/external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/ |
com.badlogic.gdx.physics.box2d.PolygonShape.cpp | 25 b2Vec2* verticesOut = new b2Vec2[numVertices]; 27 verticesOut[i] = b2Vec2(verts[(i<<1) + offset], verts[(i<<1) + offset + 1]); 53 poly->SetAsBox( hx, hy, b2Vec2( centerX, centerY ), angle ); 76 const b2Vec2 v = poly->GetVertex( index );
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com.badlogic.gdx.physics.box2d.Body.cpp | 47 body->SetTransform(b2Vec2(positionX, positionY), angle); 76 b2Vec2 p = body->GetPosition(); 102 b2Vec2 w = body->GetWorldCenter(); 117 b2Vec2 w = body->GetLocalCenter(); 131 body->SetLinearVelocity(b2Vec2(x, y)); 143 b2Vec2 l = body->GetLinearVelocity(); 179 body->ApplyForce(b2Vec2(forceX, forceY), b2Vec2(pointX, pointY), wake); 190 body->ApplyForceToCenter(b2Vec2(forceX, forceY), wake); 212 body->ApplyLinearImpulse( b2Vec2( impulseX, impulseY ), b2Vec2( pointX, pointY ), wake) [all...] |
com.badlogic.gdx.physics.box2d.World.cpp | 29 virtual float32 ReportFixture( b2Fixture* fixture, const b2Vec2& point, const b2Vec2& normal, float32 fraction) 149 b2World* world = new b2World( b2Vec2( gravityX, gravityY )); 258 def.localAnchorA = b2Vec2(localAnchorAX, localAnchorAY); 259 def.localAnchorB = b2Vec2(localAnchorBX, localAnchorBY); 260 def.localAxisA = b2Vec2(localAxisAX, localAxisAY); 282 def.localAnchorA = b2Vec2(localAnchorAX, localAnchorAY); 283 def.localAnchorB = b2Vec2(localAnchorBX, localAnchorBY); 301 def.localAnchorA = b2Vec2(localAnchorAX, localAnchorAY); 302 def.localAnchorB = b2Vec2(localAnchorBX, localAnchorBY) [all...] |
com.badlogic.gdx.physics.box2d.Joint.cpp | 46 b2Vec2 a = joint->GetAnchorA(); 61 b2Vec2 a = joint->GetAnchorB(); 87 b2Vec2 f = joint->GetReactionForce(inv_dt);
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com.badlogic.gdx.physics.box2d.EdgeShape.cpp | 22 edge->Set(b2Vec2(v1x, v1y), b2Vec2(v2x, v2y));
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com.badlogic.gdx.physics.box2d.joints.MouseJoint.cpp | 12 joint->SetTarget( b2Vec2(x, y ) );
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com.badlogic.gdx.physics.box2d.joints.MotorJoint.cpp | 26 joint->SetLinearOffset(b2Vec2(linearOffsetX, linearOffsetY));
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com.badlogic.gdx.physics.box2d.Fixture.cpp | 108 return fixture->TestPoint( b2Vec2( x, y ) );
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/external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Collision/ |
b2DynamicTree.h | 80 bool MoveProxy(int32 proxyId, const b2AABB& aabb1, const b2Vec2& displacement); 124 void ShiftOrigin(const b2Vec2& newOrigin); 206 b2Vec2 p1 = input.p1; 207 b2Vec2 p2 = input.p2; 208 b2Vec2 r = p2 - p1; 213 b2Vec2 v = b2Cross(1.0f, r); 214 b2Vec2 abs_v = b2Abs(v); 224 b2Vec2 t = p1 + maxFraction * (p2 - p1); 249 b2Vec2 c = node->aabb.GetCenter(); 250 b2Vec2 h = node->aabb.GetExtents() [all...] |
b2BroadPhase.h | 58 void MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement); 106 void ShiftOrigin(const b2Vec2& newOrigin); 285 inline void b2BroadPhase::ShiftOrigin(const b2Vec2& newOrigin)
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b2BroadPhase.cpp | 57 void b2BroadPhase::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement)
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b2DynamicTree.cpp | 113 b2Vec2 r(b2_aabbExtension, b2_aabbExtension); 133 bool b2DynamicTree::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement) 148 b2Vec2 r(b2_aabbExtension, b2_aabbExtension); 153 b2Vec2 d = b2_aabbMultiplier * displacement; 773 void b2DynamicTree::ShiftOrigin(const b2Vec2& newOrigin)
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/external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Dynamics/Joints/ |
b2RevoluteJoint.cpp | 36 void b2RevoluteJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor) 76 b2Vec2 vA = data.velocities[m_indexA].v; 80 b2Vec2 vB = data.velocities[m_indexB].v; 163 b2Vec2 P(m_impulse.x, m_impulse.y); 185 b2Vec2 vA = data.velocities[m_indexA].v; 187 b2Vec2 vB = data.velocities[m_indexB].v; 212 b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA); 227 b2Vec2 rhs = -Cdot1 + m_impulse.z * b2Vec2(m_mass.ez.x, m_mass.ez.y); 228 b2Vec2 reduced = m_mass.Solve22(rhs) [all...] |
/external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Common/ |
b2Math.cpp | 21 const b2Vec2 b2Vec2_zero(0.0f, 0.0f); 41 b2Vec2 b2Mat33::Solve22(const b2Vec2& b) const 49 b2Vec2 x;
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/external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Dynamics/ |
b2Island.cpp | 183 void b2Island::Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep) 194 b2Vec2 c = b->m_sweep.c; 196 b2Vec2 v = b->m_linearVelocity; 277 b2Vec2 c = m_positions[i].c; 279 b2Vec2 v = m_velocities[i].v; 283 b2Vec2 translation = h * v; 475 b2Vec2 c = m_positions[i].c; 477 b2Vec2 v = m_velocities[i].v; 481 b2Vec2 translation = h * v;
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b2World.cpp | 37 b2World::b2World(const b2Vec2& gravity) 1008 b2Vec2 point = (1.0f - fraction) * input.p1 + fraction * input.p2; 1019 void b2World::RayCast(b2RayCastCallback* callback, const b2Vec2& point1, const b2Vec2& point2) const 1039 b2Vec2 center = b2Mul(xf, circle->m_p); 1041 b2Vec2 axis = b2Mul(xf.q, b2Vec2(1.0f, 0.0f)); 1050 b2Vec2 v1 = b2Mul(xf, edge->m_vertex1); 1051 b2Vec2 v2 = b2Mul(xf, edge->m_vertex2); 1060 const b2Vec2* vertices = chain->m_vertices [all...] |
b2Island.h | 48 void Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep);
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b2Fixture.h | 157 bool TestPoint(const b2Vec2& p) const; 324 inline bool b2Fixture::TestPoint(const b2Vec2& p) const
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b2Body.cpp | 302 b2Vec2 localCenter = b2Vec2_zero; 345 b2Vec2 oldCenter = m_sweep.c; 386 b2Vec2 oldCenter = m_sweep.c; 417 void b2Body::SetTransform(const b2Vec2& position, float32 angle)
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b2Fixture.cpp | 170 b2Vec2 displacement = transform2.p - transform1.p; 269 b2Log(" b2Vec2 vs[%d];\n", b2_maxPolygonVertices); 282 b2Log(" b2Vec2 vs[%d];\n", s->m_count);
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