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Searched
refs:impulse
(Results
1 - 9
of
9
) sorted by null
/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.h
64
inline void read(int16_t*&
impulse
, uint32_t& phaseFraction,
AudioResamplerSinc.cpp
536
int16_t*
impulse
= mImpulse;
local
[
all
...]
/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/libvorbis/doc/
06-floor0.tex
12
infinite
impulse
response filter as would be used in linear predictive
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