Lines Matching refs:mRigidBodyComponents

41 …:mWorld(world), mRigidBodyComponents(rigidBodyComponents), mTransformComponents(transformComponent…  in SolveFixedJointSystem()
59 assert(!mRigidBodyComponents.getIsEntityDisabled(body1Entity)); in initBeforeSolve()
60 assert(!mRigidBodyComponents.getIsEntityDisabled(body2Entity)); in initBeforeSolve()
97 const uint32 componentIndexBody1 = mRigidBodyComponents.getEntityIndex(body1Entity); in initBeforeSolve()
98 const uint32 componentIndexBody2 = mRigidBodyComponents.getEntityIndex(body2Entity); in initBeforeSolve()
101 const decimal body1MassInverse = mRigidBodyComponents.mInverseMasses[componentIndexBody1]; in initBeforeSolve()
102 const decimal body2MassInverse = mRigidBodyComponents.mInverseMasses[componentIndexBody2]; in initBeforeSolve()
112 if (mRigidBodyComponents.mBodyTypes[componentIndexBody1] == BodyType::DYNAMIC || in initBeforeSolve()
113 mRigidBodyComponents.mBodyTypes[componentIndexBody2] == BodyType::DYNAMIC) { in initBeforeSolve()
130 const Vector3& x1 = mRigidBodyComponents.getCenterOfMassWorld(body1Entity); in initBeforeSolve()
131 const Vector3& x2 = mRigidBodyComponents.getCenterOfMassWorld(body2Entity); in initBeforeSolve()
154 if (mRigidBodyComponents.getBodyType(body1Entity) == BodyType::DYNAMIC || in initBeforeSolve()
155 mRigidBodyComponents.getBodyType(body2Entity) == BodyType::DYNAMIC) { in initBeforeSolve()
206 const uint32 componentIndexBody1 = mRigidBodyComponents.getEntityIndex(body1Entity); in warmstart()
207 const uint32 componentIndexBody2 = mRigidBodyComponents.getEntityIndex(body2Entity); in warmstart()
210 Vector3& v1 = mRigidBodyComponents.mConstrainedLinearVelocities[componentIndexBody1]; in warmstart()
211 Vector3& v2 = mRigidBodyComponents.mConstrainedLinearVelocities[componentIndexBody2]; in warmstart()
212 Vector3& w1 = mRigidBodyComponents.mConstrainedAngularVelocities[componentIndexBody1]; in warmstart()
213 Vector3& w2 = mRigidBodyComponents.mConstrainedAngularVelocities[componentIndexBody2]; in warmstart()
216 const decimal inverseMassBody1 = mRigidBodyComponents.mInverseMasses[componentIndexBody1]; in warmstart()
217 const decimal inverseMassBody2 = mRigidBodyComponents.mInverseMasses[componentIndexBody2]; in warmstart()
264 const uint32 componentIndexBody1 = mRigidBodyComponents.getEntityIndex(body1Entity); in solveVelocityConstraint()
265 const uint32 componentIndexBody2 = mRigidBodyComponents.getEntityIndex(body2Entity); in solveVelocityConstraint()
268 Vector3& v1 = mRigidBodyComponents.mConstrainedLinearVelocities[componentIndexBody1]; in solveVelocityConstraint()
269 Vector3& v2 = mRigidBodyComponents.mConstrainedLinearVelocities[componentIndexBody2]; in solveVelocityConstraint()
270 Vector3& w1 = mRigidBodyComponents.mConstrainedAngularVelocities[componentIndexBody1]; in solveVelocityConstraint()
271 Vector3& w2 = mRigidBodyComponents.mConstrainedAngularVelocities[componentIndexBody2]; in solveVelocityConstraint()
274 decimal inverseMassBody1 = mRigidBodyComponents.mInverseMasses[componentIndexBody1]; in solveVelocityConstraint()
275 decimal inverseMassBody2 = mRigidBodyComponents.mInverseMasses[componentIndexBody2]; in solveVelocityConstraint()
368 const Quaternion& q1 = mRigidBodyComponents.getConstrainedOrientation(body1Entity); in solvePositionConstraint()
369 const Quaternion& q2 = mRigidBodyComponents.getConstrainedOrientation(body2Entity); in solvePositionConstraint()
389 const uint32 componentIndexBody1 = mRigidBodyComponents.getEntityIndex(body1Entity); in solvePositionConstraint()
390 const uint32 componentIndexBody2 = mRigidBodyComponents.getEntityIndex(body2Entity); in solvePositionConstraint()
393 decimal inverseMassBody1 = mRigidBodyComponents.mInverseMasses[componentIndexBody1]; in solvePositionConstraint()
394 decimal inverseMassBody2 = mRigidBodyComponents.mInverseMasses[componentIndexBody2]; in solvePositionConstraint()
413 if (mRigidBodyComponents.mBodyTypes[componentIndexBody1] == BodyType::DYNAMIC || in solvePositionConstraint()
414 mRigidBodyComponents.mBodyTypes[componentIndexBody2] == BodyType::DYNAMIC) { in solvePositionConstraint()
435 const uint32 componentIndexBody1 = mRigidBodyComponents.getEntityIndex(body1Entity); in solvePositionConstraint()
436 const uint32 componentIndexBody2 = mRigidBodyComponents.getEntityIndex(body2Entity); in solvePositionConstraint()
438 Vector3& x1 = mRigidBodyComponents.mConstrainedPositions[componentIndexBody1]; in solvePositionConstraint()
439 Vector3& x2 = mRigidBodyComponents.mConstrainedPositions[componentIndexBody2]; in solvePositionConstraint()
440 Quaternion& q1 = mRigidBodyComponents.mConstrainedOrientations[componentIndexBody1]; in solvePositionConstraint()
441 Quaternion& q2 = mRigidBodyComponents.mConstrainedOrientations[componentIndexBody2]; in solvePositionConstraint()
453 const decimal inverseMassBody1 = mRigidBodyComponents.mInverseMasses[componentIndexBody1]; in solvePositionConstraint()
467 const decimal inverseMassBody2 = mRigidBodyComponents.mInverseMasses[componentIndexBody2]; in solvePositionConstraint()
483 if (mRigidBodyComponents.mBodyTypes[componentIndexBody1] == BodyType::DYNAMIC || in solvePositionConstraint()
484 mRigidBodyComponents.mBodyTypes[componentIndexBody2] == BodyType::DYNAMIC) { in solvePositionConstraint()