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  • This source was successfully built and runned with '''Vim''', '''Irrlicht 1.7.2''' and '''Newton 2.35''', under '''Ubuntu 12.04'''. # Download ''irrlicht-1.7.2.zip''
    27 KB (3,475 words) - 08:02, 10 June 2019
  • NewtonBodySetMassMatrix(body, 0.05f, 1, 1, 1); for (int i = 0; i < vertexCount-1; i++) {
    22 KB (2,730 words) - 08:02, 10 June 2019
  • g_verts.push_back( D3DXVECTOR3(v[0],v[1],v[2]) ); amin.y = desc->m_boxP0[1]-0.01f;
    22 KB (2,562 words) - 08:02, 10 June 2019
  • ...al is intended to explain how to setup a simple project using Ogre version 1.0.0, to work with the Newton Game Dynamics physics SDK, currently version 1.31.
    20 KB (3,038 words) - 08:02, 10 June 2019
  • return 1; ...(material, appMaterial->m_staticFriction, appMaterial->m_kineticFriction, 1);
    17 KB (2,302 words) - 08:02, 10 June 2019
  • size.m_w = 1.0f; origin.m_w = 1.0f;
    17 KB (2,616 words) - 08:02, 10 June 2019
  • EnableLimits (smillyFrownyHinge, 1); EnableLimits (smillyFrownyHinge, 1);
    15 KB (2,262 words) - 08:02, 10 June 2019
  • #define MAX_PHYSICS_LOOPS 1 NewtonSetSolverModel (g_world, 1);
    15 KB (2,159 words) - 08:02, 10 June 2019
  • for (int i = 0; i < PYRAMID_BASE + 1; i ++) { _ASSERTE (param < 1.0f);
    12 KB (1,820 words) - 08:02, 10 June 2019
  • vArray[j*3+1] = Pos[j].Y; NewtonTreeCollisionEndBuild(nCollision_, 1);
    11 KB (1,224 words) - 08:02, 10 June 2019
  • ...phic API. We do the same for the second point except now we set z value to 1 for the far clipping plane.
    10 KB (1,804 words) - 08:02, 10 June 2019
  • ...tion can mark edge 2, 3 as: 1, 2 | 0x80000000, 3 | 0x80000000 for triangle 1 and 3 | 0x80000000, 2 | 0x80000000, 4 for the second triangle. these featur
    9 KB (1,280 words) - 08:02, 10 June 2019
  • ...s pointing upwards. Therefore set the “up�? axis for the camera to 0,0,1 meaning its z-axis points upwards. ...the same geometrical characteristics). Since the reference count is set to 1 when you create the collision object, and then incremented each time you co
    9 KB (1,337 words) - 08:02, 10 June 2019
  • // Calculate normalised mouse position [0..1] ...Calculate hit global and local position (info.mDistance is in the range [0,1])
    9 KB (848 words) - 08:02, 10 June 2019
  • ...tation of Newton 1.5.3 Tutorial 2 - Using Callbacks. It uses Irrlicht 1.3.1 for the graphics engine. #define IRRTONEWTON 1.0f/NEWTONTOIRR;
    9 KB (1,114 words) - 08:02, 10 June 2019
  • ...er to create a small application with cubes and spheres. (made with Newton 1.53) ...ation of Newton Game Dynamics is really easy. First download the SDK here [1] (http://newtondynamics.com/downloads.html). Install the SDK. You'll find t
    7 KB (1,200 words) - 08:02, 10 June 2019
  • NewtonMaterialSetDefaultCollidable (nWorld, defaultID, defaultID, 1); NewtonMaterialSetDefaultFriction (nWorld, defaultID, defaultID, 1.0f, 0.5f);
    7 KB (1,008 words) - 08:02, 10 June 2019
  • m_list = glGenLists(1); ...tonTreeCollisionAddFace(collision, count, &point[0].m_x, sizeof (dVector), 1);
    7 KB (1,107 words) - 08:02, 10 June 2019
  • ...uyancy on sphere is not working but it will be corrected with the new SDK (1.35). 1) liquidMass = liquidDensity * bodyVolume
    6 KB (986 words) - 08:02, 10 June 2019
  • ...sedConstraint(SceneManager *mgr, World *world, Body *body) : CustomJoint(1,body,NULL) addLinearRow(globalPos+Vector3(1,0,0), globalPos,Vector3(1,0,0));
    6 KB (624 words) - 08:02, 10 June 2019
  • = Tutorial 1: Getting started = Select the subproject ''Tutorial 1 - Getting started'' and make it the active project.
    6 KB (913 words) - 08:02, 10 June 2019
  • face[0] = dVector (ent->m_vertex[index + 0], ent->m_vertex[index + 1], ent->m_vertex[index + 2]); index = ent->m_subMeshes[i].m_indexArray[j + 1] * 3;
    5 KB (773 words) - 08:02, 10 June 2019
  • dVector upDirection (0.0f, 1.0f, 0.0f); NewtonMaterialSetContactFrictionState (material, 0, 1);
    5 KB (738 words) - 08:02, 10 June 2019
  • <div style="margin: 0.3em 0px 0px 1.8em;"> 1. {{ImageLanguagesLink|Tutorial 101: - Getting Started|Getting Started}}<BR>
    5 KB (625 words) - 08:02, 10 June 2019
  • =Step 1 of 2: Making your object move= ...me explain, if your object has a mass of 400,000 units and you only apply 1 (one) unit of force, nothing is going to happen. Newton does not translate
    4 KB (695 words) - 08:02, 10 June 2019
  • 1. Get Ogre
    4 KB (683 words) - 08:02, 10 June 2019
  • #define TEXTURE_SCALE (1.0f / 16.0f) #define ELEVATION_SCALE_INV (1.0f / ELEVATION_SCALE)
    4 KB (592 words) - 08:02, 10 June 2019
  • index array { 0, 1, 2, 4, 5, 5, 3, 4 …..}
    4 KB (587 words) - 08:49, 3 October 2019
  • temp=(matrix0.m_front[0]-x2)/(1.0-x2); if (temp<-1.0)
    4 KB (523 words) - 08:02, 10 June 2019
  • * dFloat *timeOfImpact - pointer to least 1 float variable to contain the time of the intersection.
    4 KB (504 words) - 08:02, 10 June 2019
  • * If the function aabbOverlap returns 1, Newton proceeds to calculate the array of contacts for the pair of collidi == Porting old newton 1.53 code to newton 2.0 version of the callback ==
    3 KB (477 words) - 08:02, 10 June 2019
  • const float IrrToNewton = (1.0f / NewtonToIrr); scene::IAnimatedMesh* mesh = smgr->getMesh("D:\\irrlicht-1.1\\media\\earth.x");
    3 KB (354 words) - 08:02, 10 June 2019
  • // newton-tutorial-1 float force[4] = { 0.0f, gravity * mass, 0.0f, 1.0f };
    3 KB (442 words) - 08:02, 10 June 2019
  • ...ersectionPoint = p0 + intersetParam*(p1-p0). intersetParam is in range [0..1] * return the distance (0.0 to 1.0) above which Newton won't search anymore for intersection points, return
    3 KB (298 words) - 08:02, 10 June 2019
  • A usual approach in newton 1.53 was, to store the two bodies that were being processed in [[NewtonContac Result := 1;
    3 KB (325 words) - 08:02, 10 June 2019
  • * certain conditions). If the function *aabbOverlap* returns 1, Newton proceeds to calculate the array of contacts for the pair of
    3 KB (376 words) - 08:02, 10 June 2019
  • * Changing from Newton 1.53, this callback is now also always called for sleeping / frozen bodies in float force[1] = -9.8f * mass;
    3 KB (300 words) - 08:02, 10 June 2019
  • * Return 1 to apply buoyancy or 0 for no buyoancy. globalSpacePlane[1] = 1.0f;
    3 KB (372 words) - 08:02, 10 June 2019
  • * Solid Cylinder Ixx = Iyy = mass * ( \frac{radius^2}{4} + \frac{1}{12}) * height^2 Izz = mass * radius^2 / 2
    3 KB (398 words) - 08:02, 10 June 2019
  • ...xes (i.e. no movement along the z axis). The normal to this plane is (0,0,1) so that is what you pass to the constructor. Any plane is possible by def
    2 KB (367 words) - 08:02, 10 June 2019
  • * int state - collision state. 1 indicates this body may not tunnel through other objects while moving at hi
    2 KB (294 words) - 08:02, 10 June 2019
  • 1 = enabled * 1 - Significant software cost to set up threads, as well as instruction overh
    2 KB (263 words) - 05:22, 18 June 2019
  • ...s/Lang|delphi|{{{1|{{PAGENAME}}}}}|Delphi}}{{Languages/Lang|visualbasic|{{{1|{{PAGENAME}}}}}|Visual Basic}}</td></tr></table></div></onlyinclude>
    2 KB (312 words) - 08:02, 10 June 2019
  • ...xes (i.e. no movement along the z axis). The normal to this plane is (0,0,1) so that is what you pass to the constructor. Any plane is possible by def
    2 KB (306 words) - 08:02, 10 June 2019
  • ...ed for verticalScale if you have your units in the standard form (1 unit = 1 meter) like e.g. 0.001f if you want your height values to be in the 0.0 - 6
    2 KB (293 words) - 05:32, 18 June 2019
  • ...wing two images (first image: 0.0, or 0% tolerance; second image: 0.01, or 1% tolerance):
    2 KB (253 words) - 08:02, 10 June 2019
  • * The callback function must return an integer 0 or 1 to either skip or process the bodies in that particular island.
    2 KB (267 words) - 08:02, 10 June 2019
  • SimpleJoint ::SimpleJoint ( OgreNewt::Body* child) : OgreNewt::CustomJoint( 1, child, NULL ) ...um_constraints parameter shown below is set appropriately. If it is set to 1 for example and you have 3 constraints, no errors are reported, and it simp
    2 KB (255 words) - 08:02, 10 June 2019
  • ...should be, and dir is the vector pivot0 should travel along to reach pivot 1.
    2 KB (253 words) - 08:02, 10 June 2019
  • ...flag that indicates to Newton whether it should optimize this mesh. Set to 1 to optimize the mesh, otherwise set it to 0 to leave triangles same as they ...depends upon the irregularity of the mesh topology. A reduction factor of 1.5 to 2.0 is common. Calling this function with the parameter optimize set t
    2 KB (218 words) - 08:02, 10 June 2019
  • ...ers to euler angles must be valid, you cannot pass a null if you only need 1 solution. posn.hdg = angles[1] * RadiansToDegrees;
    2 KB (217 words) - 08:02, 10 June 2019
  • * int state - collision state. 1 indicates this body will collide with any linked body. 0 disable collision
    1 KB (211 words) - 08:02, 10 June 2019
  • ...returned geometry is always returned as triangles (3 indexes per face, and 1 faceattribute per face).
    3 KB (406 words) - 08:01, 13 April 2020
  • * return 1 to keep processing this material body pair for collisions or return 0 to re
    1 KB (181 words) - 08:02, 10 June 2019
  • # angle[1] - rotation about second matrix row angles[1] = posn.hdg * DegreesToRadians;
    1 KB (191 words) - 09:14, 20 September 2019
  • * int index - index to the tangent vector. 0 for primary tangent vector or 1 for the secondary tangent vector. ...e synthetic materials can have a friction coefficient that is greater than 1.0, Newton allows for the value to be as high as 2.0.
    1 KB (180 words) - 08:02, 10 June 2019
  • ...in such a way that the velocity of point pointDeltaVeloc will increase by (1, 0, 0)
    1 KB (199 words) - 08:02, 10 June 2019
  • ...tion only wants to change the joint linear acceleration the return code is 1 if the application only wants to change the joint angular acceleration the
    1 KB (190 words) - 08:02, 10 June 2019
  • ...tion only wants to change the joint linear acceleration the return code is 1 if the application only wants to change the joint angular acceleration the
    1 KB (190 words) - 08:02, 10 June 2019
  • ...em_of_Units International System of Units] units with 1 unit calibrated to 1 meter, this is very common and used in most games.
    1 KB (221 words) - 08:02, 10 June 2019
  • * fixme: this appears to be wrong. It is set to 1.
    1 KB (184 words) - 08:02, 10 June 2019
  • * 1 to keep this object when performing further processing
    1 KB (128 words) - 08:02, 10 June 2019
  • ...{{{1}}}|{{#if: {{{2|}}}|{{{2}}}/{{{1}}}|:{{NAMESPACE}}:{{BASEPAGENAME}}/{{{1}}}}}}}&nbsp;</span>|else=<span></span>}}</includeonly><noinclude> ...uage:{{{1}}}}}]]| [[:{{NAMESPACE}}:{{BASEPAGENAME}}/{{{1}}}|{{#language:{{{1}}}}}]]}}</span>|<span></span>}}
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  • fwrite( buffer, size, 1, (FILE*)serializeHandle );
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  • ...{{{1}}}|{{#if: {{{2|}}}|{{{2}}}/{{{1}}}|:{{NAMESPACE}}:{{BASEPAGENAME}}/{{{1}}}}}}}&nbsp;</span>|else=<span></span>}}</includeonly><noinclude> ...}]]| [[:{{NAMESPACE}}:{{BASEPAGENAME}}/{{{1}}}|{{{3}}}]]}} [[Image:icon_{{{1}}}.jpg]]&nbsp;</span>|<span></span>}}
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  • ...u can then decide wheter you want to process such collision further(return 1), or reject it at this early stage(return 0). If you accept collision, then return 1;
    1 KB (137 words) - 08:02, 10 June 2019
  • 1 = enabled
    1 KB (110 words) - 05:22, 18 June 2019
  • * int state - Freeze state. 1 to freeze . 0 to unfrezze.
    1 KB (170 words) - 05:38, 18 June 2019
  • fread( buffer, size, 1, (FILE*)serializeHandle );
    1,017 bytes (109 words) - 08:02, 10 June 2019
  • * You should return 1 if you with to receive further callbacks, and 0 to stop further callbacks.
    1,006 bytes (114 words) - 08:02, 10 June 2019
  • <td class="mbox-text">&nbsp; {{{1|You need to enter a parameter for the box. See [[Template:WarningBox]] for
    893 bytes (115 words) - 08:02, 10 June 2019
  • ...odies, Collision data, etc. although you can theoretically have more than 1 World in an application, most situations only require a single world.
    875 bytes (106 words) - 08:02, 10 June 2019
  • * model = 1 to signal the engine that is two joints form a kinematic loop
    866 bytes (110 words) - 08:02, 10 June 2019
  • * int index - index to the tangent vector. 0 for primary tangent vector or 1 for the secondary tangent vector.
    833 bytes (88 words) - 08:02, 10 June 2019
  • ...ed shall be within the allowed range which is [ 0 .. nr_bodies_in_island - 1 ]
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  • * int state - Autoactivation state: 1 = auto-activation on. 0 = auto-activation off.
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  • * int index - index to the tangent vector. 0 for primary tangent vector or 1 for the secondary tangent vector.
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  • ...o the tangent vector. This value can be 0 for primary tangent direction or 1 for the secondary tangent direction.
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  • * int 1 if contact joint is active, 0 if not.
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  • * state: 1 = the body is sleeping [equilibrium]. 0 = the body is not sleeping [not in
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  • * This function will return 1 on single core version of the library.
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  • * int state - state for this material: 1 = collidable; 0 = non collidable
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  • * Tells you the body's auto-sleep mode. 1 = auto-activation on. 0 = auto-activation off.
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  • ...anguages/Lang|delphi|{{{1|}}}|Delphi}}{{ImageLanguages/Lang|visualbasic|{{{1|}}}|Visual Basic}}
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  • ...yinclude>[[{{{1|Unknown}}}|{{{2|{{{1|Unknown}}}}}}]] - {{ImageLanguages|{{{1}}}}}</onlyinclude></includeonly>
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  • ...{#if: {{{1|}}} | {{#ifeq: {{{1|}}} | spam | | <br/>&nbsp;&nbsp;Reason: {{{1}}} }} }} }}</onlyinclude><includeonly>
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  • ...lyinclude>{{WarningBox|{{ #if: {{{1|}}} | Work In Progress: &nbsp;&nbsp;{{{1}}} | Work In Progress}}{{ #ifeq: {{BASEPAGENAME}} | Stub | | {{ #ifeq: {{BA
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  • <includeonly><onlyinclude>{{{2}}}: {{ImageLanguages|{{{1}}}}}</onlyinclude></includeonly>
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  • <includeonly><onlyinclude>{{#img: image={{{1}}} | page={{{2}}} | title={{{3|{{{2}}}}}} }}</onlyinclude></includeonly>
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  • ...rencode:{{lc:{{:{{{page|{{{1|defaultFalse}}}}}}}}}}}}|{{{else|0}}}|{{{then|1}}}}}</includeonly><noinclude>[http://meta.wikimedia.org/wiki/Template:Exist
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