public static Vector3D MatrixToEulerAngle(Matrix3D pMatrix) { NewtonVector3 aNewtonVector3 = new NewtonVector3( new Vector3D() ); Newton.NewtonGetEulerAngle(new NewtonMatrix(pMatrix).NWMatrix, aNewtonVector3.NWVector3); return aNewtonVector3.ToDirectX(); }
public Vector3D GetContactForce() { NewtonVector3 aForce = new NewtonVector3(new Vector3D()); Newton.NewtonMaterialGetContactForce(m_Handle, aForce.NWVector3); return(aForce.ToDirectX()); }
public static Vector3D MatrixToEulerAngle(Matrix3D pMatrix) { NewtonVector3 aNewtonVector3 = new NewtonVector3(new Vector3D()); Newton.NewtonGetEulerAngle(new NewtonMatrix(pMatrix).NWMatrix, aNewtonVector3.NWVector3); return(aNewtonVector3.ToDirectX()); }
public Vector3D GetContactForce() { NewtonVector3 aForce = new NewtonVector3(new Vector3D()); Newton.NewtonMaterialGetContactForce(m_Handle, aForce.NWVector3); return aForce.ToDirectX(); }
/// <summary> /// This wants the force in world coords /// </summary> public void AddForce(Vector3D pForce) { NewtonVector3 aForce = new NewtonVector3(pForce); Newton.NewtonBodyAddForce(m_Handle, aForce.NWVector3); }
/// <summary> /// This appears to want the torque in world coords /// </summary> public void AddTorque(Vector3D pTorque) { NewtonVector3 aTorque = new NewtonVector3(pTorque); Newton.NewtonBodyAddTorque(m_Handle, aTorque.NWVector3); }