Hello JC,

On 01-Aug-23 5:10, 'JC Denton' via ProjectChrono wrote:
I'm using my own engine, and I have a callback system setup to draw like so:

m_system->GetCollisionSystem()->Visualize(ChCollisionSystem::VIS_Shapes | ChCollisionSystem::VIS_Aabb);

This works fine for my chassis.
I learned something new, you are registering a callback to draw a visualization of the collision shapes and using those callbacks to render something in your engine. That's nice. As far as I'm aware, a similar hook does not exist for rendering visualizations in general...
But for my wheels and tires it doesn't.

My wheel set's its visual mesh file via:

  m_vis_mesh_file = "Meshes/Collision/LeftWheel.obj";

and my tire's visualize mesh via:

void RangeRoverSport_TMeasyTire::AddVisualizationAssets(VisualizationType vis)
{
    if (vis == VisualizationType::MESH)
    {
        m_trimesh_shape = AddVisualizationMesh(m_meshFile_left, m_meshFile_right);
    }
    else
{
        ChTMeasyTire::AddVisualizationAssets(vis);
    }
}

but perhaps this is only meant for visualizing with irrlicht and doesn't support drawing out to my own engine?

I'm pretty sure that assumption is correct. Irrlicht and Vulkan Scene Graph (VSG) both basically iterate over the whole system and will grab those assets and render them. The good news is, you can do something similar yourself. I have done something similar to render terrain and vehicles for my own simulator.

Greetings, Marcel


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