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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
  • * 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; ...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
    20 KB (3,038 words) - 08:02, 10 June 2019
  • ...to use Newton, you can use the traditional heuristic approach of material functions, or bodies priorities. void CreateScene (NewtonWorld* world, SceneManager* sceneManager)
    17 KB (2,302 words) - 08:02, 10 June 2019
  • void CreateScene (NewtonWorld* world, SceneManager* sceneManager) shape = CreateNewtonBox (world, floor, 0);
    17 KB (2,616 words) - 08:02, 10 June 2019
  • // set a callback for destroying the world at termination // On termination, the application must destroy the Newton world
    15 KB (2,159 words) - 08:02, 10 June 2019
  • Next we should define the two needed callback functions: "SetMeshTransformEvent" and "ApplyForceAndTorqueEvent". These functions are called when the location of a physics object has changed (SetMeshTransf
    11 KB (1,224 words) - 08:02, 10 June 2019
  • void CreateScene (NewtonWorld* world, SceneManager* sceneManager) CreateMaterials (world, sceneManager);
    9 KB (1,123 words) - 08:02, 10 June 2019
  • * const NewtonWorld *newtonWorld - pointer to the Newton world. ...Category:Collision Shape Creation Functions]] [[Category:Convex hull shape functions]]
    5 KB (851 words) - 08:02, 10 June 2019
  • shape = CreateMeshCollision (world, floor, NULL); floorBody = CreateRigidBody (world, floor, shape, 0.0f);
    5 KB (773 words) - 08:02, 10 June 2019
  • At this point, we are assuming you have successfully created the Newton World and your Rigid Body(s). ...ust be calling NewtonUpdate() to update the Newton world. One of the first functions Newton calls during your call to NewtonUpdate() is the function you created
    4 KB (695 words) - 08:02, 10 June 2019
  • ...guments. These are the pointers to the memory allocation and de-allocation functions // Create the newton world
    4 KB (735 words) - 08:02, 10 June 2019
  • shape = CreateHeightFieldCollision (world, "h2.raw", 0); floorBody = CreateRigidBody (world, floor, shape, 0.0f);
    4 KB (592 words) - 08:02, 10 June 2019
  • * const NewtonWorld *newtonWorld - is the pointer to the Newton world. ...ton Functions]] [[Category:Newton 3 Functions]] [[Category:Collision shape functions]]
    4 KB (504 words) - 08:02, 10 June 2019
  • Set [[userData]] and the functions event handlers for the material defined by the interaction between two phys * const NewtonWorld *newtonWorld - is the pointer to the Newton world.
    3 KB (477 words) - 08:02, 10 June 2019
  • * const NewtonWorld *newtonWorld - is the pointer to the Newton world. ...[[Category:Collision shape functions]] [[Category:User defined mesh shape functions]]
    3 KB (408 words) - 09:47, 3 October 2019
  • * const NewtonWorld *newtonWorld - is the pointer to the Newton world. ...oundCollisionEndAddRemove]], [[NewtonCompoundCollisionRemoveSubCollision]] functions.
    3 KB (415 words) - 08:02, 10 June 2019
  • NewtonWorld* const world = NewtonCreate(); NewtonCollision* const collision = NewtonCreateBox(world, 10, 10, 10, 0, NULL);
    3 KB (442 words) - 08:02, 10 June 2019
  • * const NewtonWorld *newtonWorld - is the pointer to the world. ...ng is a very useful feature, usually used for game AI such as scanning the world for presence of obstacles.
    3 KB (481 words) - 08:02, 10 June 2019
  • ...specified two materials. For example, here's how I'd tell Newton about my functions StartContact, MidContact, and EndContact, which I want to use to handle col int matID = NewtonMaterialGetDefaultGroupID(world);
    3 KB (450 words) - 08:02, 10 June 2019

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