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  /external/replicaisland/src/com/replica/replicaisland/
SimplePhysicsComponent.java 43 final Vector2 impulse = parentObject.getImpulse(); local
44 float velocityX = parentObject.getVelocity().x + impulse.x;
45 float velocityY = parentObject.getVelocity().y + impulse.y;
66 impulse.zero();
PhysicsComponent.java 129 protected void resolveCollision(Vector2 velocity, Vector2 impulse, Vector2 opposingNormal,
133 outputImpulse.set(impulse);
140 relativeVelocity.add(impulse);
149 // calculate an impulse to apply to the entity
159 entity1Adjust.add(impulse);
169 protected void resolveCollision(Vector2 velocity, Vector2 impulse, Vector2 opposingNormal,
178 entity1Velocity.add(impulse);
194 // calculate an impulse to apply to both entities
202 entity1Adjust.add(impulse);
PlayerComponent.java 140 Vector2 impulse = pool.allocate(); local
143 impulse.set(dpad.getX(), 0.0f);
150 impulse.y = AIR_VERTICAL_IMPULSE_SPEED_FROM_GROUND;
155 impulse.y = AIR_VERTICAL_IMPULSE_SPEED * timeDelta;
165 || impulse.y > VERTICAL_IMPULSE_TOLERANCE;
171 impulse.x = (impulse.x * horziontalSpeed * timeDelta);
175 final float newSpeed = Math.abs(currentSpeed + impulse.x);
178 currentSpeed = maxHorizontalSpeed * Utils.sign(impulse.x);
181 impulse.x = (0.0f);
    [all...]
GameObject.java 196 public final void setImpulse(Vector2 impulse) {
197 mImpulse.set(impulse);
  /frameworks/av/services/audioflinger/
AudioResamplerSinc.cpp 193 int16_t* impulse = mImpulse; local
214 read<CHANNELS>(impulse, phaseFraction, mBuffer.i16, inputIndex);
217 read<CHANNELS>(impulse, phaseFraction, mBuffer.i16, inputIndex);
223 read<CHANNELS>(impulse, phaseFraction, mBuffer.i16, inputIndex);
231 int16_t* head = impulse + halfNumCoefs*CHANNELS;
239 filterCoefficient<CHANNELS>(l, r, phaseFraction, impulse);
249 read<CHANNELS>(impulse, phaseFraction, in, inputIndex);
255 read<CHANNELS>(impulse, phaseFraction, in, inputIndex);
260 read<CHANNELS>(impulse, phaseFraction, in, inputIndex);
272 mImpulse = impulse;
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AudioResamplerSinc.h 55 inline void read(int16_t*& impulse, uint32_t& phaseFraction,
  /external/quake/quake/src/QW/progs/
weapons.qc 986 An attack impulse can be triggered now
1075 if (self.impulse == 1)
1079 else if (self.impulse == 2)
1085 else if (self.impulse == 3)
1091 else if (self.impulse == 4)
1097 else if (self.impulse == 5)
1103 else if (self.impulse == 6)
1109 else if (self.impulse == 7)
1115 else if (self.impulse == 8)
1122 self.impulse = 0;
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progdefs.h 106 float impulse; member in struct:__anon11723
  /external/quake/quake/src/QW/client/
protocol.h 280 byte impulse; member in struct:usercmd_s
cl_input.c 83 b->state |= 1 + 2; // down + impulse down
97 b->state = 4; // impulse up
113 b->state |= 4; // impulse up
367 cmd->impulse = in_impulse;
520 Cmd_AddCommand ("impulse", IN_Impulse);
common.c 622 if (cmd->impulse != from->impulse)
644 MSG_WriteByte (buf, cmd->impulse);
841 move->impulse = MSG_ReadByte ();
    [all...]
  /external/quake/quake/src/QW/server/
progdefs.h 125 float impulse; member in struct:__anon11771
sv_user.c     [all...]
sv_ents.c 413 cmd.impulse = 0; // never send impulses
  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/objects/
PhysicsRigidBody.java 496 * To apply an impulse, use applyImpulse, use applyContinuousForce to apply continuous force.
510 * To apply an impulse, use applyImpulse.
524 * To apply an impulse, use applyImpulse.
536 * Apply an impulse to the PhysicsRigidBody in the next physics update.
537 * @param impulse applied impulse
540 public void applyImpulse(Vector3f impulse, Vector3f rel_pos) {
541 applyImpulse(objectId, impulse, rel_pos);
545 private native void applyImpulse(long objectId, Vector3f impulse, Vector3f rel_pos);
548 * Apply a torque impulse to the PhysicsRigidBody in the next physics update
    [all...]
  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/objects/
PhysicsRigidBody.java 460 * To apply an impulse, use applyImpulse, use applyContinuousForce to apply continuous force.
472 * To apply an impulse, use applyImpulse.
484 * To apply an impulse, use applyImpulse.
494 * Apply an impulse to the PhysicsRigidBody in the next physics update.
495 * @param impulse applied impulse
498 public void applyImpulse(final Vector3f impulse, final Vector3f rel_pos) {
499 rBody.applyImpulse(Converter.convert(impulse, tempVec), Converter.convert(rel_pos, tempVec2));
504 * Apply a torque impulse to the PhysicsRigidBody in the next physics update.
  /external/quake/quake/src/WinQuake/
sv_user.cpp 467 host_client->edict->u.v.impulse = i;
  /gdk/samples/quake/jni/
sv_user.cpp 467 host_client->edict->u.v.impulse = i;

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