Physics :
- Clothactor
:
- Verlet cloth simulation and verlet
constraints controlled by an actor's skeleton.
- Verlet physics is used to simulate a
cloth-like effect on a mesh. Trinity in a cape.

- NewtonDensity
:
- This demo explains how to use customForceAndTorque,
and show the newton api buoyancy effect as example. Density unit is the number of mass unit per volume unit: D=M/V
Body volume is calculated by Newton, and Mass is the product result of Density*Volume.
If fluidDensity=bodyDensity, the body will be immerged like a submarine.

- NewtonJoints
:
- This example show Joints.
Mouse1 to pick, Mouse2 to move camera. When you create Joints with TGLNGD,
it's better if one of the two bodies is static.
In debug view (If ShowJoint is true in manager), the blues lines represent
pins direction, aquamarine dot represent pivot point, and aqua is connections
between BaseSceneObjects. However if you create multiples connected joints
(ex: FLOOR<--HINGE-->CUBE<--HINGE-->SPHERE), the debug view won't match
to bodies positions because Joints are represented in global space.
.

- NewtonMaterial
:
- This demo demonstrates how to use material (or surface) effects with newton.
Manager owns SurfaceItems and SurfacePair list where we can adjust elasticity,friction... between two SurfaceItems.
We set SurfaceItems for each NGDBehaviours, and in SurfacePair, we choose the two group-id wich perform these effects.
Actually we can't set surfaceItem on behaviour (or on surfacePair) in design time.
This must be done in runtime.

- NewtonPick
:
- This example show how to move a body by calling the pick function of joint.
Change kinematicControllerOptions.PickModeLinear to feel the difference.
Most of the code must be written by developer in mouse events.

- NewtonSimple
:
- This is the simplest example of how to create dynamic body suported by NGD.
To execute the simulation we need to indicate to the physics engine the time
elapsed for update in GLCadencer1Progress. The floor is static, so it can't move.

- OdeClothify
:
- using VerletAssembly to simulate cloths /
jellies
- using GLVerletClothify to create a
freeform/actor into a jelly / cloth

- Ode
FurBall :
- Using Verlet Hair with ODE: Fur Balls
- This determines friction, play around with
it!

- Ode
Machine :
- Using ODEManager to create complex dynamics
objects
- Using joints to connect several objects

- Ode Ragdoll :
- Using ODEManager to create skinned ragdolls
- Using joints to cast a ragdoll
on different objects

- Ode
Simple :
- Using ODEManager to create simple dynamics
objects

- Ode
Terrain :
- Getting a GLODEManager and
GLTerrainRenderer talking.
- Use '1' -> '5' keys to drop objects onto
Terrain.

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