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 void CreateNewtonBox(NewtonWorld* world, ISceneNode *node, float mass, int shapeId = 0)
    27 KB (3,475 words) - 08:02, 10 June 2019
  • OgreNewt::World* mWorld; Anyway, Newton has a few basic elements used to describe the physics world... they are:
    20 KB (3,038 words) - 08:02, 10 June 2019
  • To work with callbacks for gravity as well is a very good concept because in this way you can crea one static object: the world itself. The environment object which shall not fall down. So at first we wi
    11 KB (1,224 words) - 08:02, 10 June 2019
  • == Creating and destroying the NGD world == Create the NGD world
    9 KB (1,337 words) - 08:02, 10 June 2019
  • An adaptation of Newton 1.5.3 Tutorial 2 - Using Callbacks. It uses Irrlicht 1.3.1 for the graphics engine. // Newton Tutorial 2 Using Callbacks
    9 KB (1,114 words) - 08:02, 10 June 2019
  • At this point, we are assuming you have successfully created the Newton World and your Rigid Body(s). ...your programs loop you must be calling NewtonUpdate() to update the Newton world. One of the first functions Newton calls during your call to NewtonUpdate()
    4 KB (695 words) - 08:02, 10 June 2019
  • ...s the option to register a user data value and also some function pointers callbacks. Newton uses this function to communicate with the application every time s Open up the project Tutorial 2 Using Callbacks, and open the file tutorial.cpp.
    4 KB (735 words) - 08:02, 10 June 2019
  • * const NewtonWorld *newtonWorld - is the pointer to the Newton world. ...s the address of structure in the userData along with three event function callbacks.
    3 KB (477 words) - 08:02, 10 June 2019
  • int matID = NewtonMaterialGetDefaultGroupID(world); NewtonMaterialSetCollisionCallback(world, /* here's how to handle collisions... */
    3 KB (450 words) - 08:02, 10 June 2019
  • * hitContact dFloat* - coordinates of the raycast hit (in world space) Find nearest point in the world:
    3 KB (298 words) - 08:02, 10 June 2019
  • ...k lets you tell newton what a object does physically in a simulated newton world. ...allbacks]] [[Category:Torque related functions]] [[Category:Torque related Callbacks]]
    3 KB (300 words) - 08:02, 10 June 2019
  • ...scene before calling the next [[NewtonUpdate]] call, do not call it during callbacks or every single frame, doing so may severely degrade performance. * This function must be called outside of any Newton Update callbacks.
    3 KB (350 words) - 08:02, 10 June 2019
  • * const NewtonWorld *newtonWorld - pointer to the Newton world ...orientations for all bodies in the system (and again call the appropriate callbacks).
    2 KB (294 words) - 08:02, 10 June 2019
  • * const NewtonWorld *newtonWorld - pointer to the Newton world ...orientations for all bodies in the system (and again call the appropriate callbacks).
    2 KB (225 words) - 08:02, 10 June 2019
  • ...ory:User defined mesh shape functions]] [[Category:User defined mesh shape Callbacks]]
    1 KB (137 words) - 08:02, 10 June 2019
  • ...ory:User defined mesh shape functions]] [[Category:User defined mesh shape Callbacks]]
    1 KB (128 words) - 08:02, 10 June 2019
  • ...acks]] [[Category:Newton Functions without description]] [[Category:Newton Callbacks without description]]
    1 KB (128 words) - 08:02, 10 June 2019
  • Creates a world listener for use with callbacks. See: [[Category:World listener functions]] * const NewtonWorld* const newtonWorld - pointer to instance of newton world to which this listener will belong to.
    1 KB (116 words) - 08:02, 10 June 2019
  • ...ck is set, the callback is called whenever Newton destroys a body from the World. ...ory:Newton Functions]] [[Category:Newton 3 Functions]] [[Category:Newton 3 Callbacks]]
    1 KB (138 words) - 08:02, 10 June 2019

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