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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 namespace scene; * These two functions are callbacks. They are called when
    27 KB (3,475 words) - 08:02, 10 June 2019
  • ...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 ...interact with other bodies in the scene. Bodies can have mass, size, and shape. Basically everything you want to be affected by physics calculations need
    20 KB (3,038 words) - 08:02, 10 June 2019
  • In tutorial 105 we introduced the material Interface to create very basic scene with different materials integration between bodies. ...if can result in very complex set of function call back when a body has a shape that is composed of different parte the application want to act as differen
    17 KB (2,302 words) - 08:02, 10 June 2019
  • NewtonCollision* shape; shape = CreateNewtonBox (world, floor, 0);
    17 KB (2,616 words) - 08:02, 10 June 2019
  • ...ple, have a body with a mass and inertia torque like a box and (collision) shape like cylinder (or a "vehicle", or...), even if it may be pointles... Usually you build up your scene using the generic collision primitives.
    9 KB (1,280 words) - 08:02, 10 June 2019
  • NewtonCollision* shape; // Create the material for this scene
    9 KB (1,123 words) - 08:02, 10 June 2019
  • Function Scene Mesh is very much identical to any of the Scene mesh of previous tutorials with the exception that instead of using a big f shape = CreateMeshCollision (world, floor, NULL);
    5 KB (773 words) - 08:02, 10 June 2019
  • With this tutorial I introduce another popular collision shape called HeightField Collision. Function CreateScene is very much identical to any of the Scene mesh of previous tutorials with the exception that instead of using a big f
    4 KB (592 words) - 08:02, 10 June 2019
  • An important thing to remember is that if you are creating a box for a scene node, you need to set the initial position of this box to the initial posit ...ions]] [[Category:Newton 3 Functions]] [[Category:Collision Shape Creation Functions]]
    2 KB (316 words) - 08:02, 10 June 2019
  • ...[Category:User defined mesh shape functions]] [[Category:User defined mesh shape Callbacks]]
    1 KB (137 words) - 08:02, 10 June 2019
  • ...[Category:User defined mesh shape functions]] [[Category:User defined mesh shape Callbacks]]
    1 KB (128 words) - 08:02, 10 June 2019
  • ...without description]] [[Category:Scene shape functions]] [[Category:Scene shape Callbacks]]
    1,020 bytes (94 words) - 08:02, 10 June 2019
  • ...without description]] [[Category:Scene shape functions]] [[Category:Scene shape Callbacks]]
    1,000 bytes (94 words) - 08:02, 10 June 2019
  • Creates a scene collision primitive. * Pointer to the scene collision primitive.
    936 bytes (101 words) - 08:02, 10 June 2019
  • ...escription]] [[Category:Collision shape functions]] [[Category:Scene shape functions]]
    693 bytes (61 words) - 08:02, 10 June 2019
  • ...escription]] [[Category:Collision shape functions]] [[Category:Scene shape functions]]
    687 bytes (64 words) - 08:02, 10 June 2019
  • ...escription]] [[Category:Collision shape functions]] [[Category:Scene shape functions]]
    637 bytes (58 words) - 08:02, 10 June 2019
  • ...escription]] [[Category:Collision shape functions]] [[Category:Scene shape functions]]
    630 bytes (56 words) - 08:02, 10 June 2019
  • ...escription]] [[Category:Collision shape functions]] [[Category:Scene shape functions]]
    615 bytes (58 words) - 08:02, 10 June 2019

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