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
* This function will create NewtonBody with box collision
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
...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
...ngine do not provide Native support for treating Sub Material behaviors in collision call back, instead this is delegated to be implemented by the end applicati
17 KB (2,302 words) - 08:02, 10 June 2019
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...
...r to release references to the object. Neglecting to release references to collision primitives is a common cause of memory leaks.
9 KB (1,280 words) - 08:02, 10 June 2019
...s tutorial I introduce how create complex mesh geometry for the background collision. Select project Tutorial_106_MeshCollision as Startup project in visual stu
...ironment collision, we will use a more artist generated mesh for environed collision.
5 KB (773 words) - 08:02, 10 June 2019
...is tutorial I introduce another popular collision shape called HeightField Collision.
...e exception that instead of using a big flat box as our static environment collision, we will use a procedural rolling terrain made out of a height field stored
4 KB (592 words) - 08:02, 10 June 2019
...reateUserMeshCollision|User Mesh collision]] is checked by newton when the shape potentially collides with another object (a object's AABB overlaps the user
...data structure, identifies the data about current intresection check, the collision data - if any is returned into this structure.
4 KB (587 words) - 08:49, 3 October 2019
Create a complex collision geometry to be controlled by the application.
...of at least three floats to hold minimum value for the box relative to the collision.
3 KB (408 words) - 09:47, 3 October 2019
...llision object from multiple collision objects to represent a more complex shape.
Or, 3 spheres can make a snowman shape.
3 KB (415 words) - 08:02, 10 June 2019
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, and
2 KB (316 words) - 08:02, 10 June 2019
...reateConvexHullFromMesh (const NewtonWorld* newtonWorld, const NewtonMesh* mesh, dFloat tolerance, int shapeID);
Creates a convex hull collision primitive from a mesh primitive.
2 KB (253 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
Finalize the construction of the polygonal mesh.
...nCollision* treeCollision - is the pointer to the Tree Collision collision shape.
2 KB (218 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
...mpoundCollisionFromMesh (const NewtonWorld* newtonWorld, const NewtonMesh* mesh, dFloat concavity, int maxShapeCount);
Creates a compound collision from a mesh primitive.
2 KB (190 words) - 08:02, 10 June 2019
collect the vertex list index list mesh intersecting the AABB in collision mesh.
* for example it can be used to draw the collision geometry intersecting a collision primitive instead
1 KB (176 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
This callback lets you implement your own custom collision tree raycast method (see: [[NewtonTreeCollisionSetUserRayCastCallback]])
* void* [[userData]] - current collision's user data.
1 KB (148 words) - 08:02, 10 June 2019