/external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletDynamics/ConstraintSolver/ |
btContactConstraint.cpp | 87 btVector3 rel_pos1 = contactPositionWorld - body1->getWorldTransform().getOrigin(); local 90 btVector3 vel1 = body1->getVelocityInLocalPoint(rel_pos1); 112 body1->applyImpulse(normal*(normalImpulse), rel_pos1); 136 btVector3 rel_pos1 = pos1 - body1.getCenterOfMassPosition(); local 140 btVector3 vel1 = body1.getVelocityInLocalPoint(rel_pos1); 147 rel_pos1,rel_pos2,normal,body1.getInvInertiaDiagLocal(),body1.getInvMass(),
|
btGeneric6DofConstraint.cpp | 284 // btVector3 rel_pos1 = pointInA - body1.getCenterOfMassPosition(); 286 btVector3 rel_pos1 = anchorPos - body1.getCenterOfMassPosition(); local 289 btVector3 vel1 = body1.getVelocityInLocalPoint(rel_pos1); 343 body1.applyImpulse( impulse_vector, rel_pos1); 481 // btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition();
|
btConeTwistConstraint.cpp | 324 btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition(); local 328 bodyA.internalGetVelocityInLocalPointObsolete(rel_pos1,vel1); 345 btVector3 ftorqueAxis1 = rel_pos1.cross(normal); [all...] |
btSequentialImpulseConstraintSolver.cpp | 533 void btSequentialImpulseConstraintSolver::setupFrictionConstraint(btSolverConstraint& solverConstraint, const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation, btScalar desiredVelocity, btScalar cfmSlip) 555 btVector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal1); 584 vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1); 620 btSolverConstraint& btSequentialImpulseConstraintSolver::addFrictionConstraint(const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation, btScalar desiredVelocity, btScalar cfmSlip) 624 setupFrictionConstraint(solverConstraint, normalAxis, solverBodyIdA, solverBodyIdB, cp, rel_pos1, rel_pos2, 631 btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2, 1006 btVector3 rel_pos1; local [all...] |
/external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletDynamics/Featherstone/ |
btMultiBodyConstraint.cpp | 88 btVector3 rel_pos1, rel_pos2; //these two used to be inited to posAworld and posBworld (respectively) but it does not seem necessary local 90 rel_pos1 = posAworld - bodyA->getWorldTransform().getOrigin(); 98 rel_pos1 = posAworld - multiBodyA->getBasePos(); 101 rel_pos1 = posAworld - multiBodyA->getLink(solverConstraint.m_linkA).m_cachedWorldTransform.getOrigin(); 148 btVector3 torqueAxis0 = rel_pos1.cross(contactNormalOnB); 154 btVector3 torqueAxis0 = rel_pos1.cross(contactNormalOnB); 246 vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1); 300 rel_vel += rb0->getVelocityInLocalPoint(rel_pos1).dot(solverConstraint.m_contactNormal1);
|
btMultiBodyConstraintSolver.cpp | 265 btVector3 rel_pos1; local 281 rel_pos1 = pos1 - bodyA->getWorldTransform().getOrigin(); 294 rel_pos1 = pos1 - multiBodyA->getBasePos(); 297 rel_pos1 = pos1 - multiBodyA->getLink(solverConstraint.m_linkA).m_cachedWorldTransform.getOrigin(); 329 btVector3 torqueAxis0 = rel_pos1.cross(contactNormal); 334 btVector3 torqueAxis0 = rel_pos1.cross(contactNormal); 415 vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1); 478 rel_vel += rb0->getVelocityInLocalPoint(rel_pos1).dot(solverConstraint.m_contactNormal1); 731 addRollingFrictionConstraint(relAngVel,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); 735 addRollingFrictionConstraint(cp.m_normalWorldOnB,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation) [all...] |
/external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletDynamics/Dynamics/ |
btDiscreteDynamicsWorld.cpp | 1107 btVector3 rel_pos1 = pos2 - body1->getWorldTransform().getOrigin(); local [all...] |