/external/libgdx/extensions/gdx-bullet/jni/src/bullet/LinearMath/ |
btGrahamScan2dConvexHull.h | 61 btVector3 axis0,axis1; local 62 btPlaneSpace1(normalAxis,axis0,axis1); 71 //step1 : find anchor point with smallest projection on axis0 and move it to first location 76 btScalar projL = originalPoints[i].dot(axis0); 77 btScalar projR = originalPoints[0].dot(axis0); 90 btScalar ar0 = axis0.dot(ar);
|
/external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletDynamics/ConstraintSolver/ |
btGeneric6DofSpring2Constraint.cpp | 317 // y' = N = axis2.cross(axis0) 329 btVector3 axis0 = m_calculatedTransformB.getBasis().getColumn(0); local 331 m_calculatedAxis[1] = axis2.cross(axis0); 333 m_calculatedAxis[2] = axis0.cross(m_calculatedAxis[1]); 342 btVector3 axis0 = m_calculatedTransformB.getBasis().getColumn(0); local 344 m_calculatedAxis[2] = axis0.cross(axis1); 346 m_calculatedAxis[1] = m_calculatedAxis[2].cross(axis0); 368 btVector3 axis0 = m_calculatedTransformA.getBasis().getColumn(0); local 370 m_calculatedAxis[2] = axis0.cross(axis1); 372 m_calculatedAxis[1] = m_calculatedAxis[2].cross(axis0); 394 btVector3 axis0 = m_calculatedTransformA.getBasis().getColumn(0); local [all...] |
btGeneric6DofConstraint.cpp | 371 btVector3 axis0 = m_calculatedTransformB.getBasis().getColumn(0); 374 m_calculatedAxis[1] = axis2.cross(axis0); 376 m_calculatedAxis[2] = axis0.cross(m_calculatedAxis[1]);
|
btSequentialImpulseConstraintSolver.cpp | 1068 btVector3 axis0,axis1; local [all...] |
/external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletCollision/BroadphaseCollision/ |
btAxisSweep3.h | 108 bool testOverlap2D(const Handle* pHandleA, const Handle* pHandleB,int axis0,int axis1); 741 bool btAxisSweep3Internal<BP_FP_INT_TYPE>::testOverlap2D(const Handle* pHandleA, const Handle* pHandleB,int axis0,int axis1) 745 if (pHandleA->m_maxEdges[axis0] < pHandleB->m_minEdges[axis0] || 746 pHandleB->m_maxEdges[axis0] < pHandleA->m_minEdges[axis0] ||
|
/external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletDynamics/Featherstone/ |
btMultiBodyConstraintSolver.cpp | 736 btVector3 axis0,axis1; local 737 btPlaneSpace1(cp.m_normalWorldOnB,axis0,axis1); 738 applyAnisotropicFriction(colObj0,axis0,btCollisionObject::CF_ANISOTROPIC_ROLLING_FRICTION); 739 applyAnisotropicFriction(colObj1,axis0,btCollisionObject::CF_ANISOTROPIC_ROLLING_FRICTION); 742 if (axis0.length()>0.001) 743 addRollingFrictionConstraint(axis0,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); [all...] |