/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();
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/external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/com/badlogic/gdx/physics/box2d/ |
ContactImpulse.java | 23 org.jbox2d.callbacks.ContactImpulse impulse; field in class:ContactImpulse 32 for (int i = 0; i < impulse.count; i++) { 33 normalImpulses[i] = impulse.normalImpulses[i]; 39 for (int i = 0; i < impulse.count; i++) { 40 tangentImpulses[i] = impulse.tangentImpulses[i]; 46 return impulse.count;
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/external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Dynamics/Joints/ |
b2DistanceJoint.cpp | 137 // Scale the impulse to support a variable time step. 169 float32 impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse); local 170 m_impulse += impulse; 172 b2Vec2 P = impulse * m_u; 207 float32 impulse = -m_mass * C; local 208 b2Vec2 P = impulse * u;
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b2FrictionJoint.cpp | 146 float32 impulse = -m_angularMass * Cdot; local 150 m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse); 151 impulse = m_angularImpulse - oldImpulse; 153 wA -= iA * impulse; 154 wB += iB * impulse; 161 b2Vec2 impulse = -b2Mul(m_linearMass, Cdot); local 163 m_linearImpulse += impulse; 173 impulse = m_linearImpulse - oldImpulse; 175 vA -= mA * impulse; 176 wA -= iA * b2Cross(m_rA, impulse); [all...] |
b2MouseJoint.cpp | 175 b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_C + m_gamma * m_impulse)); local 178 m_impulse += impulse; 184 impulse = m_impulse - oldImpulse; 186 vB += m_invMassB * impulse; 187 wB += m_invIB * b2Cross(m_rB, impulse);
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b2RopeJoint.cpp | 106 // Scale the impulse to support a variable time step. 145 float32 impulse = -m_mass * Cdot; local 147 m_impulse = b2Min(0.0f, m_impulse + impulse); 148 impulse = m_impulse - oldImpulse; 150 b2Vec2 P = impulse * m_u; 180 float32 impulse = -m_mass * C; local 181 b2Vec2 P = impulse * u;
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b2GearJoint.cpp | 249 float32 impulse = -m_mass * Cdot; local 250 m_impulse += impulse; 252 vA += (m_mA * impulse) * m_JvAC; 253 wA += m_iA * impulse * m_JwA; 254 vB += (m_mB * impulse) * m_JvBD; 255 wB += m_iB * impulse * m_JwB; 256 vC -= (m_mC * impulse) * m_JvAC; 257 wC -= m_iC * impulse * m_JwC; 258 vD -= (m_mD * impulse) * m_JvBD; 259 wD -= m_iD * impulse * m_JwD 342 float32 impulse = 0.0f; local [all...] |
b2MotorJoint.cpp | 157 float32 impulse = -m_angularMass * Cdot; local 161 m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse); 162 impulse = m_angularImpulse - oldImpulse; 164 wA -= iA * impulse; 165 wB += iB * impulse; 172 b2Vec2 impulse = -b2Mul(m_linearMass, Cdot); local 174 m_linearImpulse += impulse; 184 impulse = m_linearImpulse - oldImpulse; 186 vA -= mA * impulse; 187 wA -= iA * b2Cross(m_rA, impulse); [all...] |
b2PulleyJoint.cpp | 174 float32 impulse = -m_mass * Cdot; local 175 m_impulse += impulse; 177 b2Vec2 PA = -impulse * m_uA; 178 b2Vec2 PB = -m_ratio * impulse * m_uB; 244 float32 impulse = -mass * C; local 246 b2Vec2 PA = -impulse * uA; 247 b2Vec2 PB = -m_ratio * impulse * uB;
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b2RevoluteJoint.cpp | 199 float32 impulse = -m_motorMass * Cdot; local 202 m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse); 203 impulse = m_motorImpulse - oldImpulse; 205 wA -= iA * impulse; 206 wB += iB * impulse; 216 b2Vec3 impulse = -m_mass.Solve33(Cdot); local 220 m_impulse += impulse; 224 float32 newImpulse = m_impulse.z + impulse.z; 229 impulse.x = reduced.x; 230 impulse.y = reduced.y 273 b2Vec2 impulse = m_mass.Solve22(-Cdot); local 360 b2Vec2 impulse = -K.Solve(C); local [all...] |
b2WeldJoint.cpp | 209 b2Vec3 impulse = -b2Mul(m_mass, Cdot); local 210 m_impulse += impulse; 212 b2Vec2 P(impulse.x, impulse.y); 215 wA -= iA * (b2Cross(m_rA, P) + impulse.z); 218 wB += iB * (b2Cross(m_rB, P) + impulse.z); 280 b2Vec3 impulse;
local 283 impulse = -K.Solve33(C);
288 impulse.Set(impulse2.x, impulse2.y, 0.0f);
291 b2Vec2 P(impulse.x, impulse.y) [all...] |
b2WheelJoint.cpp | 229 float32 impulse = -m_springMass * (Cdot + m_bias + m_gamma * m_springImpulse); local 230 m_springImpulse += impulse; 232 b2Vec2 P = impulse * m_ax; 233 float32 LA = impulse * m_sAx; 234 float32 LB = impulse * m_sBx; 246 float32 impulse = -m_motorMass * Cdot; local 250 m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse); 251 impulse = m_motorImpulse - oldImpulse; 253 wA -= iA * impulse; 254 wB += iB * impulse; 260 float32 impulse = -m_mass * Cdot; local 302 float32 impulse; local [all...] |
b2PrismaticJoint.cpp | 77 // Clamp accumulated limit impulse. 87 // Now compute impulse to be applied: 280 float32 impulse = m_motorMass * (m_motorSpeed - Cdot); local 283 m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse); 284 impulse = m_motorImpulse - oldImpulse; 286 b2Vec2 P = impulse * m_axis; 287 float32 LA = impulse * m_a1; 288 float32 LB = impulse * m_a2; 388 b2Vec3 impulse; local 448 impulse = K.Solve33(-C) [all...] |
/external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Rope/ |
b2Rope.cpp | 239 float32 impulse = - m_k3 * mass * C; local 241 p1 += (m1 * impulse) * J1; 242 p2 += (m2 * impulse) * J2; 243 p3 += (m3 * impulse) * J3;
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/external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/dynamics/joints/ |
FrictionJoint.java | 230 float impulse = -m_angularMass * Cdot; local 234 m_angularImpulse = MathUtils.clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse); 235 impulse = m_angularImpulse - oldImpulse; 237 wA -= iA * impulse; 238 wB += iB * impulse; 250 final Vec2 impulse = pool.popVec2(); local 251 Mat22.mulToOutUnsafe(m_linearMass, Cdot, impulse); 252 impulse.negateLocal(); 257 m_linearImpulse.addLocal(impulse); 266 impulse.set(m_linearImpulse).subLocal(oldImpulse) [all...] |
MotorJoint.java | 279 float impulse = -m_angularMass * Cdot; local 283 m_angularImpulse = MathUtils.clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse); 284 impulse = m_angularImpulse - oldImpulse; 286 wA -= iA * impulse; 287 wB += iB * impulse; 301 final Vec2 impulse = temp; local 302 Mat22.mulToOutUnsafe(m_linearMass, Cdot, impulse); 303 impulse.negateLocal(); 306 m_linearImpulse.addLocal(impulse); 315 impulse.x = m_linearImpulse.x - oldImpulse.x [all...] |
WeldJoint.java | 311 final Vec3 impulse = pool.popVec3(); local 312 Mat33.mulToOutUnsafe(m_mass, Cdot, impulse); 313 impulse.negateLocal(); 314 m_impulse.addLocal(impulse); 316 P.set(impulse.x, impulse.y); 320 wA -= iA * (Vec2.cross(m_rA, P) + impulse.z); 324 wB += iB * (Vec2.cross(m_rB, P) + impulse.z); 396 final Vec3 impulse = pool.popVec3(); local 399 K.solve33ToOut(C, impulse); [all...] |
RevoluteJoint.java | 240 float impulse = -m_motorMass * Cdot; local 243 m_motorImpulse = MathUtils.clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse); 244 impulse = m_motorImpulse - oldImpulse; 246 wA -= iA * impulse; 247 wB += iB * impulse; 264 Vec3 impulse = pool.popVec3(); local 265 m_mass.solve33ToOut(Cdot, impulse); 266 impulse.negateLocal(); 269 m_impulse.addLocal(impulse); 271 float newImpulse = m_impulse.z + impulse.z 321 Vec2 impulse = pool.popVec2(); local 326 m_mass.solve22ToOut(Cdot.negateLocal(), impulse); \/\/ just leave negated local 406 final Vec2 impulse = pool.popVec2(); local [all...] |
DistanceJoint.java | 244 // Scale the impulse to support a variable time step. 285 float impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse); local 286 m_impulse += impulse; 289 float Px = impulse * m_u.x; 290 float Py = impulse * m_u.y; 335 float impulse = -m_mass * C; local 336 float Px = impulse * u.x; 337 float Py = impulse * u.y;
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MouseJoint.java | 237 final Vec2 impulse = pool.popVec2(); local 241 Mat22.mulToOutUnsafe(m_mass, temp, impulse); 245 m_impulse.addLocal(impulse); 250 impulse.set(m_impulse).subLocal(oldImpulse); 252 vB.x += m_invMassB * impulse.x; 253 vB.y += m_invMassB * impulse.y; 254 wB += m_invIB * Vec2.cross(m_rB, impulse);
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RopeJoint.java | 115 // Scale the impulse to support a variable time step. 165 float impulse = -m_mass * Cdot; local 167 m_impulse = MathUtils.min(0.0f, m_impulse + impulse); 168 impulse = m_impulse - oldImpulse; 170 float Px = impulse * m_u.x; 171 float Py = impulse * m_u.y; 214 float impulse = -m_mass * C; local 215 float Px = impulse * u.x; 216 float Py = impulse * u.y;
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PulleyJoint.java | 294 float impulse = -m_mass * Cdot; local 295 m_impulse += impulse; 297 PA.set(m_uA).mulLocal(-impulse); 298 PB.set(m_uB).mulLocal(-m_ratio * impulse); 371 float impulse = -mass * C; local 373 PA.set(uA).mulLocal(-impulse); 374 PB.set(uB).mulLocal(-m_ratio * impulse);
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/external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletDynamics/Featherstone/ |
btMultiBodyConstraintSolver.cpp | 107 void btMultiBodyConstraintSolver::applyDeltaVee(btScalar* delta_vee, btScalar impulse, int velocityIndex, int ndof) 110 m_data.m_deltaVelocities[velocityIndex+i] += delta_vee[i] * impulse; 519 btScalar impulse = solverConstraint.m_appliedImpulse; local 522 multiBodyA->applyDeltaVeeMultiDof(deltaV,impulse); 524 multiBodyA->applyDeltaVee(deltaV,impulse); 525 applyDeltaVee(deltaV,impulse,solverConstraint.m_deltaVelAindex,ndofA); 533 btScalar impulse = solverConstraint.m_appliedImpulse; local 536 multiBodyB->applyDeltaVeeMultiDof(deltaV,impulse); 538 multiBodyB->applyDeltaVee(deltaV,impulse); 539 applyDeltaVee(deltaV,impulse,solverConstraint.m_deltaVelBindex,ndofB) [all...] |
/frameworks/av/services/audioflinger/ |
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) 494 TI* impulse = mInBuffer.getImpulse(); local [all...] |
/external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Dynamics/Contacts/ |
b2ContactSolver.cpp | 335 // Apply contact impulse 355 // Compute normal impulse 359 // b2Clamp the accumulated impulse 364 // Apply contact impulse 388 // In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires 389 // that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i). 395 // a := old total impulse 396 // x := new total impulse 726 float32 impulse = K > 0.0f ? - C \/ K : 0.0f; local 817 float32 impulse = K > 0.0f ? - C \/ K : 0.0f; local [all...] |