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    Searched defs:rel_pos1 (Results 1 - 7 of 7) sorted by null

  /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);
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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
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  /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)
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  /external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletDynamics/Dynamics/
btDiscreteDynamicsWorld.cpp 1107 btVector3 rel_pos1 = pos2 - body1->getWorldTransform().getOrigin(); local
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