I have used box2d quite a bit with Darkbasic and am excited that there is at least a partial implementation for GLBasic. I have virtually no C skills whatsoever so trying to extend the wrapper myself has been a head-banging exercise in futility. So, I do have a couple of questions and hopefully somebody will be kind enough to help me out...

This code was posted in this thread as a replacement for the original b_WorldDebug. It allows the debug drawing to be offset, I was wondering if it were possible to modify it to actually offset the position of the world bodies themselves. DB has a command for something similar to this in it's wrapper called Screen Transform.. I've used it to scroll the world and it has worked really well.

FUNCTION b_WorldDebug: xorg, yorg, scale // added circle radius marker

INLINE

b2Vec2 offset(xorg, yorg);

for(int i=0; i<LEN(bBody); ++i)

{

b2Body* pB = bBody(i);

if(!pB) continue;

for(b2Shape* pShp = pB->GetShapeList(); pShp; pShp = pShp->GetNext())

{

switch(pShp->GetType())

{

case e_circleShape:

{

b2CircleShape* pCirc = (b2CircleShape*)pShp;

const b2Vec2& p1 = pB->GetWorldPoint( pCirc->GetLocalPosition() );

DGInt r = pCirc->GetRadius();

DGInt a = pB->GetAngle() * -180.0 / 3.14159265358979323846;

DGInt ox, oy;

for(DGInt phi=0; phi<=360; phi+=5)

{

DGInt x = scale*p1.x+xorg+SIN(phi)*r, y=scale*p1.y+yorg+COS(phi)*r;

if(phi>0)

DRAWLINE(ox, oy, x, y, RGB(0,255,0));

ox=x; oy=y;

}

DGInt x = scale*p1.x+xorg+SIN(a)*r, y = scale*p1.y+yorg+COS(a)*r; // circle radius marker

DRAWLINE(x, y, scale*p1.x+xorg, scale*p1.y+yorg, RGB(255,255,0)); //

}

break;

case e_polygonShape:

{

b2PolygonShape* pPoly = (b2PolygonShape*)pShp;

for(int j=0; j<pPoly->GetVertexCount(); ++j)

{

int k = (j+1)%pPoly->GetVertexCount();

const b2Vec2& p1 = pB->GetWorldPoint(pPoly->GetVertices()[j]);

const b2Vec2& p2 = pB->GetWorldPoint(pPoly->GetVertices()[k]);

// Bah! Local coordinates!

DRAWLINE(scale*p1.x+xorg, scale*p1.y+yorg, scale*p2.x+xorg, scale*p2.y+yorg, RGB(0,255,0));

}

}

break;

}

}

}

ENDINLINE

ENDFUNCTION

My second question concerns how to read a vector from GLBasic. This function returns vec.x and vec.y but I have no idea how to store and use the information it is returning..

FUNCTION b_GetWorldVector AS Tb_Vec2: body%, localx, localy

INLINE

b2Body* pB = bBody(body);

b2Vec2 vec = pB->GetWorldVector(b2Vec2(localx, localy));

Tb_Vec2 out;

out.x = vec.x; out.y=vec.y; return out;

ENDINLINE

ENDFUNCTION

I have a few more headaches I'm trying to figure out but if somebody could help me out with these, I would very much appreciate it.

Thanks