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- <p class=MsoPlainText><b><span lang=FR style='font-size:13.5pt;font-family:
- "Courier New"'>Physics : </span></b></p>
- <ul style='margin-top:0cm' type=disc>
- <li class=MsoNormal><span lang=FR><a href="ClothActor/ClothActorD.dpr"><b>Clothactor
- </b></a><b> : </b></span></li>
- <ul style='margin-top:0cm' type=circle>
- <li class=MsoNormal><span lang=FR>Verlet cloth simulation and verlet
- constraints controlled by an actor's skeleton. </span></li>
- <li class=MsoNormal><span lang=FR>Verlet physics is used to simulate a
- cloth-like effect on a mesh. Trinity in a cape. </span></li>
- </ul>
- </ul>
- <p class=MsoNormal><img border=0 width=549 height=406 src=ClothActor/ClothActor.jpg></p>
- <ul style='margin-top:0cm' type=disc>
- <li class=MsoNormal><span lang=FR><a href="NewtonDensity/NewtonDensityD.dpr"><b>NewtonDensity
- </b></a><b> : </b></span></li>
- <ul style='margin-top:0cm' type=circle>
- <li class=MsoNormal><span lang=FR> 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. </span></li>
- </ul>
- </ul>
- <p class=MsoNormal><img border=0 width=549 height=406 src=NewtonDensity/NewtonDensity.jpg></p>
- <ul style='margin-top:0cm' type=disc>
- <li class=MsoNormal><span lang=FR><a href="NewtonJoints/NewtonJointsD.dpr"><b>NewtonJoints
- </b></a><b> : </b></span></li>
- <ul style='margin-top:0cm' type=circle>
- <li class=MsoNormal><span lang=FR> 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.
- . </span></li>
- </ul>
- </ul>
- <p class=MsoNormal><img border=0 width=549 height=406 src=NewtonJoints/NewtonJoints.jpg></p>
- <ul style='margin-top:0cm' type=disc>
- <li class=MsoNormal><span lang=FR><a href="NewtonMaterial/NewtonMaterialD.dpr"><b>NewtonMaterial
- </b></a><b> : </b></span></li>
- <ul style='margin-top:0cm' type=circle>
- <li class=MsoNormal><span lang=FR> 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. </span></li>
- </ul>
- </ul>
- <p class=MsoNormal><img border=0 width=549 height=406 src=NewtonMaterial/NewtonMaterial.jpg></p>
- <ul style='margin-top:0cm' type=disc>
- <li class=MsoNormal><span lang=FR><a href="NewtonPick/NewtonMousePickD.dpr"><b>NewtonPick
- </b></a><b> : </b></span></li>
- <ul style='margin-top:0cm' type=circle>
- <li class=MsoNormal><span lang=FR> 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. </span></li>
- </ul>
- </ul>
- <p class=MsoNormal><img border=0 width=549 height=406 src=NewtonPick/NewtonMousePick.jpg></p>
- <ul style='margin-top:0cm' type=disc>
- <li class=MsoNormal><span lang=FR><a href="NewtonSimple/NewtonSimpleD.dpr"><b>NewtonSimple
- </b></a><b> : </b></span></li>
- <ul style='margin-top:0cm' type=circle>
- <li class=MsoNormal><span lang=FR> 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. </span></li>
- </ul>
- </ul>
- <p class=MsoNormal><img border=0 width=549 height=406 src=NewtonSimple/NewtonSimple.jpg></p>
- <ul style='margin-top:0cm' type=disc>
- <li class=MsoNormal><span lang=FR><a href="OdeClothify/OdeClothifyD.dpr"><b>OdeClothify
- </b></a><b> : </b></span></li>
- <ul style='margin-top:0cm' type=circle>
- <li class=MsoNormal><span lang=FR>using VerletAssembly to simulate cloths /
- jellies </span></li>
- <li class=MsoNormal><span lang=FR>using GLVerletClothify to create a
- freeform/actor into a jelly / cloth </span></li>
- </ul>
- </ul>
- <p class=MsoNormal><img border=0 width=500 height=362 src=OdeClothify/OdeClothify.jpg></p>
- <ul style='margin-top:0cm' type=disc>
- <li class=MsoNormal><span lang=FR><a href="OdeFurball/OdeFurballD.dpr"><b>Ode
- FurBall </b></a><b> : </b></span></li>
- <ul style='margin-top:0cm' type=circle>
- <li class=MsoNormal><span lang=FR>Using Verlet Hair with ODE: Fur Balls </span></li>
- <li class=MsoNormal><span lang=FR>This determines friction, play around with
- it! </span></li>
- </ul>
- </ul>
- <p class=MsoNormal><img border=0 width=505 height=345 src=OdeFurball/OdeFurBall.jpg></p>
- <ul style='margin-top:0cm' type=disc>
- <li class=MsoNormal><span lang=FR><a href="OdeMachine/OdeMachineD.dpr"><b>Ode
- Machine </b></a><b> : </b></span></li>
- <ul style='margin-top:0cm' type=circle>
- <li class=MsoNormal><span lang=FR>Using ODEManager to create complex dynamics
- objects </span></li>
- <li class=MsoNormal><span lang=FR>Using joints to connect several objects </span></li>
- </ul>
- </ul>
- <p class=MsoNormal><img border=0 width=507 height=356 src=OdeMachine/OdeMachine.jpg></p>
- <ul style='margin-top:0cm' type=disc>
- <li class=MsoNormal><span lang=FR><a href="OdeRagdoll/OdeRagdollD.dpr"><b><span
- style='color:#0066CC'>Ode Ragdoll</span> </b></a><b> : </b></span></li>
- <ul style='margin-top:0cm' type=circle>
- <li class=MsoNormal><span lang=FR>Using ODEManager to create skinned ragdolls
- </span></li>
- <li class=MsoNormal><span lang=FR>Using joints to cast a ragdoll
- on different objects </span></li>
- </ul>
- </ul>
- <p class=MsoNormal><img border=0 width=505 height=364 src=OdeRagdoll/OdeRagdoll.jpg></p>
- <ul style='margin-top:0cm' type=disc>
- <li class=MsoNormal><span lang=FR><a href="OdeSimple/OdeSimpleD.dpr"><b>Ode
- Simple </b></a><b> : </b></span></li>
- <ul style='margin-top:0cm' type=circle>
- <li class=MsoNormal><span lang=FR>Using ODEManager to create simple dynamics
- objects </span></li>
- </ul>
- </ul>
- <p class=MsoNormal><img border=0 width=515 height=379 src=OdeSimple/OdeSimple.jpg></p>
- <ul style='margin-top:0cm' type=disc>
- <li class=MsoNormal><span lang=FR><a href="OdeTerrain/OdeTerrainD.dpr"><b>Ode
- Terrain </b></a><b> : </b></span></li>
- <ul style='margin-top:0cm' type=circle>
- <li class=MsoNormal><span lang=FR>Getting a GLODEManager and
- GLTerrainRenderer talking. </span></li>
- <li class=MsoNormal><span lang=FR>Use '1' -> '5' keys to drop objects onto
- Terrain. </span></li>
- </ul>
- </ul>
- <p class=MsoNormal><img border=0 width=526 height=389 src=OdeTerrain/OdeTerrain.jpg></p>
- <p class=MsoNormal><span lang=FR><a href="../../../demos.htm">Back </a></span></p>
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