How BEPUphysics debug draw the physics box's frame and field

Discuss any questions about BEPUphysics or problems encountered.
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zuibage
Posts: 4
Joined: Tue Jun 12, 2012 8:28 am

How BEPUphysics debug draw the physics box's frame and field

Post by zuibage »

good boys, how can i show the field and frame size of the physics box or sphere ? i want to konw the box's with and height and length, then i can konw the collection of the entitys ! i am new , help me ,thanks ! i searched BEPUDebugDraw BEPUDebugManager but with little help,now i also have no idea ! help me ,thanks !
zuibage
Posts: 4
Joined: Tue Jun 12, 2012 8:28 am

Re: How BEPUphysics debug draw the physics box's frame and f

Post by zuibage »

it's myself, i found this http://www.pixelfoundrygames.com/index. ... to-physics ,it has show the line frame around the boxes ,i just want to konw how it does !
Norbo
Site Admin
Posts: 4929
Joined: Tue Jul 04, 2006 4:45 am

Re: How BEPUphysics debug draw the physics box's frame and f

Post by Norbo »

If you want to see the tight-fitting meshes, the ModelDrawer/InstancedModelDrawer in the BEPUphysicsDrawer project is what you want. To see it in use in a smaller project, download the Multithreading Demo and look for all the usages of the InstancedModelDrawer.

The BEPUphysicsDrawer also contains the BoundingBoxDrawer, which can be used to draw the AABB's of objects, and the SimulationIslandDrawer, which can be used to draw the AABB's of groups of interacting objects.
zuibage
Posts: 4
Joined: Tue Jun 12, 2012 8:28 am

Re: How BEPUphysics debug draw the physics box's frame and f

Post by zuibage »

thank you,i will try it now,and will feedback all my experience quickly ! thanks,again!
zuibage
Posts: 4
Joined: Tue Jun 12, 2012 8:28 am

Re: How BEPUphysics debug draw the physics box's frame and f

Post by zuibage »

I am now very excite !
From the tip , i download the Multithreading Demo ,but it not just right for me !
i find the BEPUphysicsDrawer and find the BEPUphysicsDrawer.dll in the project, then i add it to my project ,it not work ! yes,that BEPUphysicsDrawer.dll just for Xbox and X86 !

i study anther project :BEPUphysicsPhoneDemo , i find BEPUphysicsDrawer WP7.dll ,then add it to my project , it work well !
how i do ? ok,here it is:
>> download the demo: BEPUphysicsPhoneDemo v1.2.0 at http://bepuphysics.codeplex.com/releases/view/62523
>> find : BEPUphysicsPhoneDemo\BEPUphysicsDrawer WP7\bin\Windows Phone\Release\BEPUphysicsDrawer WP7.dll ,remember it first
>> open your other project, in visual studio's solutionframe , click "reference" ,add the BEPUphysicsDrawer WP7.dll
>> at head add: using BEPUphysicsDrawer.Models; using BEPUphysicsDrawer.Font; using BEPUphysicsDrawer.Lines; [ head ]
>> at Initialize() add: public ModelDrawer ModelDrawer;
>> at LoadContent() add: ModelDrawer = new BruteModelDrawer(this);
//BruteModelDrawer InstancedModelDrawer //InstancedModelDrawer need HiDef ,wp7 not support hiDef,so use BruteModelDrawer ,it works well
>> add: foreach (Entity e in space.Entities)
{
ModelDrawer.Add(e);
}
>> at Update(GameTime gameTime) add: ModelDrawer.Update();
>> at Draw(GameTime gameTime) add: ModelDrawer.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix);

ok,that all!

now,i will test lineframe around the entitys !
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