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  /external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Collision/
b2Distance.h 110 float32 bestValue = b2Dot(m_vertices[0], d);
113 float32 value = b2Dot(m_vertices[i], d);
127 float32 bestValue = b2Dot(m_vertices[0], d);
130 float32 value = b2Dot(m_vertices[i], d);
b2CollideEdge.cpp 40 float32 u = b2Dot(e, B - Q);
41 float32 v = b2Dot(e, Q - A);
54 float32 dd = b2Dot(d, d);
66 float32 u1 = b2Dot(e1, B1 - Q);
92 float32 dd = b2Dot(d, d);
104 float32 v2 = b2Dot(e2, Q - A2);
126 float32 den = b2Dot(e, e);
130 float32 dd = b2Dot(d, d);
137 if (b2Dot(n, Q - A) < 0.0f)
248 float32 offset1 = b2Dot(m_normal1, m_centroidB - m_v1)
    [all...]
b2CollideCircle.cpp 34 float32 distSqr = b2Dot(d, d);
72 float32 s = b2Dot(normals[i], cLocal - vertices[i]);
106 float32 u1 = b2Dot(cLocal - v1, v2 - v1);
107 float32 u2 = b2Dot(cLocal - v2, v1 - v2);
141 float32 separation = b2Dot(cLocal - faceCenter, normals[vertIndex1]);
b2Collision.cpp 47 separations[0] = b2Dot(cB - cA, normal);
59 b2Vec2 cA = clipPoint + (radiusA - b2Dot(clipPoint - planePoint, normal)) * normal;
62 separations[i] = b2Dot(cB - cA, normal);
75 b2Vec2 cB = clipPoint + (radiusB - b2Dot(clipPoint - planePoint, normal)) * normal;
78 separations[i] = b2Dot(cA - cB, normal);
208 float32 distance0 = b2Dot(normal, vIn[0].v) - offset;
209 float32 distance1 = b2Dot(normal, vIn[1].v) - offset;
b2CollidePolygon.cpp 46 float32 sij = b2Dot(n, v2s[j] - v1);
84 float32 dot = b2Dot(normal1, normals2[i]);
186 float32 frontOffset = b2Dot(normal, v11);
189 float32 sideOffset1 = -b2Dot(tangent, v11) + totalRadius;
190 float32 sideOffset2 = b2Dot(tangent, v12) + totalRadius;
218 float32 separation = b2Dot(normal, clipPoints2[i].v) - frontOffset;
b2Distance.cpp 303 float32 d12_2 = -b2Dot(w1, e12);
313 float32 d12_1 = b2Dot(w2, e12);
346 float32 w1e12 = b2Dot(w1, e12);
347 float32 w2e12 = b2Dot(w2, e12);
356 float32 w1e13 = b2Dot(w1, e13);
357 float32 w3e13 = b2Dot(w3, e13);
366 float32 w2e23 = b2Dot(w2, e23);
367 float32 w3e23 = b2Dot(w3, e23);
b2TimeOfImpact.cpp 90 float32 s = b2Dot(pointA - pointB, normal);
115 float32 s = b2Dot(pointB - pointA, normal);
148 float32 separation = b2Dot(pointB - pointA, m_axis);
165 float32 separation = b2Dot(pointB - pointA, normal);
182 float32 separation = b2Dot(pointA - pointB, normal);
210 float32 separation = b2Dot(pointB - pointA, m_axis);
223 float32 separation = b2Dot(pointB - pointA, normal);
235 float32 separation = b2Dot(pointA - pointB, normal);
b2DynamicTree.h 251 float32 separation = b2Abs(b2Dot(v, p1 - c)) - b2Dot(abs_v, h);
  /external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Collision/Shapes/
b2CircleShape.cpp 40 return b2Dot(d, d) <= m_radius * m_radius;
54 float32 b = b2Dot(s, s) - m_radius * m_radius;
58 float32 c = b2Dot(s, r);
59 float32 rr = b2Dot(r, r);
99 massData->I = massData->mass * (0.5f * m_radius * m_radius + b2Dot(m_p, m_p));
b2EdgeShape.cpp 74 float32 numerator = b2Dot(normal, v1 - p1);
75 float32 denominator = b2Dot(normal, d);
93 float32 rr = b2Dot(r, r);
99 float32 s = b2Dot(q - v1, r) / rr;
b2PolygonShape.cpp 257 float32 dot = b2Dot(m_normals[i], pLocal - m_vertices[i]);
286 float32 numerator = b2Dot(m_normals[i], m_vertices[i] - p1);
287 float32 denominator = b2Dot(m_normals[i], d);
438 massData->I += massData->mass * (b2Dot(massData->center, massData->center) - b2Dot(center, center));
  /external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Common/
b2Math.cpp 27 float32 det = b2Dot(ex, b2Cross(ey, ez));
33 x.x = det * b2Dot(b, b2Cross(ey, ez));
34 x.y = det * b2Dot(ex, b2Cross(b, ez));
35 x.z = det * b2Dot(ex, b2Cross(ey, b));
73 float32 det = b2Dot(ex, b2Cross(ey, ez));
b2Math.h 410 inline float32 b2Dot(const b2Vec2& a, const b2Vec2& b)
446 return b2Vec2(b2Dot(v, A.ex), b2Dot(v, A.ey));
480 return b2Dot(c, c);
501 inline float32 b2Dot(const b2Vec3& a, const b2Vec3& b)
526 b2Vec2 c1(b2Dot(A.ex, B.ex), b2Dot(A.ey, B.ex));
527 b2Vec2 c2(b2Dot(A.ex, B.ey), b2Dot(A.ey, B.ey));
  /external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletCollision/CollisionDispatch/
btBox2dBox2dCollisionAlgorithm.cpp 17 ///The modifications include: switching from b2Vec to btVector3, redefinition of b2Dot, b2Cross
92 #define b2Dot(a,b) (a).dot(b)
107 btScalar distance0 = b2Dot(normal, vIn[0].v) - offset;
108 btScalar distance1 = b2Dot(normal, vIn[1].v) - offset;
159 btScalar separation = b2Dot(v2 - v1, normal1World);
275 btScalar dot = b2Dot(normal1, normals2[i]);
366 btScalar frontOffset = b2Dot(frontNormal, v11);
367 btScalar sideOffset1 = -b2Dot(sideNormal, v11);
368 btScalar sideOffset2 = b2Dot(sideNormal, v12);
402 btScalar separation = b2Dot(frontNormal, clipPoints2[i].v) - frontOffset
    [all...]
  /external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Rope/
b2Rope.cpp 94 float32 b = b2Dot(d1, d2);
206 float32 b = b2Dot(d1, d2);
217 float32 mass = m1 * b2Dot(J1, J1) + m2 * b2Dot(J2, J2) + m3 * b2Dot(J3, J3);
  /external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Dynamics/Joints/
b2WheelJoint.cpp 138 float32 C = b2Dot(d, m_ax);
228 float32 Cdot = b2Dot(m_ax, vB - vA) + m_sBx * wB - m_sAx * wA;
259 float32 Cdot = b2Dot(m_ay, vB - vA) + m_sBy * wB - m_sAy * wA;
298 float32 C = b2Dot(d, ay);
359 float32 translation = b2Dot(d, axis);
b2GearJoint.cpp 89 coordinateA = b2Dot(pA - pC, m_localAxisC);
121 coordinateB = b2Dot(pB - pD, m_localAxisD);
246 float32 Cdot = b2Dot(m_JvAC, vA - vC) + b2Dot(m_JvBD, vB - vD);
313 coordinateA = b2Dot(pA - pC, m_localAxisC);
337 coordinateB = b2Dot(pB - pD, m_localAxisD);
b2PrismaticJoint.cpp 200 float32 jointTranslation = b2Dot(m_axis, d);
279 float32 Cdot = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
298 Cdot1.x = b2Dot(m_perp, vB - vA) + m_s2 * wB - m_s1 * wA;
305 Cdot2 = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
390 C1.x = b2Dot(perp, d);
400 float32 translation = b2Dot(axis, d);
514 float32 translation = b2Dot(d, axis);
535 float32 speed = b2Dot(d, b2Cross(wA, axis)) + b2Dot(axis, vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA));
b2PulleyJoint.cpp 173 float32 Cdot = -b2Dot(m_uA, vpA) - m_ratio * b2Dot(m_uB, vpB);
b2DistanceJoint.cpp 167 float32 Cdot = b2Dot(m_u, vpB - vpA);
b2RopeJoint.cpp 137 float32 Cdot = b2Dot(m_u, vpB - vpA);
  /external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Dynamics/Contacts/
b2ContactSolver.cpp 210 float32 vRel = b2Dot(vc->normal, vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA));
326 float32 vt = b2Dot(dv, tangent) - vc->tangentSpeed;
356 float32 vn = b2Dot(dv, normal);
419 float32 vn1 = b2Dot(dv1, normal);
420 float32 vn2 = b2Dot(dv2, normal);
469 vn1 = b2Dot(dv1, normal);
470 vn2 = b2Dot(dv2, normal);
512 vn1 = b2Dot(dv1, normal);
554 vn2 = b2Dot(dv2, normal);
634 separation = b2Dot(pointB - pointA, normal) - pc->radiusA - pc->radiusB
    [all...]
  /external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Dynamics/
b2Body.h 506 if (b2Dot(v,v) > 0.0f)
546 return m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter);
552 data->I = m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter);
b2Island.cpp 284 if (b2Dot(translation, translation) > b2_maxTranslationSquared)
361 b2Dot(b->m_linearVelocity, b->m_linearVelocity) > linTolSqr)
482 if (b2Dot(translation, translation) > b2_maxTranslationSquared)
b2Body.cpp 333 m_I -= m_mass * b2Dot(localCenter, localCenter);
380 m_I = massData->I - m_mass * b2Dot(massData->center, massData->center);

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