/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);
|
/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; [all...] |
progdefs.h | 106 float impulse;
member in struct:__anon14315
|
/frameworks/av/services/audioflinger/ |
AudioResamplerSinc.h | 64 inline void read(int16_t*& impulse, uint32_t& phaseFraction,
|
AudioResamplerSinc.cpp | 536 int16_t* impulse = mImpulse; local [all...] |
/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:__anon14363
|
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;
|
/external/libvorbis/doc/ |
06-floor0.tex | 12 infinite impulse response filter as would be used in linear predictive
|