http://www.newtondynamics.com/wiki/index.php?title=NewtonBodyGetMatrix&feed=atom&action=historyNewtonBodyGetMatrix - Revision history2024-03-29T12:58:06ZRevision history for this page on the wikiMediaWiki 1.30.2http://www.newtondynamics.com/wiki/index.php?title=NewtonBodyGetMatrix&diff=639&oldid=prevWikiSysop: 1 revision imported2019-06-10T08:02:25Z<p>1 revision imported</p>
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<p><b>New page</b></p><div>== NewtonBodyGetMatrix ==<br />
<br />
void NewtonBodyGetMatrix( const NewtonBody* bodyPtr, dFloat* matrixPtr)<br />
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== Usage ==<br />
<br />
Get the transformation matrix of a rigid body.<br />
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== Parameters ==<br />
<br />
* const NewtonBody *bodyPtr - pointer to the body.<br />
* const dFloat *matrixPtr - pointer to an array of 16 floats that will hold the global matrix of the rigid body.<br />
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== Return ==<br />
* Nothing.<br />
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== Remarks ==<br />
* The matrix should be arranged in row-major order (this is the way directX stores matrices). If you are using OpenGL matrices (column-major) you will need to transpose you matrices into a local array, before passing them to Newton.<br />
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== See also ==<br />
[[NewtonBodySetMatrix]]<br />
[[NewtonBodyGetPosition]]<br />
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[[Category:body manipulation functions]] [[Category:Newton Functions]] [[Category:Newton 3 Functions]]</div>Unknown user