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  /external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/callbacks/
ContactListener.java 79 * arbitrarily large if the sub-step is small. Hence the impulse is provided explicitly
83 * @param impulse this is usually a pooled variable, so it will be modified after
86 public void postSolve(Contact contact, ContactImpulse impulse);
  /external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletDynamics/ConstraintSolver/
btContactSolverInfo.h 48 btScalar m_erp2;//used in Split Impulse
108 double m_erp2;//used in Split Impulse
138 float m_erp2;//used in Split Impulse
btConeTwistConstraint.cpp 342 btScalar impulse = depth*tau/timeStep * jacDiagABInv - rel_vel * jacDiagABInv; local
343 m_appliedImpulse += impulse;
347 bodyA.internalApplyImpulse(normal*m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld()*ftorqueAxis1,impulse);
348 bodyB.internalApplyImpulse(normal*m_rbB.getInvMass(), m_rbB.getInvInertiaTensorWorld()*ftorqueAxis2,-impulse);
411 btVector3 impulse = (kAxisAInv * dOmegaA - kAxisBInv * dOmegaB) / local
420 btVector3 newUnclampedAccImpulse = m_accMotorImpulse + impulse;
426 impulse = newUnclampedAccImpulse - m_accMotorImpulse;
428 m_accMotorImpulse += impulse;
431 btScalar impulseMag = impulse.length();
432 btVector3 impulseAxis = impulse / impulseMag
450 btVector3 impulse = m_damping * m_kDamping * relVel; local
481 btVector3 impulse = m_swingAxis * impulseMag; local
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btContactConstraint.cpp 123 btScalar distance, const btVector3& normal,btScalar& impulse ,btScalar timeStep)
133 impulse = btScalar(0.);
168 impulse = - contactDamping * rel_vel * massTerm;
171 impulse = velocityImpulse;
  /external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/dynamics/contacts/
ContactSolver.java 158 // System.out.println("contact normal impulse: " + cp.normalImpulse);
381 // Apply contact impulse
408 // Compute normal impulse
412 // Clamp the accumulated impulse
418 // Apply contact impulse
449 // In order to account of the accumulated impulse 'a' (because of the iterative nature of
451 // that the accumulated impulse is clamped and not the incremental impulse) we change the
452 // impulse variable (x_i).
458 // a := old total impulse
872 final float impulse = K > 0.0f ? -C \/ K : 0.0f; local
972 float impulse = K > 0.0f ? -C \/ K : 0.0f; local
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  /external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Dynamics/Joints/
b2DistanceJoint.cpp 137 // Scale the impulse to support a variable time step.
169 float32 impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse); local
170 m_impulse += impulse;
172 b2Vec2 P = impulse * m_u;
207 float32 impulse = -m_mass * C; local
208 b2Vec2 P = impulse * u;
b2PulleyJoint.cpp 174 float32 impulse = -m_mass * Cdot; local
175 m_impulse += impulse;
177 b2Vec2 PA = -impulse * m_uA;
178 b2Vec2 PB = -m_ratio * impulse * m_uB;
244 float32 impulse = -mass * C; local
246 b2Vec2 PA = -impulse * uA;
247 b2Vec2 PB = -m_ratio * impulse * uB;
  /external/libgdx/extensions/gdx-box2d/gdx-box2d/src/com/badlogic/gdx/physics/box2d/
ContactListener.java 38 * impulse is provided explicitly in a separate data structure. Note: this is only called for contacts that are touching,
41 public void postSolve (Contact contact, ContactImpulse impulse);
Body.java 348 /** Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of
350 * @param impulse the world impulse vector, usually in N-seconds or kg-m/s.
353 public void applyLinearImpulse (Vector2 impulse, Vector2 point, boolean wake) {
354 jniApplyLinearImpulse(addr, impulse.x, impulse.y, point.x, point.y, wake);
357 /** Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of
359 * @param impulseX the world impulse vector on the x-axis, usually in N-seconds or kg-m/s.
360 * @param impulseY the world impulse vector on the y-axis, usually in N-seconds or kg-m/s.
373 /** Apply an angular impulse
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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/
ContactListener.java 38 * impulse is provided explicitly in a separate data structure. Note: this is only called for contacts that are touching,
41 public void postSolve (Contact contact, ContactImpulse impulse);
Body.java 182 /** Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of
184 * @param impulse the world impulse vector, usually in N-seconds or kg-m/s.
186 public void applyLinearImpulse (Vector2 impulse, Vector2 point, boolean wake) {
187 tmp.set(impulse.x, impulse.y);
192 /** Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of
194 * @param impulseX the world impulse vector on the x-axis, usually in N-seconds or kg-m/s.
195 * @param impulseY the world impulse vector on the y-axis, usually in N-seconds or kg-m/s.
204 /** Apply an angular impulse
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  /frameworks/av/services/audioflinger/
AudioResamplerDyn.cpp 123 // copy in the input data into the head (impulse+halfNumCoefs) of the buffer.
126 void AudioResamplerDyn<TC, TI, TO>::InBuffer::readAgain(TI*& impulse, const int halfNumCoefs,
129 TI* head = impulse + halfNumCoefs*CHANNELS;
135 // advance the impulse pointer, and load in data into the head (impulse+halfNumCoefs)
138 void AudioResamplerDyn<TC, TI, TO>::InBuffer::readAdvance(TI*& impulse, const int halfNumCoefs,
141 impulse += CHANNELS;
143 if (CC_UNLIKELY(impulse >= mRingFull)) {
146 impulse -= shiftDown;
148 readAgain<CHANNELS>(impulse, halfNumCoefs, in, inputIndex)
494 TI* impulse = mInBuffer.getImpulse(); local
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AudioResamplerSinc.cpp 299 int16_t* impulse = mImpulse; local
319 read<CHANNELS>(impulse, phaseFraction, mBuffer.i16, inputIndex);
322 read<CHANNELS>(impulse, phaseFraction, mBuffer.i16, inputIndex);
328 read<CHANNELS>(impulse, phaseFraction, mBuffer.i16, inputIndex);
336 int16_t* head = impulse + headOffset;
343 filterCoefficient<CHANNELS>(&out[outputIndex], phaseFraction, impulse, vRL);
353 read<CHANNELS>(impulse, phaseFraction, in, inputIndex);
365 mImpulse = impulse;
380 int16_t*& impulse, uint32_t& phaseFraction,
383 impulse += CHANNELS
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  /external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Rope/
b2Rope.cpp 239 float32 impulse = - m_k3 * mass * C; local
241 p1 += (m1 * impulse) * J1;
242 p2 += (m2 * impulse) * J2;
243 p3 += (m3 * impulse) * J3;
  /external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletSoftBody/
btSoftBodyData.h 74 btMatrix3x3FloatData m_c0; // Impulse matrix
102 float m_softRigidClusterImpulseSplit; // Soft vs rigid impulse split [0,1] (cluster only)
103 float m_softKineticClusterImpulseSplit; // Soft vs rigid impulse split [0,1] (cluster only)
104 float m_softSoftClusterImpulseSplit; // Soft vs rigid impulse split [0,1] (cluster only)
  /external/libvorbis/lib/
highlevel.h 56 highlevel_byblocktype block[4]; /* padding, impulse, transition, long */
  /external/replicaisland/src/com/replica/replicaisland/
GameComponent.java 29 PHYSICS, // impulse velocities are summed
  /external/webrtc/webrtc/common_audio/
fir_filter.h 18 // Finite Impulse Response filter using floating-point arithmetic.
  /frameworks/av/media/libstagefright/codecs/amrwbenc/src/
pit_shrp.c 28 Word16 * x, /* in/out: impulse response (or algebraic code) */
  /external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Dynamics/
b2Body.h 217 /// Apply an impulse at a point. This immediately modifies the velocity.
220 /// @param impulse the world impulse vector, usually in N-seconds or kg-m/s.
223 void ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake);
225 /// Apply an angular impulse.
226 /// @param impulse the angular impulse in units of kg*m*m/s
228 void ApplyAngularImpulse(float32 impulse, bool wake);
795 inline void b2Body::ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake)
810 m_linearVelocity += m_invMass * impulse;
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  /external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/collision/
ManifoldPoint.java 67 /** the non-penetration impulse */
69 /** the friction impulse */
  /external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/dynamics/joints/
DistanceJoint.java 244 // Scale the impulse to support a variable time step.
285 float impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse); local
286 m_impulse += impulse;
289 float Px = impulse * m_u.x;
290 float Py = impulse * m_u.y;
335 float impulse = -m_mass * C; local
336 float Px = impulse * u.x;
337 float Py = impulse * u.y;
  /external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletDynamics/Featherstone/
btMultiBodyConstraint.cpp 55 void btMultiBodyConstraint::applyDeltaVee(btMultiBodyJacobianData& data, btScalar* delta_vee, btScalar impulse, int velocityIndex, int ndof)
58 data.m_deltaVelocities[velocityIndex+i] += delta_vee[i] * impulse;
329 btScalar impulse = solverConstraint.m_appliedImpulse;
331 multiBodyA->applyDeltaVee(deltaV,impulse);
332 applyDeltaVee(data,deltaV,impulse,solverConstraint.m_deltaVelAindex,ndofA);
340 btScalar impulse = solverConstraint.m_appliedImpulse;
342 multiBodyB->applyDeltaVee(deltaV,impulse);
343 applyDeltaVee(data,deltaV,impulse,solverConstraint.m_deltaVelBindex,ndofB);
btMultiBodyConstraint.h 31 btAlignedObjectArray<btScalar> m_deltaVelocitiesUnitImpulse; //holds the joint-space response of the corresp. tree to the test impulse in each constraint space dimension
68 void applyDeltaVee(btMultiBodyJacobianData& data, btScalar* delta_vee, btScalar impulse, int velocityIndex, int ndof);
  /device/google/dragon/audio/hal/dsp/tests/
plot_fftl.m 6 % It reads impulse response from "ir.dat" and plots frequency response.

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