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
--
You received this message because you are subscribed to the Google Groups
"ProjectChrono" group.
To unsubscribe from this group and stop receiving emails from it, send an email
to [email protected].
To view this discussion on the web visit
https://groups.google.com/d/msgid/projectchrono/b55cc231-3932-c5ec-5112-f977521722ce%40gmail.com.