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    Searched refs:axis0 (Results 1 - 6 of 6) sorted by null

  /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
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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
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  /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);
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