/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);
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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]);
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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;
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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;
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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);
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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);
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b2DynamicTree.h | 251 float32 separation = b2Abs(b2Dot(v, p1 - c)) - b2Dot(abs_v, h);
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/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));
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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;
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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));
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/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));
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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));
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/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);
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/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);
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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);
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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));
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b2PulleyJoint.cpp | 173 float32 Cdot = -b2Dot(m_uA, vpA) - m_ratio * b2Dot(m_uB, vpB);
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b2DistanceJoint.cpp | 167 float32 Cdot = b2Dot(m_u, vpB - vpA);
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b2RopeJoint.cpp | 137 float32 Cdot = b2Dot(m_u, vpB - vpA);
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/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);
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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)
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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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