Search results

Jump to: navigation, search
  • This is list of all functions and callbacks within Newton library by category. == [[:Category:Newton World Control Functions]] ==
    78 KB (4,368 words) - 05:54, 18 June 2019
  • * These two functions are callbacks. They are called when * This function will create NewtonBody with box collision
    27 KB (3,475 words) - 08:02, 10 June 2019
  • ...he SDK. My OgreNewt library is pretty much a 1:1 conversion of the Newton functions into a class-based environment, so most of the function descriptions in the ...interact with other bodies in the scene. Bodies can have mass, size, and shape. Basically everything you want to be affected by physics calculations need
    20 KB (3,038 words) - 08:02, 10 June 2019
  • ...if can result in very complex set of function call back when a body has a shape that is composed of different parte the application want to act as differen ...ngine do not provide Native support for treating Sub Material behaviors in collision call back, instead this is delegated to be implemented by the end applicati
    17 KB (2,302 words) - 08:02, 10 June 2019
  • NewtonCollision* shape; shape = CreateNewtonBox (world, floor, 0);
    17 KB (2,616 words) - 08:02, 10 June 2019
  • ...ple, have a body with a mass and inertia torque like a box and (collision) shape like cylinder (or a "vehicle", or...), even if it may be pointles... ...r to release references to the object. Neglecting to release references to collision primitives is a common cause of memory leaks.
    9 KB (1,280 words) - 08:02, 10 June 2019
  • NewtonCollision* shape; shape = CreateNewtonBox (world, floor, 0);
    9 KB (1,123 words) - 08:02, 10 June 2019
  • Creates a ConvexHull primitive for collision from a cloud of points. ...e application shows perfectly smooth behavior. However for cases where the shape is too complex or a polygonal representation is desired convex hulls are th
    5 KB (851 words) - 08:02, 10 June 2019
  • ...s tutorial I introduce how create complex mesh geometry for the background collision. Select project Tutorial_106_MeshCollision as Startup project in visual stu ...ironment collision, we will use a more artist generated mesh for environed collision.
    5 KB (773 words) - 08:02, 10 June 2019
  • ...is tutorial I introduce another popular collision shape called HeightField Collision. ...e exception that instead of using a big flat box as our static environment collision, we will use a procedural rolling terrain made out of a height field stored
    4 KB (592 words) - 08:02, 10 June 2019
  • ...reateUserMeshCollision|User Mesh collision]] is checked by newton when the shape potentially collides with another object (a object's AABB overlaps the user ...data structure, identifies the data about current intresection check, the collision data - if any is returned into this structure.
    4 KB (587 words) - 08:49, 3 October 2019
  • Calculate time of impact and contact points between two collision primitive. * const dFloat timestep - maximum time interval consided for the continue collision claculation.
    4 KB (504 words) - 08:02, 10 June 2019
  • Create a complex collision geometry to be controlled by the application. ...of at least three floats to hold minimum value for the box relative to the collision.
    3 KB (408 words) - 09:47, 3 October 2019
  • ...llision object from multiple collision objects to represent a more complex shape. Or, 3 spheres can make a snowman shape.
    3 KB (415 words) - 08:02, 10 June 2019
  • void NewtonCollisionSupportVertex (const NewtonCollision* collision, const dFloat* dir, dFloat* vertex); ...nt, that maps to the maximum projection of all the points of the collision shape along the specified direction.
    3 KB (371 words) - 08:02, 10 June 2019
  • Calculate contact points between two collision primitive. * const NewtonCollision* const collisionA - pointer to collision primitive A.
    3 KB (365 words) - 08:02, 10 June 2019
  • It allow you to apply force and torque to a simulated body, to make physical shape move and interact dynamically, common use for this can be like simple gravi ...led for bodies that are static (Zero mass or Collision trees and heightmap collision shapes).
    3 KB (300 words) - 08:02, 10 June 2019
  • Calculate the closest points between two disjoint convex collision primitive. * const NewtonCollision *collisionA - pointer to collision primitive A.
    3 KB (352 words) - 08:02, 10 June 2019
  • ...at* const matrix, const dFloat* const target, const NewtonCollision* const shape, dFloat* const param, void* const userData, NewtonWorldRayPrefilterCallback Projects a collision shape from matrix origin towards a target returning all hits that the geometry wo
    2 KB (337 words) - 08:02, 10 June 2019
  • const NewtonCollision* collision, const dFloat* matrix, dFloat* contact, dFloat* normal, int threadIndex); Calculate the closest point between a point and convex collision primitive.
    2 KB (297 words) - 08:02, 10 June 2019

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)