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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/
AudioResamplerDyn.h
87
inline void setImpulse(TI *
impulse
) {
88
mImpulse =
impulse
;
92
inline void readAgain(TI*&
impulse
, const int halfNumCoefs,
96
inline void readAdvance(TI*&
impulse
, const int halfNumCoefs,
105
TI* mImpulse; // current location of the
impulse
response (centered)
AudioResamplerDyn.cpp
123
// copy in the input data into the head (
impulse
+halfNumCoefs) of the buffer.
126
void AudioResamplerDyn<TC, TI, TO>::InBuffer::readAgain(TI*&
impulse
, const int halfNumCoefs,
129
TI* head =
impulse
+ halfNumCoefs*CHANNELS;
135
// advance the
impulse
pointer, and load in data into the head (
impulse
+halfNumCoefs)
138
void AudioResamplerDyn<TC, TI, TO>::InBuffer::readAdvance(TI*&
impulse
, const int halfNumCoefs,
141
impulse
+= CHANNELS;
143
if (CC_UNLIKELY(
impulse
>= mRingFull)) {
146
impulse
-= shiftDown;
148
readAgain<CHANNELS>(
impulse
, halfNumCoefs, in, inputIndex)
495
TI*
impulse
= mInBuffer.getImpulse();
local
[
all
...]
AudioResamplerSinc.h
64
inline void read(int16_t*&
impulse
, uint32_t& phaseFraction,
AudioResamplerSinc.cpp
542
int16_t*
impulse
= mImpulse;
local
[
all
...]
/external/libvorbis/doc/
06-floor0.tex
12
infinite
impulse
response filter as would be used in linear predictive
Completed in 310 milliseconds