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  /packages/apps/LegacyCamera/jni/feature_mos/src/mosaic/
Geometry.h 67 double &mass, double &centX, double &centY)
78 mass = fabs((y1 - y0) * (x2 - x0)); // Special case 1a
82 mass = fabs((y1 - y0) * (x1 - x0)); // Special case 1b
89 mass = fabs((x2 - x0) * (y2 - y0)); // Special case 2a
93 mass = fabs((x1 - x0) * (y2 - y0)); // Special case 2a
98 mass = fabs((x1 - x0) * (y2 - y0)); // Special case 3
117 // the mass is the base * height
120 mass = len1 * sqrt(dx * dx + dy * dy);
124 mass = fabs( (y1 - y0) * (x2 - x0) );
  /prebuilts/go/darwin-x86/src/sort/
example_keys_test.go 19 mass earthMass
69 mass := func(p1, p2 *Planet) bool {
70 return p1.mass < p2.mass
83 By(mass).Sort(planets)
84 fmt.Println("By mass:", planets)
93 // By mass: [{Mercury 0.055 0.4} {Mars 0.107 1.5} {Venus 0.815 0.7} {Earth 1 1}]
  /prebuilts/go/linux-x86/src/sort/
example_keys_test.go 19 mass earthMass
69 mass := func(p1, p2 *Planet) bool {
70 return p1.mass < p2.mass
83 By(mass).Sort(planets)
84 fmt.Println("By mass:", planets)
93 // By mass: [{Mercury 0.055 0.4} {Mars 0.107 1.5} {Venus 0.815 0.7} {Earth 1 1}]
  /frameworks/native/opengl/tests/gl2_cameraeye/src/com/android/gl2cameraeye/
GL2CameraEye.java 351 float mass = 10.f; local
358 totalForce[0] = -mPos[0] * springStrength - mVel[0]*frictionCoeff + gMultiplier*mGForce[0]*mass;
359 totalForce[1] = -mPos[1] * springStrength - mVel[1]*frictionCoeff + gMultiplier*mGForce[1]*mass;
360 totalForce[2] = -mPos[2] * springStrength - mVel[2]*frictionCoeff + gMultiplier*mGForce[2]*mass;
363 accel[0] = totalForce[0]/mass;
364 accel[1] = totalForce[1]/mass;
365 accel[2] = totalForce[2]/mass;
  /external/replicaisland/src/com/replica/replicaisland/
PhysicsComponent.java 21 * calculation based on mass, impulses, friction, and collisions.
229 public void setMass(float mass) {
230 mMass = mass;
  /packages/experimental/DreamTheater/src/com/android/dreamtheater/
BouncyDroid.java 203 final float mass = 100; local
204 mBody = new World.Body(mass, new World.Vec(200,200));
227 mBody.applyForce(new World.Vec(0, mass * World.GRAVITY));

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