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Physics Engine (Compact 7)

3/12/2014

The default gesture handler (AutoGesture) uses the physics engine to calculate well-defined animation points in response to a touch gesture. Applications can also use the physics engine. If all applications use the physics engine for their animations, the animations can be consistent system-wide. The engine only calculates animations that relate to scrolling in one or two dimensions in response to a gesture.

The physics engine generates a stream of animation points when given animation information, such as the initial velocity and angle of the animation, and information about how the animation handles boundary conditions. You can request the animation point at any time during the lifetime of the animation.

If you want to build an animation plan in advance, you can provide a set of timestamps to the engine and receive the set of animation points that correspond to those time stamps. You can also use this method to reproduce specific tests of your animations. For more information about how to set your own timestamps, see the SetPhysicsEngineUserTime function.

The physics engine code is in PhysicsEngine.DLL.

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Concepts

Gesture Applications