Wednesday, January 30, 2013

[CODE] simple bullet physics debug draw for Cinder


    Not horribly hard to figure out but if you feel like saving yourself some code time or just looking for a quick jumping off point, here you go.  You can also grab the whole project from github.  If this looks like a straight port of bullet's GLDebugDrawer, it pretty much is.

.h
#include "cinder/app/AppBasic.h"
#include "cinder/gl/gl.h"
#include "cinder/Text.h"
#include "btBulletDynamicsCommon.h"
#include "LinearMath/btIDebugDraw.h"

using namespace ci;
using namespace ci::app;
using namespace std;

class CibtDebugDraw : public btIDebugDraw
{
    int m_debugMode;
public:
    CibtDebugDraw();
    virtual ~CibtDebugDraw();
    virtual void drawLine(const btVector3& from, const btVector3& to, const btVector3& fromColor, const btVector3& toColor);
    virtual void drawLine(const btVector3& from, const btVector3& to, const btVector3& color);
    virtual void drawSphere(const btVector3& p, btScalar radius, const btVector3& color);
    virtual void drawBox(const btVector3& bbMin, const btVector3& bbMax, const btVector3& color);
    virtual void drawContactPoint(const btVector3& PointOnB, const btVector3& normalOnB, btScalar distance, int lifeTime, const btVector3& color);
    virtual void reportErrorWarning(const char* warningString);
    virtual void draw3dText(const btVector3& location, const char* textString);
    virtual void setDebugMode(int debugMode);
    virtual int getDebugMode() const;
};

.cpp
CibtDebugDraw::CibtDebugDraw() : m_debugMode(0)
{
}

CibtDebugDraw::~CibtDebugDraw()
{
}

void CibtDebugDraw::drawLine(const btVector3& from, const btVector3& to, const btVector3& fromColor, const btVector3& toColor)
{
    gl::begin(GL_LINES);
    gl::color(Color(fromColor.getX(), fromColor.getY(),
        fromColor.getZ()));
    gl::vertex(from.getX(),from.getY(),from.getZ());
    gl::color(Color(toColor.getX(), toColor.getY(), toColor.getZ()));
    gl::vertex(to.getX(),to.getY(),to.getZ());
    gl::end();
}

void CibtDebugDraw::drawLine(const btVector3& from, const btVector3& to, const btVector3& color)
{
    drawLine(from,to,color,color);
}

void CibtDebugDraw::drawSphere(const btVector3& p, btScalar radius, const btVector3& color)
{
    gl::color(Color(color.getX(), color.getY(), color.getZ()));
    gl::drawSphere(Vec3f(p.getX(),p.getY(),p.getZ()), radius);
}

void CibtDebugDraw::drawBox(const btVector3& bbMin, const btVector3& bbMax, const btVector3& color)
{
    gl::color(Color(color.getX(), color.getY(), color.getZ()));
    gl::drawStrokedCube(AxisAlignedBox3f(
        Vec3f(bbMin.getX(),bbMin.getY(),bbMin.getZ()),
        Vec3f(bbMax.getX(),bbMax.getY(),bbMax.getZ())));
}

void CibtDebugDraw::drawContactPoint(const btVector3& PointOnB, const btVector3& normalOnB, btScalar distance, int lifeTime, const btVector3& color)
{
    Vec3f from(PointOnB.getX(), PointOnB.getY(), PointOnB.getZ());
    Vec3f to(normalOnB.getX(), normalOnB.getY(), normalOnB.getZ());
    to = from+to*1;

    gl::color(Color(color.getX(),color.getY(),color.getZ()));
    gl::begin(GL_LINES);
    gl::vertex(from);
    gl::vertex(to);
    gl::end();
}

void CibtDebugDraw::reportErrorWarning(const char* warningString)
{
    console() << warningString << std::endl;
}

void CibtDebugDraw::draw3dText(const btVector3& location, const char* textString)
{
    TextLayout textDraw;
    textDraw.clear(ColorA(0,0,0,0));
    textDraw.setColor(Color(1,1,1));
    textDraw.setFont(Font("Arial", 16));
    textDraw.addCenteredLine(textString);
    gl::draw(gl::Texture(textDraw.render()),
        Vec2f(location.getX(),location.getY()));
}

void CibtDebugDraw::setDebugMode(int debugMode)
{
    m_debugMode = debugMode;
}

int CibtDebugDraw::getDebugMode() const
{
    return m_debugMode;
}

Here's a quick shot of the debug drawer in action with a single body:

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