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  /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; }
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  /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) {
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.")
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  /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
  /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
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  /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
  /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
  /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
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. *
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  /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;
  /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");
  /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: " +
  /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. */
  /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
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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
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
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
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  /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
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  /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.
  /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. */
  /external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletCollision/NarrowPhaseCollision/
btContinuousConvexCollision.h 26 /// btContinuousConvexCollision implements angular and linear time of impact for convex objects.
  /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
  /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].
  /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.
  /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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