Searched refs:impulse (Results 1 – 11 of 11) sorted by relevance
/external/replicaisland/src/com/replica/replicaisland/ |
D | PlayerComponent.java | 140 Vector2 impulse = pool.allocate(); in move() local 143 impulse.set(dpad.getX(), 0.0f); in move() 150 impulse.y = AIR_VERTICAL_IMPULSE_SPEED_FROM_GROUND; in move() 155 impulse.y = AIR_VERTICAL_IMPULSE_SPEED * timeDelta; in move() 165 || impulse.y > VERTICAL_IMPULSE_TOLERANCE; in move() 171 impulse.x = (impulse.x * horziontalSpeed * timeDelta); in move() 175 final float newSpeed = Math.abs(currentSpeed + impulse.x); in move() 178 currentSpeed = maxHorizontalSpeed * Utils.sign(impulse.x); in move() 181 impulse.x = (0.0f); in move() 184 if (parentObject.getVelocity().y + impulse.y > MAX_UPWARD_SPEED in move() [all …]
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D | SimplePhysicsComponent.java | 43 final Vector2 impulse = parentObject.getImpulse(); in update() local 44 float velocityX = parentObject.getVelocity().x + impulse.x; in update() 45 float velocityY = parentObject.getVelocity().y + impulse.y; in update() 66 impulse.zero(); in update()
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D | PhysicsComponent.java | 129 protected void resolveCollision(Vector2 velocity, Vector2 impulse, Vector2 opposingNormal, in resolveCollision() argument 133 outputImpulse.set(impulse); in resolveCollision() 140 relativeVelocity.add(impulse); in resolveCollision() 159 entity1Adjust.add(impulse); in resolveCollision() 169 protected void resolveCollision(Vector2 velocity, Vector2 impulse, Vector2 opposingNormal, in resolveCollision() argument 178 entity1Velocity.add(impulse); in resolveCollision() 202 entity1Adjust.add(impulse); in resolveCollision()
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D | GameObject.java | 196 public final void setImpulse(Vector2 impulse) { in setImpulse() argument 197 mImpulse.set(impulse); in setImpulse()
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/external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/objects/ |
D | PhysicsRigidBody.java | 540 public void applyImpulse(Vector3f impulse, Vector3f rel_pos) { in applyImpulse() argument 541 applyImpulse(objectId, impulse, rel_pos); in applyImpulse() 545 private native void applyImpulse(long objectId, Vector3f impulse, Vector3f rel_pos); in applyImpulse() argument
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/external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/objects/ |
D | PhysicsRigidBody.java | 498 public void applyImpulse(final Vector3f impulse, final Vector3f rel_pos) { in applyImpulse() argument 499 … rBody.applyImpulse(Converter.convert(impulse, tempVec), Converter.convert(rel_pos, tempVec2)); in applyImpulse()
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/external/libvorbis/doc/ |
D | 06-floor0.tex | 12 infinite impulse response filter as would be used in linear predictive
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/external/svox/pico_resources/tools/LingwareBuilding/PicoLingware_source_files/pkb/en-GB/ |
D | en-GB_klex.pkb | 803 improvingHimpulse )!*DG3CJ impulses)!*DG3CJ*Pin,*E in-eight$!*E<Kinadequacy
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/external/svox/pico_resources/tools/LingwareBuilding/PicoLingware_source_files/textana/en-US/ |
D | en-US_lexpos.utf | 2586 N "impulse" "'Imp@ls"
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/external/svox/pico_resources/tools/LingwareBuilding/PicoLingware_source_files/textana/en-GB/ |
D | en-GB_lexpos.utf | 2907 N "impulse" "'ImpVls"
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/external/icu/icu4j/main/shared/data/ |
D | Transliterator_Han_Latin_Definition.txt | 16820 衝力 < impulse; 32468 衝力 > impulse;
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