Moderators: Sascha Willems, walaber
// Name: NewtonUserJointSetSolver
// Set the type of solve to use with this joint when thee solver mode is set to iterative
//
// Parameters:
// *const NewtonJoint* *joint - pointer to the joint.
// *int* solver - solve mode, 1 selcet exact solver, 0 selct iterative solver
// *int* maxContactJoints - select teh maxsimun numbet of contact joint that will select the exact solver
void NewtonUserJointSetSolver (const NewtonJoint* const joint, int solver, int maxContactJoints)
bind "Q" %lowr;
bind "E" %rais;
bind "R" %tltu;
bind "F" %tltd;
predecuda mesh
Sweenie wrote:Sorry but do you mean a precomputed mesh, or some kind of Nvidia Cuda-stuff here?
// here you take mesh and you past teh face, eh UV, teh textote and all teh infomation
NewtonMesh* mesh = CreateMesh()
// her etha soft body is created
NewtonParticleBody* softBody = CreateSoftBody( mesh );
then after each physics update for each softbody you do somethomg liek this
for each Soft body ()
NewtonParticleBody* softBody = body(i)
if (bodyAABB is visible) {
// a soft node is a NetwonMesh so it will us eteh same inteface of teh Mesh to get the renderable part
vertexArray = GetVertxList(vertexArray)
//here is tha Grapheenge part tha submin teh betbuffer or whate it uses
GameEngineDynamicsBuffer(vertexArray )
SofbodyBeginMesh();
//
for (int material = softBosyGetMatrial(); material; NetMatraisl()) {
SoftBodyGetMesh IndexList();
// here is the mat tha subimt teh index buffer an dteh matrail
GameEngienMaterial(material )
GameEngineDyamicIndexBuffer (indexArray);
GameEngineSubmintForrenderin(...)
}
SofbodyEndMesh();
}
you part is to make teh test demo usin teh ineface afte I adde to the Newton, H file.
any simple mesh would do to start maybe a simple cube, a simple sphere, for teh develoment and then with move to more complex shapes.
do you think you could do that?
JoeJ wrote:Using svn 3.00 version and compile myself? Will that include the fix?
Users browsing this forum: No registered users and 1 guest