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  • Creates a [[Collision primitives#Box|box / cuboid]] primitive body. This function creates a "bounding box" collision mesh in the NewtonWorld specified by the first parameter. The second, third
    2 KB (316 words) - 08:02, 10 June 2019
  • Set the continuous collision state mode for this rigid body. ...nnel through other objects while moving at high speed. 0 ignore high speed collision checks.
    2 KB (294 words) - 08:02, 10 June 2019
  • Creates a height field collision primitive. * char *attributeMap - an array of shape IDs associated with the cells of the height field.
    2 KB (293 words) - 05:32, 18 June 2019
  • Create a generalized [[Collision primitives#Sphere|ellipsoid]] primitive. * Sphere collision are generalized ellipsoids, the application can create many different kind
    2 KB (265 words) - 08:02, 10 June 2019
  • Creates a convex hull collision primitive from a mesh primitive. * int [[shapeID]] - the ID of the collision shape
    2 KB (253 words) - 08:02, 10 June 2019
  • Ray cast specific collision object. * const NewtonCollision *collisionPtr - pointer to the collision object.
    2 KB (264 words) - 08:02, 10 June 2019
  • Create an empty complex collision geometry tree. * int [[shapeID]] - custom ID to associate with the collision shape.
    2 KB (216 words) - 08:02, 10 June 2019
  • Assign an event function in case a [[NewtonCreateTreeCollision|Collision Tree]] primitive collides. ...tonCollision* staticCollision - pointer to the [[NewtonCreateTreeCollision|Collision Tree]] containing triangle soup based geometry data.
    2 KB (197 words) - 08:02, 10 June 2019
  • Create a collision shape via a serialization function. ...f-line tool. Then the application can call this function to de-serialize a collision from a file or any file packer system the application is using that was cre
    2 KB (202 words) - 08:02, 10 June 2019
  • Creates a [[Collision primitives#Capsule|capsule]] primitive for collision. * int [[shapeID]] - custom ID to associate with the collision shape.
    2 KB (235 words) - 08:02, 10 June 2019
  • Creates a [[Collision primitives#Cone|cone]] primitive for collision. ...ease references to collision primitives is a common cause of memory leaks. Collision primitives can be reused with more than one body. This will reduce the amou
    2 KB (227 words) - 08:02, 10 June 2019
  • ...nCollision* treeCollision - is the pointer to the Tree Collision collision shape. ...e set to 1. With the optimize parameter set to 1, Newton will optimize the collision mesh by removing non essential edges from adjacent flat polygons. Newton wi
    2 KB (218 words) - 08:02, 10 June 2019
  • ...ton Functions]] [[Category:Newton 3 Functions]] [[Category:Collision shape functions]]
    682 bytes (57 words) - 05:32, 18 June 2019
  • void NewtonCollisionGetMaterial (const NewtonCollision* const collision, NewtonCollisionMaterial* const userData) * const NewtonCollision* const collision
    571 bytes (48 words) - 05:32, 18 June 2019
  • void NewtonCollisionSetMaterial (const NewtonCollision* const collision, const NewtonCollisionMaterial* const userData) * const NewtonCollision* const collision
    583 bytes (50 words) - 05:33, 18 June 2019
  • Returns a axis-aligned bounding box for this collision that the newton uses internally, the box is calculated relative to offsetMa ...is an optimal aabb for physics collision it is not a tight AABB around the shape.
    2 KB (216 words) - 08:02, 10 June 2019
  • void NewtonCollisionForEachPolygonDo (const NewtonCollision* collision, const dFloat* matrix, NewtonCollisionIterator callback, void* userData); Iterate thought polygon of the collision geometry of a body calling the function callback.
    2 KB (176 words) - 08:02, 10 June 2019
  • Creates a [[Collision primitives#Cylinder|cylindrical]] collision primitive. * int [[shapeID]] - shape ID
    2 KB (206 words) - 08:02, 10 June 2019
  • Creates a [[Collision primitives#Chamfer Cylinder|ChamferCylinder]] collision primitive. ...ease references to collision primitives is a common cause of memory leaks. Collision primitives can be reused with more than one body. This will reduce the amou
    2 KB (200 words) - 08:02, 10 June 2019
  • Creates a compound collision from a mesh primitive. * The generated compound collision.
    2 KB (190 words) - 08:02, 10 June 2019

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