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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);
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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
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AudioResamplerSinc.h 64 inline void read(int16_t*& impulse, uint32_t& phaseFraction,
AudioResamplerSinc.cpp 542 int16_t* impulse = mImpulse; local
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  /external/libvorbis/doc/
06-floor0.tex 12 infinite impulse response filter as would be used in linear predictive

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