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  • 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
  • ...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 ...is pretty simple. first you create "MateralID" objects, to represent each material you might need in your system. examples of common materials might be: woo
    20 KB (3,038 words) - 08:02, 10 June 2019
  • In tutorial 105 we introduced the material Interface to create very basic scene with different materials integration b The Material system is very powerful and very flexible, however is has one problem.
    17 KB (2,302 words) - 08:02, 10 June 2019
  • // Create a physics material (in this example only one) // Configure material (friction, elasticity, softness)
    11 KB (1,224 words) - 08:02, 10 June 2019
  • = Common functions = Generic collisions library functions:
    9 KB (1,280 words) - 08:02, 10 June 2019
  • // Create the material for this scene // assign an Material ID to this body
    9 KB (1,123 words) - 08:02, 10 June 2019
  • The function CreateMeshCollision is part of a series of utility functions that create many of the various trimesh collision shapes the engine support // add each sub mesh as a face id, will will use this later for a multi material sound effect in and advanced tutorial
    5 KB (773 words) - 08:02, 10 June 2019
  • ...on Simulator. So running in Simulator will fire some error related thread functions. Because there are a lot of changes after the tutorial made, you can't run ...guagesLink|Tutorial 201: - Advanced Custom Material System|Advanced Custom Material System}}<BR>
    5 KB (625 words) - 08:02, 10 June 2019
  • The function CreateHeightFieldCollision is part of a series of utility functions that creates many of the various heightfield shapes the engine supports and The cell ID are the face Id the will be reported back by the Material system when a body collide with the terrain.
    4 KB (592 words) - 08:02, 10 June 2019
  • Set [[userData]] and the functions event handlers for the material defined by the interaction between two physics groups. ...rial interaction is collected from a database of materials, indexed by the material groupID assigned to the bodies.
    3 KB (477 words) - 08:02, 10 June 2019
  • ...t, which I want to use to handle collisions between objects of the default material type: ...ials in newton by asking them from the engine. When you start the default material is already created for you. It's common to create only a few additional ma
    3 KB (450 words) - 08:02, 10 June 2019
  • But in latest newton, there are new functions such as [[NewtonJointGetBody0]] and [[NewtonJointGetBody1]] for this purpos material: Pnewtonmaterial;
    3 KB (325 words) - 08:02, 10 June 2019
  • Set userData and the functions event handlers for the material interaction between two physics materials . ...sion geometry of two bodies overlap, Newton collision system retrieves the material
    3 KB (376 words) - 08:02, 10 June 2019
  • * for continue collision to be active the continue collision mode must on the material pair of the colliding bodies as well as on at least one of the two collidin ...ton Functions]] [[Category:Newton 3 Functions]] [[Category:Collision shape functions]]
    2 KB (294 words) - 08:02, 10 June 2019
  • * const NewtonMaterial materialHandle - pointer to a material pair. * This function can only be called from a material callback event handler. This function changes the basis of the contact poin
    2 KB (251 words) - 08:02, 10 June 2019
  • ...t description]] [[Category:Material functions]] [[Category:Collision shape functions]]
    571 bytes (48 words) - 05:32, 18 June 2019
  • ...t description]] [[Category:Material functions]] [[Category:Collision shape functions]]
    583 bytes (50 words) - 05:33, 18 June 2019
  • ...lidable automatically. This feature can also be achieved by making special material for the whole configuration of jointed bodies, however it is a lot easier j ...wton 3 Functions]] [[Category:Joint functions]] [[Category:Collision shape functions]]
    1 KB (211 words) - 08:02, 10 June 2019
  • ...aterial system but it too much work and it will increase unnecessarily the material count, and therefore the project complexity. The Null collision is a collis ...ions]] [[Category:Newton 3 Functions]] [[Category:Collision Shape Creation Functions]]
    1 KB (202 words) - 08:02, 10 June 2019
  • typedef int (*NewtonOnAABBOverlap) (const NewtonMaterial* const material, const NewtonBody* const body0, const NewtonBody* const body1, int threadIn If you accept collision, then [[NewtonContactProcess]] will be called with a material contact joint between each set of two bodies in collision.
    1 KB (181 words) - 08:02, 10 June 2019

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