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    Searched defs:body0 (Results 1 - 2 of 2) sorted by null

  /external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletDynamics/ConstraintSolver/
btSequentialImpulseConstraintSolver.cpp 540 btRigidBody* body0 = m_tmpSolverBodyPool[solverBodyIdA].m_originalBody; local
552 if (body0)
557 solverConstraint.m_angularComponentA = body0->getInvInertiaTensorWorld()*ftorqueAxis1*body0->getAngularFactor();
582 if (body0)
585 denom0 = body0->getInvMass() + normalAxis.dot(vec);
600 btScalar vel1Dotn = solverConstraint.m_contactNormal1.dot(body0?solverBodyA.m_linearVelocity+solverBodyA.m_externalForceImpulse:btVector3(0,0,0))
601 + solverConstraint.m_relpos1CrossNormal.dot(body0?solverBodyA.m_angularVelocity:btVector3(0,0,0));
644 btRigidBody* body0 = m_tmpSolverBodyPool[solverBodyIdA].m_originalBody; local
659 solverConstraint.m_angularComponentA = body0 ? body0->getInvInertiaTensorWorld()*ftorqueAxis1*body0->getAngularFactor() : btVector3(0,0,0)
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  /external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletDynamics/Dynamics/
btDiscreteDynamicsWorld.cpp 1090 btRigidBody* body0 = btRigidBody::upcast((btCollisionObject*)manifold->getBody0()); local
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