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  /external/chromium_org/tools/git/
mass-rename.sh 6 # mass-rename: update source files (gyp lists, #includes) to reflect
11 # 2) *without committing*, ./tools/git/mass-rename.sh
17 python $DIR/mass-rename.py "$*"
  /external/chromium_org/third_party/WebKit/PerformanceTests/SunSpider/tests/sunspider-0.9/
access-nbody.js 9 function Body(x,y,z,vx,vy,vz,mass){
16 this.mass = mass;
87 var m = b.mass;
110 bodyi.vx -= dx * bodyj.mass * mag;
111 bodyi.vy -= dy * bodyj.mass * mag;
112 bodyi.vz -= dz * bodyj.mass * mag;
114 bodyj.vx += dx * bodyi.mass * mag;
115 bodyj.vy += dy * bodyi.mass * mag;
116 bodyj.vz += dz * bodyi.mass * mag
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  /external/chromium_org/third_party/WebKit/PerformanceTests/SunSpider/tests/sunspider-0.9.1/
access-nbody.js 9 function Body(x,y,z,vx,vy,vz,mass){
16 this.mass = mass;
87 var m = b.mass;
110 bodyi.vx -= dx * bodyj.mass * mag;
111 bodyi.vy -= dy * bodyj.mass * mag;
112 bodyi.vz -= dz * bodyj.mass * mag;
114 bodyj.vx += dx * bodyi.mass * mag;
115 bodyj.vy += dy * bodyi.mass * mag;
116 bodyj.vz += dz * bodyi.mass * mag
    [all...]
  /external/chromium_org/third_party/WebKit/PerformanceTests/SunSpider/tests/sunspider-1.0/
access-nbody.js 9 function Body(x,y,z,vx,vy,vz,mass){
16 this.mass = mass;
87 var m = b.mass;
110 bodyi.vx -= dx * bodyj.mass * mag;
111 bodyi.vy -= dy * bodyj.mass * mag;
112 bodyi.vz -= dz * bodyj.mass * mag;
114 bodyj.vx += dx * bodyi.mass * mag;
115 bodyj.vy += dy * bodyi.mass * mag;
116 bodyj.vz += dz * bodyi.mass * mag
    [all...]
  /packages/apps/Camera/jni/feature_mos/src/mosaic/
Geometry.h 67 double &mass, double &centX, double &centY)
78 mass = fabs((y1 - y0) * (x2 - x0)); // Special case 1a
82 mass = fabs((y1 - y0) * (x1 - x0)); // Special case 1b
89 mass = fabs((x2 - x0) * (y2 - y0)); // Special case 2a
93 mass = fabs((x1 - x0) * (y2 - y0)); // Special case 2a
98 mass = fabs((x1 - x0) * (y2 - y0)); // Special case 3
117 // the mass is the base * height
120 mass = len1 * sqrt(dx * dx + dy * dy);
124 mass = fabs( (y1 - y0) * (x2 - x0) );
  /packages/apps/Camera2/jni/feature_mos/src/mosaic/
Geometry.h 67 double &mass, double &centX, double &centY)
78 mass = fabs((y1 - y0) * (x2 - x0)); // Special case 1a
82 mass = fabs((y1 - y0) * (x1 - x0)); // Special case 1b
89 mass = fabs((x2 - x0) * (y2 - y0)); // Special case 2a
93 mass = fabs((x1 - x0) * (y2 - y0)); // Special case 2a
98 mass = fabs((x1 - x0) * (y2 - y0)); // Special case 3
117 // the mass is the base * height
120 mass = len1 * sqrt(dx * dx + dy * dy);
124 mass = fabs( (y1 - y0) * (x2 - x0) );
  /packages/apps/LegacyCamera/jni/feature_mos/src/mosaic/
Geometry.h 67 double &mass, double &centX, double &centY)
78 mass = fabs((y1 - y0) * (x2 - x0)); // Special case 1a
82 mass = fabs((y1 - y0) * (x1 - x0)); // Special case 1b
89 mass = fabs((x2 - x0) * (y2 - y0)); // Special case 2a
93 mass = fabs((x1 - x0) * (y2 - y0)); // Special case 2a
98 mass = fabs((x1 - x0) * (y2 - y0)); // Special case 3
117 // the mass is the base * height
120 mass = len1 * sqrt(dx * dx + dy * dy);
124 mass = fabs( (y1 - y0) * (x2 - x0) );
  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/objects/
PhysicsRigidBody.java 65 protected float mass = 1.0f; field in class:PhysicsRigidBody
82 public PhysicsRigidBody(CollisionShape shape, float mass) {
84 this.mass = mass;
93 if (collisionShape instanceof MeshCollisionShape && mass != 0) {
105 objectId = createRigidBody(mass, motionState.getObjectId(), collisionShape.getObjectId());
116 private native long createRigidBody(float mass, long motionStateId, long collisionShapeId);
119 if (mass == 0.0f) {
309 return mass;
313 * Sets the mass of this PhysicsRigidBody, objects with mass=0 are static
733 float mass = capsule.readFloat("mass", 1.0f); local
    [all...]
PhysicsVehicle.java 81 public PhysicsVehicle(CollisionShape shape, float mass) {
82 super(shape, mass);
256 * You should also try lowering the vehicle's centre of mass
  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/objects/
PhysicsRigidBody.java 70 protected float mass = 1.0f; field in class:PhysicsRigidBody
92 public PhysicsRigidBody(CollisionShape shape, float mass) {
94 this.mass = mass;
103 if(collisionShape instanceof MeshCollisionShape && mass != 0){
122 collisionShape.calculateLocalInertia(mass, localInertia);
124 constructionInfo = new RigidBodyConstructionInfo(mass, motionState, collisionShape.getCShape(), localInertia);
126 constructionInfo.mass = mass;
134 if (mass == 0.0f)
684 float mass = capsule.readFloat("mass", 1.0f); local
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PhysicsVehicle.java 81 public PhysicsVehicle(CollisionShape shape, float mass) {
82 super(shape, mass);
246 * You should also try lowering the vehicle's centre of mass
  /external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/
RigidBodyControl.java 47 * @param mass When not 0, a HullCollisionShape is generated, otherwise a MeshCollisionShape is used. For geometries with box or sphere meshes the proper box or sphere collision shape is used.
49 public RigidBodyControl(float mass) {
50 this.mass = mass;
54 * Creates a new PhysicsNode with the supplied collision shape and mass 1
61 public RigidBodyControl(CollisionShape shape, float mass) {
62 super(shape, mass);
66 RigidBodyControl control = new RigidBodyControl(collisionShape, mass);
83 if (mass > 0) {
129 if (mass > 0)
    [all...]
VehicleControl.java 49 public VehicleControl(CollisionShape shape, float mass) {
50 super(shape, mass);
85 VehicleControl control = new VehicleControl(collisionShape, mass);
  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/collision/shapes/
CollisionShape.java 57 public void calculateLocalInertia(float mass, javax.vecmath.Vector3f vector) {
64 cShape.calculateLocalInertia(mass, vector);
  /external/chromium_org/native_client_sdk/src/gonacl_appengine/static/bullet/
world.js 41 var mass = body['mass'];
48 if (mass == undefined) {
49 console.log('Body needs a mass.');
scenes.js 27 body.mass = 1.0;
55 body.mass = 1.0;
98 body.mass = 1.0;
117 body.mass = 1.0;
181 body.mass = 1.0;
  /external/jmonkeyengine/engine/src/test/jme3test/bullet/
PhysicsHoverControl.java 92 public PhysicsHoverControl(CollisionShape shape, float mass) {
93 super(shape, mass);
143 applyTorque(tempVect1.set(0, -mass * 20, 0));
145 applyTorque(tempVect1.set(0, mass * 20, 0));
155 applyForce(counter.multLocal(mass * 10), Vector3f.ZERO);
164 applyForce(linearVelocity.mult(mass * 10), Vector3f.ZERO);
BombControl.java 46 public BombControl(CollisionShape shape, float mass) {
47 super(shape, mass);
51 public BombControl(AssetManager manager, CollisionShape shape, float mass) {
52 super(shape, mass);
PhysicsTestHelper.java 161 * @param mass
164 public static Node createPhysicsTestNode(AssetManager manager, CollisionShape shape, float mass) {
166 RigidBodyControl control = new RigidBodyControl(shape, mass);
TestFancyCar.java 158 final float mass = 400; local
170 player = new VehicleControl(carHull, mass);
  /frameworks/native/opengl/tests/gl2_cameraeye/src/com/android/gl2cameraeye/
GL2CameraEye.java 351 float mass = 10.f; local
358 totalForce[0] = -mPos[0] * springStrength - mVel[0]*frictionCoeff + gMultiplier*mGForce[0]*mass;
359 totalForce[1] = -mPos[1] * springStrength - mVel[1]*frictionCoeff + gMultiplier*mGForce[1]*mass;
360 totalForce[2] = -mPos[2] * springStrength - mVel[2]*frictionCoeff + gMultiplier*mGForce[2]*mass;
363 accel[0] = totalForce[0]/mass;
364 accel[1] = totalForce[1]/mass;
365 accel[2] = totalForce[2]/mass;
  /external/replicaisland/src/com/replica/replicaisland/
PhysicsComponent.java 21 * calculation based on mass, impulses, friction, and collisions.
229 public void setMass(float mass) {
230 mMass = mass;
  /packages/experimental/DreamTheater/src/com/android/dreamtheater/
BouncyDroid.java 203 final float mass = 100; local
204 mBody = new World.Body(mass, new World.Vec(200,200));
227 mBody.applyForce(new World.Vec(0, mass * World.GRAVITY));
  /external/jmonkeyengine/engine/src/bullet-native/
com_jme3_bullet_objects_PhysicsRigidBody.cpp 50 (JNIEnv *env, jobject object, jfloat mass, jlong motionstatId, jlong shapeId) {
55 shape->calculateLocalInertia(mass, localInertia);
56 btRigidBody* body = new btRigidBody(mass, motionState, shape, localInertia);
328 (JNIEnv *env, jobject object, jlong bodyId, jlong shapeId, jfloat mass) {
337 shape->calculateLocalInertia(mass, localInertia);
338 body->setMassProps(mass, localInertia);
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  /frameworks/ex/carousel/java/com/android/ex/carousel/
carousel.rs     [all...]

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