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    Searched defs:bodies (Results 1 - 24 of 24) sorted by null

  /external/v8/test/mjsunit/
debug-stepout-scope-part4.js 57 var bodies = [ "1", variable
74 for (var j = 0; j < bodies.length; ++j) {
75 var body = bodies[j];
debug-stepout-scope-part6.js 56 var bodies = [ "1", variable
73 for (var j = 0; j < bodies.length; ++j) {
74 var body = bodies[j];
debug-stepout-scope-part7.js 56 var bodies = [ "1", variable
73 for (var j = 0; j < bodies.length; ++j) {
74 var body = bodies[j];
debug-stepout-scope-part2.js 56 var bodies = [ "1", variable
74 for (var j = 0; j < bodies.length; ++j) {
75 var body = bodies[j];
  /external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/dynamics/joints/
ConstantVolumeJointDef.java 31 * Definition for a {@link ConstantVolumeJoint}, which connects a group a bodies together so they
38 ArrayList<Body> bodies; field in class:ConstantVolumeJointDef
43 bodies = new ArrayList<Body>();
56 bodies.add(argBody);
57 if (bodies.size() == 1) {
60 if (bodies.size() == 2) {
ConstantVolumeJoint.java 37 private final Body[] bodies; field in class:ConstantVolumeJoint
49 return bodies;
63 if (def.bodies.size() <= 2) {
65 "You cannot create a constant volume joint with less than three bodies.");
67 bodies = def.bodies.toArray(new Body[0]);
69 targetLengths = new float[bodies.length];
72 float dist = bodies[i].getWorldCenter().sub(bodies[next].getWorldCenter()).length();
77 if (def.joints != null && def.joints.size() != def.bodies.size())
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  /external/javassist/src/main/javassist/
CtNewWrappedMethod.java 139 Hashtable bodies = clazz.getHiddenMethods(); local
140 String bodyname = (String)bodies.get(src);
155 bodies.put(src, bodyname);
  /external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/com/badlogic/gdx/physics/box2d/
World.java 53 ObjectMap<org.jbox2d.dynamics.Body, Body> bodies = new ObjectMap<org.jbox2d.dynamics.Body, Body>(); field in class:World
59 * @param doSleep improve performance by not simulating inactive bodies. */
145 bodies.put(b, body);
162 bodies.remove(body.body);
168 /** Create a joint to constrain bodies together. No reference to the definition is retained. This may cause the connected bodies
191 /** Destroy a joint. This may cause the connected bodies to begin colliding.
207 /** Manually clear the force buffer on all bodies. By default, forces are cleared automatically after each call to Step. The
231 /** Get the number of bodies. */
310 /** @return all bodies currently in the simulation *
    [all...]
Box2DDebugRenderer.java 49 private final static Array<Body> bodies = new Array<Body>(); field in class:Box2DDebugRenderer
105 world.getBodies(bodies);
106 for (Iterator<Body> iter = bodies.iterator(); iter.hasNext();) {
  /frameworks/base/core/tests/coretests/src/android/widget/focus/
ListOfEditTexts.java 72 List<String> bodies = Lists.newArrayList( local
78 mListView.setAdapter(new MyAdapter(this, bodies));
107 public MyAdapter(Context context, List<String> bodies) {
108 super(context, 0, bodies);
  /prebuilts/go/darwin-x86/test/bench/shootout/
nbody.c 52 void advance(int nbodies, struct planet * bodies, double dt)
57 struct planet * b = &(bodies[i]);
59 struct planet * b2 = &(bodies[j]);
74 struct planet * b = &(bodies[i]);
81 double energy(int nbodies, struct planet * bodies)
88 struct planet * b = &(bodies[i]);
91 struct planet * b2 = &(bodies[j]);
102 void offset_momentum(int nbodies, struct planet * bodies)
107 px += bodies[i].vx * bodies[i].mass
117 struct planet bodies[NBODIES] = { variable in typeref:struct:planet
    [all...]
  /prebuilts/go/linux-x86/test/bench/shootout/
nbody.c 52 void advance(int nbodies, struct planet * bodies, double dt)
57 struct planet * b = &(bodies[i]);
59 struct planet * b2 = &(bodies[j]);
74 struct planet * b = &(bodies[i]);
81 double energy(int nbodies, struct planet * bodies)
88 struct planet * b = &(bodies[i]);
91 struct planet * b2 = &(bodies[j]);
102 void offset_momentum(int nbodies, struct planet * bodies)
107 px += bodies[i].vx * bodies[i].mass
117 struct planet bodies[NBODIES] = { variable in typeref:struct:planet
    [all...]
  /external/libgdx/extensions/gdx-box2d/gdx-box2d/src/com/badlogic/gdx/physics/box2d/
World.java 190 /** pool for bodies **/
209 /** all known bodies **/
210 protected final LongMap<Body> bodies = new LongMap<Body>(100); field in class:World
226 * @param doSleep improve performance by not simulating inactive bodies. */
278 * Bodies created by this method are pooled internally by the World object.
288 this.bodies.put(body.addr, body);
325 this.bodies.remove(body.addr);
388 /** Create a joint to constrain bodies together. No reference to the definition is retained. This may cause the connected bodies
662 /** Destroy a joint. This may cause the connected bodies to begin colliding
    [all...]
Box2DDebugRenderer.java 45 private final static Array<Body> bodies = new Array<Body>(); field in class:Box2DDebugRenderer
95 world.getBodies(bodies);
96 for (Iterator<Body> iter = bodies.iterator(); iter.hasNext();) {
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/bullet/
BasicBulletTest.java 71 Array<btRigidBody> bodies = new Array<btRigidBody>(); field in class:BasicBulletTest
150 bodies.add(groundBody);
164 bodies.add(sphereBody);
205 for (btRigidBody body : bodies)
207 bodies.clear();
  /frameworks/base/sax/tests/saxtests/src/android/sax/
SafeSaxTest.java 69 String bodies = ""; field in class:SafeSaxTest.TextElementCounter
76 this.bodies += body;
110 assertEquals("ab", idCounter.bodies);
  /external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletDynamics/Featherstone/
btMultiBodyDynamicsWorld.cpp 281 virtual void processIsland(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifolds,int numManifolds, int islandId)
285 ///we don't split islands, so all constraints/contact manifolds/bodies are passed into the solver regardless the island id
286 m_solver->solveMultiBodyGroup( bodies,numBodies,manifolds, numManifolds,m_sortedConstraints, m_numConstraints, &m_multiBodySortedConstraints[0],m_numConstraints,*m_solverInfo,m_debugDrawer,m_dispatcher);
337 m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,startConstraint,numCurConstraints,*m_solverInfo,m_debugDrawer,m_dispatcher);
342 m_bodies.push_back(bodies[i]);
364 btCollisionObject** bodies = m_bodies.size()? &m_bodies[0]:0; local
371 m_solver->solveMultiBodyGroup( bodies,m_bodies.size(),manifold, m_manifolds.size(),constraints, m_constraints.size() ,multiBodyConstraints, m_multiBodyConstraints.size(), *m_solverInfo,m_debugDrawer,m_dispatcher);
  /external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletDynamics/Dynamics/
btDiscreteDynamicsWorld.cpp 132 virtual void processIsland(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifolds,int numManifolds, int islandId)
136 ///we don't split islands, so all constraints/contact manifolds/bodies are passed into the solver regardless the island id
137 m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,&m_sortedConstraints[0],m_numConstraints,*m_solverInfo,m_debugDrawer,m_dispatcher);
165 m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,startConstraint,numCurConstraints,*m_solverInfo,m_debugDrawer,m_dispatcher);
170 m_bodies.push_back(bodies[i]);
188 btCollisionObject** bodies = m_bodies.size()? &m_bodies[0]:0; local
192 m_solver->solveGroup( bodies,m_bodies.size(),manifold, m_manifolds.size(),constraints, m_constraints.size() ,*m_solverInfo,m_debugDrawer,m_dispatcher);
390 //iterate over all active rigid bodies
660 //Make sure the two bodies of a type constraint are different (possibly add this to the btTypedConstraint constructor?)
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  /external/guice/extensions/persist/lib/
javassist.jar 
  /external/guice/extensions/struts2/lib/
javassist.jar 
  /external/robolectric/v1/lib/main/
javassist-3.14.0-GA.jar 
  /prebuilts/tools/common/m2/repository/xhtmlrenderer/xhtmlrenderer/R8rc1/
xhtmlrenderer-R8rc1.jar 
  /prebuilts/tools/common/m2/repository/net/sourceforge/htmlunit/htmlunit/2.14/
htmlunit-2.14.jar 
  /external/libgdx/backends/gdx-backends-gwt/libs/
gwt-dev.jar 

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