Ok, I added the body render-er extension into the repository. This also updated the project to XNA 3.0, and possibly Visual Studio 2008 ( I only had that installed… )
Anyway, it is on by default, so if anyone could check it out and see if it works I'd really appreciate it!
It currently supports the Box, Sphere, Capsule, and Trianglemesh primitives, and I can add support for the others as soon as I start using them in my projects.
The extension adds :
List<VertexPositionColor> GetBodyWireframe(this Body body)
List<VertexPositionColor> TransformWireframe(this Body body, List<VertexPositionColor> wireframe)
So first you call Body.GetBodyWireframe() to get the wireframe, then each update cycle you call Body.TransformWireframe(wireframe) to transform the wireframe to the current position for drawing.
The result from Body.TransformWireframe can be sent to the graphicsdevice for rendering pretty easily.
I updated the DebugDrawer with a DrawShape( List<VertexPositionColor> shape ) method, which will render the shape correctly.
Hope it works for everyone!