It works 50 by 50%:
I use a timer for redrawing:
void Widget::animationLoop()
{
m_deltaTime = m_elapsedTimer.elapsed() / 1000.f;
m_elapsedTimer.restart();
m_pWorld->stepSimulation(m_deltaTime, 8);
update();
}
I call collider's drawing (m_pWorld->debugDrawWorld();
) like this:
void Widget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_pWorld->debugDrawWorld();
m_projViewMatrix = m_projMatrix * m_viewMatrix;
m_pPlayer->position = m_pPlayerCollider->getPosition();
m_pPlayer->rotation = m_pPlayerCollider->getRotation();
m_pPlayer->draw(m_projViewMatrix);
m_pGround->draw(m_projViewMatrix);
m_pPlatforms->draw(m_projViewMatrix);
}
I have the DebugDrawer
class that I inherit from btIDebugDraw
. I override the drawLine
method to transform the 1x1x1 cube to make a segment to draw. I draw the segment by calling m_pColliderEdge->draw(m_projViewMatrix);
in the drawLine
method.
I tried to send a pointer to the QOpenGLWidget object to the DebugDrawer
constructor:
DebugDrawer(QOpenGLWidget *widget, btDynamicsWorld *pWorld, ColliderEdge *pColliderEdge);
to keep it for makeCurrent
but this did not help:
void DebugDrawer::drawLine(const btVector3 &from, const btVector3 &to, const btVector3 &color)
{
/* ... */
m_pWidget->makeCurrent();
m_projViewMatrix = projMatrix * viewMatrix;
m_pColliderEdge->draw(m_projViewMatrix);
}
I forgot to get the uMvpMatrix location in the ColliderEdge class:
ColliderEdge::ColliderEdge(QOpenGLShaderProgram *program,
const VertexBuffersData &vertexBuffers)
: m_pProgram(program)
{
m_vertPosBuffer = vertexBuffers.vertPosBuffer;
m_amountOfVertices = vertexBuffers.amountOfVertices;
m_pProgram->bind();
m_aPositionLocation = m_pProgram->attributeLocation("aPosition");
m_uMvpMatrixLocation = m_pProgram->uniformLocation("uMvpMatrix");
}
Sorry, guys. I will publish simple examples in the next time when I ask questions.