/external/libgdx/extensions/gdx-bullet/jni/src/bullet/LinearMath/ |
btSpatialAlgebra.h | 29 btSpatialForceVector(const btVector3 &angular, const btVector3 &linear) : m_topVec(linear), m_bottomVec(angular) {} 35 void setVector(const btVector3 &angular, const btVector3 &linear) { m_topVec = linear; m_bottomVec = angular; } 41 void addVector(const btVector3 &angular, const btVector3 &linear) { m_topVec += linear; m_bottomVec += angular; } 52 void setAngular(const btVector3 &angular) { m_bottomVec = angular; } 54 void addAngular(const btVector3 &angular) { m_bottomVec += angular; } [all...] |
/external/libgdx/extensions/gdx-tools/src/com/badlogic/gdx/tools/flame/ |
AngularVelocityPanel.java | 16 public class AngularVelocityPanel extends EditorPanel<DynamicsModifier.Angular> { 22 public AngularVelocityPanel(FlameMain editor, DynamicsModifier.Angular aValue, String charTitle, String name, String description) { 29 public void setValue (DynamicsModifier.Angular value) { 38 private void initializeComponents(DynamicsModifier.Angular aValue, String charTitle) {
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DynamicsInfluencerPanel.java | 38 private static final String VEL_TYPE_ROTATIONAL_2D = "Angular Velocity 2D", 39 VEL_TYPE_ROTATIONAL_3D = "Angular Velocity 3D", 67 "Defines how the particles dynamics (acceleration, angular velocity)."); 226 strengthVelocityPanel.setName("Angular Velocity"); 227 strengthVelocityPanel.setDescription("The angular speed around the billboard facing direction, in degrees/sec ."); 237 angularVelocityPanel.setValue((DynamicsModifier.Angular) velocityValue); 243 angularVelocityPanel.setValue((DynamicsModifier.Angular) velocityValue); 255 angularVelocityPanel.setValue((DynamicsModifier.Angular) velocityValue); 256 angularVelocityPanel.setName("Angular Velocity"); 257 angularVelocityPanel.setDescription("An angular velocity (axis and magnitude), in degree/sec2.") [all...] |
/hardware/bsp/intel/peripheral/libupm/src/enc03r/ |
enc03r.h | 50 * This gyroscope measures x-axis angular velocity, that is 97 * Computes angular velocity based on the value and stored calibration 100 * @param val Value to use to compute angular velocity 101 * @return Computed angular velocity
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/influencers/ |
DynamicsModifier.java | 14 /** It's the base class for any kind of influencer which operates on angular velocity and acceleration of the particles. 114 public static abstract class Angular extends Strength { 121 public Angular(){ 126 public Angular (Angular value) { 215 public static class Rotational3D extends Angular { 236 //Vector3 L = r.cross(v.mul(m)), It's the angular momentum, where mv it's the linear momentum 238 //Vector3 w = L/I_t = inverse(I_t)*L, It's the angular velocity 244 //Consider a simple channel which represent an angular velocity w 249 //Consider a channel which represent a sort of angular momentum L (r, v [all...] |
/external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/dynamics/ |
BodyDef.java | 64 * The angular velocity of the body. 76 * Angular damping is use to reduce the angular velocity. The damping parameter can be larger than 209 * The angular velocity of the body. 216 * The angular velocity of the body. 241 * Angular damping is use to reduce the angular velocity. The damping parameter can be larger than 250 * Angular damping is use to reduce the angular velocity. The damping parameter can be larger than
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/external/libgdx/extensions/gdx-box2d/gdx-box2d/src/com/badlogic/gdx/physics/box2d/ |
BodyDef.java | 54 /** The angular velocity of the body. **/ 61 /** Angular damping is use to reduce the angular velocity. The damping parameter can be larger than 1.0f but the damping effect
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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/ |
BodyDef.java | 54 /** The angular velocity of the body. **/ 61 /** Angular damping is use to reduce the angular velocity. The damping parameter can be larger than 1.0f but the damping effect
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Body.java | 128 /** Set the angular velocity. */ 133 /** Get the angular velocity. */ 139 * angular velocity. This wakes up the body. 149 * angular velocity. This wakes up the body. 175 /** Apply a torque. This affects the angular velocity without affecting the linear velocity of the center of mass. This wakes up 182 /** Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of 192 /** Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of 204 /** Apply an angular impulse. 205 * @param impulse the angular impulse in units of kg*m*m/s */ 327 /** Get the angular damping of the body. * [all...] |
/hardware/bsp/intel/peripheral/libupm/examples/c++/ |
enc03r.cxx | 61 // Read the input and print both the raw value and the angular velocity, 69 << "angular velocity: " << av << " deg/s" << endl;
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/hardware/bsp/intel/peripheral/libupm/examples/java/ |
ENC03RSample.java | 51 // Read the input and print both the raw value and the angular velocity, 57 System.out.println("Raw value: " + val + ", angular velocity: " + av + " deg/s");
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/hardware/bsp/intel/peripheral/libupm/examples/javascript/ |
enc03r.js | 43 // Read the input and print both the raw value and the angular velocity, 49 "angular velocity: " +
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/external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/particle/ |
ParticleGroupDef.java | 33 /** The angular velocity of the group. */
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/external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletDynamics/ConstraintSolver/ |
btHingeConstraint.cpp | 256 //these two jointAxis require equal angular velocities for both bodies 289 // test angular limit 365 info->m_numConstraintRows = 5; // Fixed 3 linear + 2 angular 389 info->m_numConstraintRows = 6; // Fixed 3 linear + 2 angular 496 // rotational axis, the angular velocity of the two bodies perpendicular to 501 // are the angular velocity vectors of the two bodies. 507 // set the two hinge angular rows 528 // if `theta' is the angle between ax1 and ax2, we need an angular velocity 537 // ax1 x ax2 is in the plane space of ax1, so we project the angular 543 // check angular limit [all...] |
btGeneric6DofConstraint.h | 208 - limitIndex: first 3 are linear, next 3 are angular 251 <li> For Angular limits, use the btRotationalLimitMotor structure for configuring the limit. 292 btJacobianEntry m_jacAng[3];//!< 3 orthogonal angular constraints 448 //! Test angular limit. 450 Calculates angular correction and returns true if limit needs to be corrected. 499 //! Retrieves the angular limit informacion 511 //first 3 are linear, next 3 are angular 533 - limitIndex: first 3 are linear, next 3 are angular
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btJacobianEntry.h | 25 // if you only are interested in angular part, just feed massInvA and massInvB zero 55 //angular constraint between two different rigidbodies 72 //angular constraint between two different rigidbodies
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btSliderConstraint.cpp | 122 info->m_numConstraintRows = 4; // Fixed 2 linear + 2 angular 135 info->m_numConstraintRows++; // limit 3rd angular as well 144 info->m_numConstraintRows = 6; // Fixed 2 linear + 2 angular + 1 limit (even if not used) 316 // rotational axis, the angular velocity of the two bodies perpendicular to 321 // are the angular velocity vectors of the two bodies. 339 // if "theta" is the angle between ax1 and ax2, we need an angular velocity 348 // ax1 x ax2 is in the plane space of ax1, so we project the angular 421 // remove wA (or wB) from equation if angular limit is hit 495 // bodies from gaining angular momentum. 603 // check angular limit [all...] |
/external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Dynamics/ |
b2Body.h | 86 /// The angular velocity of the body. 94 /// Angular damping is use to reduce the angular velocity. The damping parameter 189 /// Set the angular velocity. 190 /// @param omega the new angular velocity in radians/second. 193 /// Get the angular velocity. 194 /// @return the angular velocity in radians/second. 199 /// affect the angular velocity. This wakes up the body. 210 /// Apply a torque. This affects the angular velocity 218 /// It also modifies the angular velocity if the point of applicatio [all...] |
/hardware/invensense/6515/libsensors_iio/software/simple_apps/playback/linux/ |
datalogger_outputs.c | 45 * Raw (uncompensated) angular velocity (LSB) in chip frame. 46 * @param[out] values raw angular velocity in LSB. 60 * Raw (uncompensated) angular velocity (degrees per second) in body frame. 61 * @param[out] values raw angular velocity in dps. 86 * Angular velocity (degrees per second) in body frame. 87 * @param[out] values Angular velocity in dps.
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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/joints/ |
FrictionJoint.java | 25 /** Friction joint. This is used for top-down friction. It provides 2D translational friction and angular friction. */
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/external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletCollision/NarrowPhaseCollision/ |
btContinuousConvexCollision.h | 26 /// btContinuousConvexCollision implements angular and linear time of impact for convex objects.
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/ |
AudioDeviceTest.java | 35 float increment = (float)(2 * Math.PI) * frequency / 44100; // angular increment for each sample
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/packages/inputmethods/LatinIME/java/src/com/android/inputmethod/keyboard/internal/ |
GestureStrokeDrawingPoints.java | 181 * Calculate the angular of rotation from <code>a0</code> to <code>a1</code>. 183 * @param a1 the angular to which the rotation ends. 184 * @param a0 the angular from which the rotation starts. 185 * @return the angular rotation value from a0 to a1, normalized to [-PI, +PI].
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/external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Common/ |
b2Settings.h | 96 /// The maximum angular position correction used when solving constraints. This helps to 105 /// The maximum angular velocity of a body. This limit is very large and is used 125 /// A body cannot sleep if its angular velocity is above this tolerance.
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/external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/common/ |
Settings.java | 147 * The maximum angular position correction used when solving constraints. This helps to prevent 160 * The maximum angular velocity of a body. This limit is very large and is used to prevent 187 * A body cannot sleep if its angular velocity is above this tolerance.
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