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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
  • Using Ogre with the Newton Game Dynamics physics SDK with the Newton Game Dynamics physics SDK, currently version 1.31.
    20 KB (3,038 words) - 08:02, 10 June 2019
  • ...level mesh, there are 3 x 3 possible pairs of shapes IDs that can come in contact, you can see how this can become very hard to maintain as more and more com ...to use Newton, you can use the traditional heuristic approach of material functions, or bodies priorities.
    17 KB (2,302 words) - 08:02, 10 June 2019
  • This function creates a standard physics scene with one large static rigid body and few smaller dynamic rigid bodies ...in previous tutorials is that in this scene, each time a rigid body is in contact with another rigid body in the scene, we want to generate a different event
    9 KB (1,123 words) - 08:02, 10 June 2019
  • ...ons event handlers for the material defined by the interaction between two physics groups. ...nOnAABBOverlap]] aabbOverlap - address of the event function called before contact calculation for collision. This parameter can be NULL.
    3 KB (477 words) - 08:02, 10 June 2019
  • ...and the functions event handlers for the material interaction between two physics materials . ...n *processCallback* was set, the application receives a callback for every contact found between the
    3 KB (376 words) - 08:02, 10 June 2019
  • ...by calling the NewtonBodySetLinearDamping and NewtonBodySetAngularDamping functions, with a value as low as 0.0001. *note: the default for these functions is a value of 0.1, so setting it to a lower value will greatly reduce the a
    3 KB (469 words) - 08:02, 10 June 2019
  • Reset all internal engine states by clearing all of the internal contact joints and sorting the body and joint lists. ...u call this function, Newton will run deterministic as long as you run the physics in single thread, see [[NewtonSetThreadsCount]].
    3 KB (350 words) - 08:02, 10 June 2019
  • ...lected. This function will be called just before the array is accepted for contact resolution and integration. * Applications can leverage this function to implement an game physics LOD.
    2 KB (267 words) - 08:02, 10 June 2019
  • Set the new direction of the for this contact point. ...and the tangent direction are recalculated to be perpendicular to the new contact normal.
    2 KB (251 words) - 08:02, 10 June 2019
  • Override the default value of the kinetic coefficient of friction for this contact. [[Category:Physics Contact control functions]]
    1 KB (180 words) - 08:02, 10 June 2019
  • ...l callback event handler. This function rotates the tangent vectors of the contact point until the primary tangent vector and the align vector are perpendicul [[Category:Physics Contact control functions]]
    1 KB (144 words) - 08:02, 10 June 2019
  • Get the contact force vector in global space. * The contact force value is only valid when calculating resting contacts. This means if
    995 bytes (130 words) - 08:02, 10 June 2019
  • Get the contact tangent vector to the contact point. * const NewtonMaterial* material - pointer to a material contact joint
    837 bytes (99 words) - 08:02, 10 June 2019
  • Get the contact position and normal in global space. ...loat *positPtr, - pointer to an array of at least three floats to hold the contact position.
    834 bytes (100 words) - 08:02, 10 June 2019
  • Force the contact point to have a non-zero acceleration along the surface plane. * dFloat accel - desired contact acceleration.
    833 bytes (88 words) - 08:02, 10 June 2019
  • * face attribute for collision trees. Zero if the contact was generated by two convex collisions. [[Category:Physics Contact control functions]]
    814 bytes (99 words) - 08:02, 10 June 2019
  • Force the contact point to have a non-zero acceleration aligned this the contact normal. * dFloat accel - desired contact acceleration, Must be a positive value
    803 bytes (91 words) - 08:02, 10 June 2019
  • Enable or disable friction calculation for this contact. * int state* - new state. 0 makes the contact frictionless along the index tangent vector.
    789 bytes (90 words) - 08:02, 10 June 2019
  • Calculate the speed of this contact along the tangent vector of the contact. * const NewtonMaterial* material - pointer to a material contact joint
    771 bytes (87 words) - 08:02, 10 June 2019

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