Lines Matching refs:bodyB

49 		b2Body* bodyB = fixtureB->GetBody();  in b2ContactSolver()  local
58 cc->bodyB = bodyB; in b2ContactSolver()
113 b2Body* bodyB = cc->bodyB; in InitializeVelocityConstraints() local
117 b2Vec2 vB = bodyB->m_linearVelocity; in InitializeVelocityConstraints()
119 qreal wB = bodyB->m_angularVelocity; in InitializeVelocityConstraints()
124 worldManifold.Initialize(manifold, bodyA->m_xf, radiusA, bodyB->m_xf, radiusB); in InitializeVelocityConstraints()
134 ccp->rB = worldManifold.points[j] - bodyB->m_sweep.c; in InitializeVelocityConstraints()
141 qreal kNormal = bodyA->m_invMass + bodyB->m_invMass + bodyA->m_invI * rnA + bodyB->m_invI * rnB; in InitializeVelocityConstraints()
153 qreal kTangent = bodyA->m_invMass + bodyB->m_invMass + bodyA->m_invI * rtA + bodyB->m_invI * rtB; in InitializeVelocityConstraints()
175 qreal invMassB = bodyB->m_invMass; in InitializeVelocityConstraints()
176 qreal invIB = bodyB->m_invI; in InitializeVelocityConstraints()
214 b2Body* bodyB = c->bodyB; in WarmStart() local
217 qreal invMassB = bodyB->m_invMass; in WarmStart()
218 qreal invIB = bodyB->m_invI; in WarmStart()
228 bodyB->m_angularVelocity += invIB * b2Cross(ccp->rB, P); in WarmStart()
229 bodyB->m_linearVelocity += invMassB * P; in WarmStart()
240 b2Body* bodyB = c->bodyB; in SolveVelocityConstraints() local
242 qreal wB = bodyB->m_angularVelocity; in SolveVelocityConstraints()
244 b2Vec2 vB = bodyB->m_linearVelocity; in SolveVelocityConstraints()
247 qreal invMassB = bodyB->m_invMass; in SolveVelocityConstraints()
248 qreal invIB = bodyB->m_invI; in SolveVelocityConstraints()
528 bodyB->m_linearVelocity = vB; in SolveVelocityConstraints()
529 bodyB->m_angularVelocity = wB; in SolveVelocityConstraints()
559 b2Vec2 pointB = cc->bodyB->GetWorldPoint(cc->points[0].localPoint); in Initialize()
580 b2Vec2 clipPoint = cc->bodyB->GetWorldPoint(cc->points[index].localPoint); in Initialize()
588 normal = cc->bodyB->GetWorldVector(cc->localNormal); in Initialize()
589 b2Vec2 planePoint = cc->bodyB->GetWorldPoint(cc->localPoint); in Initialize()
616 b2Body* bodyB = c->bodyB; in SolvePositionConstraints() local
620 qreal invMassB = bodyB->m_mass * bodyB->m_invMass; in SolvePositionConstraints()
621 qreal invIB = bodyB->m_mass * bodyB->m_invI; in SolvePositionConstraints()
634 b2Vec2 rB = point - bodyB->m_sweep.c; in SolvePositionConstraints()
656 bodyB->m_sweep.c += invMassB * P; in SolvePositionConstraints()
657 bodyB->m_sweep.a += invIB * b2Cross(rB, P); in SolvePositionConstraints()
658 bodyB->SynchronizeTransform(); in SolvePositionConstraints()
676 b2Body* bodyB = c->bodyB; in SolveTOIPositionConstraints() local
692 qreal invMassB = bodyB->m_mass * bodyB->m_invMass; in SolveTOIPositionConstraints()
693 qreal invIB = bodyB->m_mass * bodyB->m_invI; in SolveTOIPositionConstraints()
706 b2Vec2 rB = point - bodyB->m_sweep.c; in SolveTOIPositionConstraints()
728 bodyB->m_sweep.c += invMassB * P; in SolveTOIPositionConstraints()
729 bodyB->m_sweep.a += invIB * b2Cross(rB, P); in SolveTOIPositionConstraints()
730 bodyB->SynchronizeTransform(); in SolveTOIPositionConstraints()