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  /external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/com/badlogic/gdx/physics/box2d/
ContactImpulse.java 23 org.jbox2d.callbacks.ContactImpulse impulse; field in class:ContactImpulse
32 for (int i = 0; i < impulse.count; i++) {
33 normalImpulses[i] = impulse.normalImpulses[i];
39 for (int i = 0; i < impulse.count; i++) {
40 tangentImpulses[i] = impulse.tangentImpulses[i];
46 return impulse.count;
  /external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletSoftBody/
btSoftBody.h 268 btMatrix3x3 m_c0; // Impulse matrix
292 btMatrix3x3 m_c0; // Impulse matrix
352 /* Impulse */
353 struct Impulse
359 Impulse() : m_velocity(0,0,0),m_drift(0,0,0),m_asVelocity(0),m_asDrift(0) {}
360 Impulse operator -() const
362 Impulse i=*this;
367 Impulse operator*(btScalar x) const
369 Impulse i=*this;
439 void applyVImpulse(const btVector3& impulse,const btVector3& rpos) cons
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  /external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Dynamics/Joints/
b2RevoluteJoint.cpp 199 float32 impulse = -m_motorMass * Cdot; local
202 m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
203 impulse = m_motorImpulse - oldImpulse;
205 wA -= iA * impulse;
206 wB += iB * impulse;
216 b2Vec3 impulse = -m_mass.Solve33(Cdot); local
220 m_impulse += impulse;
224 float32 newImpulse = m_impulse.z + impulse.z;
229 impulse.x = reduced.x;
230 impulse.y = reduced.y
273 b2Vec2 impulse = m_mass.Solve22(-Cdot); local
360 b2Vec2 impulse = -K.Solve(C); local
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b2FrictionJoint.cpp 146 float32 impulse = -m_angularMass * Cdot; local
150 m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
151 impulse = m_angularImpulse - oldImpulse;
153 wA -= iA * impulse;
154 wB += iB * impulse;
161 b2Vec2 impulse = -b2Mul(m_linearMass, Cdot); local
163 m_linearImpulse += impulse;
173 impulse = m_linearImpulse - oldImpulse;
175 vA -= mA * impulse;
176 wA -= iA * b2Cross(m_rA, impulse);
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b2WheelJoint.cpp 229 float32 impulse = -m_springMass * (Cdot + m_bias + m_gamma * m_springImpulse); local
230 m_springImpulse += impulse;
232 b2Vec2 P = impulse * m_ax;
233 float32 LA = impulse * m_sAx;
234 float32 LB = impulse * m_sBx;
246 float32 impulse = -m_motorMass * Cdot; local
250 m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
251 impulse = m_motorImpulse - oldImpulse;
253 wA -= iA * impulse;
254 wB += iB * impulse;
260 float32 impulse = -m_mass * Cdot; local
302 float32 impulse; local
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b2GearJoint.cpp 249 float32 impulse = -m_mass * Cdot; local
250 m_impulse += impulse;
252 vA += (m_mA * impulse) * m_JvAC;
253 wA += m_iA * impulse * m_JwA;
254 vB += (m_mB * impulse) * m_JvBD;
255 wB += m_iB * impulse * m_JwB;
256 vC -= (m_mC * impulse) * m_JvAC;
257 wC -= m_iC * impulse * m_JwC;
258 vD -= (m_mD * impulse) * m_JvBD;
259 wD -= m_iD * impulse * m_JwD
342 float32 impulse = 0.0f; local
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b2MotorJoint.cpp 157 float32 impulse = -m_angularMass * Cdot; local
161 m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
162 impulse = m_angularImpulse - oldImpulse;
164 wA -= iA * impulse;
165 wB += iB * impulse;
172 b2Vec2 impulse = -b2Mul(m_linearMass, Cdot); local
174 m_linearImpulse += impulse;
184 impulse = m_linearImpulse - oldImpulse;
186 vA -= mA * impulse;
187 wA -= iA * b2Cross(m_rA, impulse);
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b2RopeJoint.cpp 106 // Scale the impulse to support a variable time step.
145 float32 impulse = -m_mass * Cdot; local
147 m_impulse = b2Min(0.0f, m_impulse + impulse);
148 impulse = m_impulse - oldImpulse;
150 b2Vec2 P = impulse * m_u;
180 float32 impulse = -m_mass * C; local
181 b2Vec2 P = impulse * u;
b2PrismaticJoint.cpp 77 // Clamp accumulated limit impulse.
87 // Now compute impulse to be applied:
280 float32 impulse = m_motorMass * (m_motorSpeed - Cdot); local
283 m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
284 impulse = m_motorImpulse - oldImpulse;
286 b2Vec2 P = impulse * m_axis;
287 float32 LA = impulse * m_a1;
288 float32 LB = impulse * m_a2;
388 b2Vec3 impulse; local
448 impulse = K.Solve33(-C)
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b2WeldJoint.cpp 209 b2Vec3 impulse = -b2Mul(m_mass, Cdot); local
210 m_impulse += impulse;
212 b2Vec2 P(impulse.x, impulse.y);
215 wA -= iA * (b2Cross(m_rA, P) + impulse.z);
218 wB += iB * (b2Cross(m_rB, P) + impulse.z);
280 b2Vec3 impulse; local
283 impulse = -K.Solve33(C);
288 impulse.Set(impulse2.x, impulse2.y, 0.0f);
291 b2Vec2 P(impulse.x, impulse.y)
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b2MouseJoint.cpp 175 b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_C + m_gamma * m_impulse)); local
178 m_impulse += impulse;
184 impulse = m_impulse - oldImpulse;
186 vB += m_invMassB * impulse;
187 wB += m_invIB * b2Cross(m_rB, impulse);
  /external/replicaisland/src/com/replica/replicaisland/
SimplePhysicsComponent.java 43 final Vector2 impulse = parentObject.getImpulse(); local
44 float velocityX = parentObject.getVelocity().x + impulse.x;
45 float velocityY = parentObject.getVelocity().y + impulse.y;
66 impulse.zero();
PhysicsComponent.java 129 protected void resolveCollision(Vector2 velocity, Vector2 impulse, Vector2 opposingNormal,
133 outputImpulse.set(impulse);
140 relativeVelocity.add(impulse);
149 // calculate an impulse to apply to the entity
159 entity1Adjust.add(impulse);
169 protected void resolveCollision(Vector2 velocity, Vector2 impulse, Vector2 opposingNormal,
178 entity1Velocity.add(impulse);
194 // calculate an impulse to apply to both entities
202 entity1Adjust.add(impulse);
PlayerComponent.java 140 Vector2 impulse = pool.allocate(); local
143 impulse.set(dpad.getX(), 0.0f);
150 impulse.y = AIR_VERTICAL_IMPULSE_SPEED_FROM_GROUND;
155 impulse.y = AIR_VERTICAL_IMPULSE_SPEED * timeDelta;
165 || impulse.y > VERTICAL_IMPULSE_TOLERANCE;
171 impulse.x = (impulse.x * horziontalSpeed * timeDelta);
175 final float newSpeed = Math.abs(currentSpeed + impulse.x);
178 currentSpeed = maxHorizontalSpeed * Utils.sign(impulse.x);
181 impulse.x = (0.0f);
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  /external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/dynamics/joints/
MotorJoint.java 279 float impulse = -m_angularMass * Cdot; local
283 m_angularImpulse = MathUtils.clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
284 impulse = m_angularImpulse - oldImpulse;
286 wA -= iA * impulse;
287 wB += iB * impulse;
301 final Vec2 impulse = temp; local
302 Mat22.mulToOutUnsafe(m_linearMass, Cdot, impulse);
303 impulse.negateLocal();
306 m_linearImpulse.addLocal(impulse);
315 impulse.x = m_linearImpulse.x - oldImpulse.x
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RevoluteJoint.java 240 float impulse = -m_motorMass * Cdot; local
243 m_motorImpulse = MathUtils.clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
244 impulse = m_motorImpulse - oldImpulse;
246 wA -= iA * impulse;
247 wB += iB * impulse;
264 Vec3 impulse = pool.popVec3(); local
265 m_mass.solve33ToOut(Cdot, impulse);
266 impulse.negateLocal();
269 m_impulse.addLocal(impulse);
271 float newImpulse = m_impulse.z + impulse.z
321 Vec2 impulse = pool.popVec2(); local
326 m_mass.solve22ToOut(Cdot.negateLocal(), impulse); \/\/ just leave negated local
406 final Vec2 impulse = pool.popVec2(); local
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WheelJoint.java 383 float impulse = -m_springMass * (Cdot + m_bias + m_gamma * m_springImpulse); local
384 m_springImpulse += impulse;
386 P.x = impulse * m_ax.x;
387 P.y = impulse * m_ax.y;
388 float LA = impulse * m_sAx;
389 float LB = impulse * m_sBx;
403 float impulse = -m_motorMass * Cdot; local
407 m_motorImpulse = MathUtils.clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
408 impulse = m_motorImpulse - oldImpulse;
410 wA -= iA * impulse;
417 float impulse = -m_mass * Cdot; local
469 float impulse; local
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FrictionJoint.java 230 float impulse = -m_angularMass * Cdot; local
234 m_angularImpulse = MathUtils.clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
235 impulse = m_angularImpulse - oldImpulse;
237 wA -= iA * impulse;
238 wB += iB * impulse;
250 final Vec2 impulse = pool.popVec2(); local
251 Mat22.mulToOutUnsafe(m_linearMass, Cdot, impulse);
252 impulse.negateLocal();
257 m_linearImpulse.addLocal(impulse);
266 impulse.set(m_linearImpulse).subLocal(oldImpulse)
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GearJoint.java 366 float impulse = -m_mass * Cdot; local
367 m_impulse += impulse;
369 vA.x += (m_mA * impulse) * m_JvAC.x;
370 vA.y += (m_mA * impulse) * m_JvAC.y;
371 wA += m_iA * impulse * m_JwA;
373 vB.x += (m_mB * impulse) * m_JvBD.x;
374 vB.y += (m_mB * impulse) * m_JvBD.y;
375 wB += m_iB * impulse * m_JwB;
377 vC.x -= (m_mC * impulse) * m_JvAC.x;
378 vC.y -= (m_mC * impulse) * m_JvAC.y
485 float impulse = 0.0f; local
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RopeJoint.java 115 // Scale the impulse to support a variable time step.
165 float impulse = -m_mass * Cdot; local
167 m_impulse = MathUtils.min(0.0f, m_impulse + impulse);
168 impulse = m_impulse - oldImpulse;
170 float Px = impulse * m_u.x;
171 float Py = impulse * m_u.y;
214 float impulse = -m_mass * C; local
215 float Px = impulse * u.x;
216 float Py = impulse * u.y;
WeldJoint.java 311 final Vec3 impulse = pool.popVec3(); local
312 Mat33.mulToOutUnsafe(m_mass, Cdot, impulse);
313 impulse.negateLocal();
314 m_impulse.addLocal(impulse);
316 P.set(impulse.x, impulse.y);
320 wA -= iA * (Vec2.cross(m_rA, P) + impulse.z);
324 wB += iB * (Vec2.cross(m_rB, P) + impulse.z);
396 final Vec3 impulse = pool.popVec3(); local
399 K.solve33ToOut(C, impulse);
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PrismaticJoint.java 91 //Clamp accumulated limit impulse.
101 //Now compute impulse to be applied:
547 float impulse = m_motorMass * (m_motorSpeed - Cdot); local
550 m_motorImpulse = MathUtils.clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
551 impulse = m_motorImpulse - oldImpulse;
554 P.set(m_axis).mulLocal(impulse);
555 float LA = impulse * m_a1;
556 float LB = impulse * m_a2;
677 final Vec3 impulse = pool.popVec3(); local
759 K.solve33ToOut(C.negateLocal(), impulse); local
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MouseJoint.java 237 final Vec2 impulse = pool.popVec2(); local
241 Mat22.mulToOutUnsafe(m_mass, temp, impulse);
245 m_impulse.addLocal(impulse);
250 impulse.set(m_impulse).subLocal(oldImpulse);
252 vB.x += m_invMassB * impulse.x;
253 vB.y += m_invMassB * impulse.y;
254 wB += m_invIB * Vec2.cross(m_rB, impulse);
  /frameworks/av/services/audioflinger/
AudioResamplerDyn.h 87 inline void setImpulse(TI *impulse) {
88 mImpulse = impulse;
92 inline void readAgain(TI*& impulse, const int halfNumCoefs,
96 inline void readAdvance(TI*& impulse, const int halfNumCoefs,
105 TI* mImpulse; // current location of the impulse response (centered)
  /external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Dynamics/Contacts/
b2ContactSolver.cpp 335 // Apply contact impulse
355 // Compute normal impulse
359 // b2Clamp the accumulated impulse
364 // Apply contact impulse
388 // In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires
389 // that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i).
395 // a := old total impulse
396 // x := new total impulse
726 float32 impulse = K > 0.0f ? - C \/ K : 0.0f; local
817 float32 impulse = K > 0.0f ? - C \/ K : 0.0f; local
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