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  /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 );
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);
com.badlogic.gdx.physics.box2d.EdgeShape.cpp 22 edge->Set(b2Vec2(v1x, v1y), b2Vec2(v2x, v2y));
com.badlogic.gdx.physics.box2d.joints.MouseJoint.cpp 12 joint->SetTarget( b2Vec2(x, y ) );
com.badlogic.gdx.physics.box2d.joints.MotorJoint.cpp 26 joint->SetLinearOffset(b2Vec2(linearOffsetX, linearOffsetY));
com.badlogic.gdx.physics.box2d.Fixture.cpp 108 return fixture->TestPoint( b2Vec2( x, y ) );
  /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)
b2BroadPhase.cpp 57 void b2BroadPhase::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement)
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)
  /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;
  /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;
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
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b2Island.h 48 void Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep);
b2Fixture.h 157 bool TestPoint(const b2Vec2& p) const;
324 inline bool b2Fixture::TestPoint(const b2Vec2& p) const
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)
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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