improve this question
















      I'm looking for an easy way to use debug draw in a very simple bullet physics application to develop my understanding of the interface for DebugDraw. My code, which is basically the code from [Demos/HelloWorld/]1 in bullet3 package, is modified a bit to work with modern c++ stl objects.
      I looked up the older post but none are helpful for me. The bullet support for the C++ code has been taken down which doesn't help me either



      In the code I do the following:




      1. Declare the properties of the world

      2. Declare a world and initialize it with the properties declared in 1

      3. Declare a DebugDrawer object and initialize the world with this object

      4. Create rigid bodies, initialize their properties and add it to the world

      5. run the simulation (and attempt to run the debugDraw)


      The code is a bit lengthy and I've posted only the snippet that gives insight to what I'm trying to do. My version of entire hello world code can be found here



      The code snippet looks like this:



      int main(int argc, char *argv)
      {

      std::cout << "attempt to run hello world like program using modern c++ and with GUI debugDrawn";

      //create the properties of the world
      . . .
      . . .

      // declare and initialize the world with the above properties
      btDiscreteDynamicsWorld* world = new btDiscreteDynamicsWorld(dispatcher, interface, solver, collisonConfig);
      world->setGravity(btVector3(0.0, -9.81, 0));

      //initialize visualization framework
      GLDebugDrawer *debugDraw = new GLDebugDrawer;
      debugDraw->setDebugMode(1);
      world->setDebugDrawer(debugDraw);


      //create placeholder for shapes, some kind of array
      std::vector<btCollisionShape*> collisionShapes;

      //Create and initialize multiple rigid
      //bodies with specific properties
      . . .

      for(size_t i=0; i<collisionShapes.size(); ++i){

      //some more initialization code
      . . .
      . . .

      //adding the rigid bodies to the wold
      world->addRigidBody(rbody[i]);
      }

      //do some simulation
      for (size_t i = 0; i < 20; ++i) {
      world->stepSimulation(1.f/60.f, 10);

      //print positions of all objects
      for (int j = 0; j<world->getNumCollisionObjects(); ++j){

      btCollisionObject *obj = world->getCollisionObjectArray()[j];
      btRigidBody* bdy = btRigidBody::upcast(obj);

      if(bdy && bdy->getMotionState()){
      btTransform trans;
      bdy->getMotionState()->getWorldTransform(trans);

      //render the rigid bodies in the world
      //DOESN'T WORK
      world->debugDrawWorld();

      //this works
      std::cout << "world pos: " << trans.getOrigin().getX() <<"nY: " << trans.getOrigin().getY() << "nZ:" << trans.getOrigin().getZ() << "n";
      }
      }

      }

      releaseResources(collisionShapes, rbody, myMotionstate);

      return 0;
      }


      This code works fine when I run it on bash, and prints the updated positions of the rigid bodies but I don't see any screen that renders the objects in a graphics.



      I'm not sure what else I'm missing and where should the line `world->DebugDrawWorld()' be placed. Any help will be really appreciated.



      thank you







      c++ rendering bullet






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 25 '18 at 21:11







      ggulgulia

















      asked Nov 25 '18 at 13:27









      ggulguliaggulgulia

      667915




      667915
























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