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/dports/games/toycars/toycars-0.3.10/toycars/src/MyFisix/
H A DContact.cpp32 : bodyA(inBodyA ? inBodyA : &gNullbody), bodyB(inBodyB ? inBodyB : &gNullbody), in Contact()
35 rb(pb - bodyB->mLocation_wc), in Contact()
36 …K(bodyA->mInvMass + bodyB->mInvMass + sqr(ra^normal)*bodyA->mInvInertia + sqr(rb^normal)*bodyB->mI… in Contact()
66 bodyB->mVelocity_wc -= bodyB->mInvMass * impulse; in resolve_collision()
67 bodyB->mAngularVelocity -= bodyB->mInvInertia * (rb^impulse); in resolve_collision()
88 bodyB->mLocation_wc -= bodyB->mInvMass * shift; in resolve_overlap()
89 bodyB->mOrientation_wc -= bodyB->mInvInertia * (rb^shift); in resolve_overlap()
96 Tuple vb = bodyB->mVelocity_wc + (bodyB->mAngularVelocity * rb.perp()); in compute_velocity()
/dports/misc/box2d/box2d-2.4.1/testbed/tests/
H A Dweb.cpp71 jd.bodyB = m_bodies[0]; in Web()
75 p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB); in Web()
82 jd.bodyB = m_bodies[1]; in Web()
86 p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB); in Web()
93 jd.bodyB = m_bodies[2]; in Web()
97 p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB); in Web()
104 jd.bodyB = m_bodies[3]; in Web()
115 jd.bodyB = m_bodies[1]; in Web()
126 jd.bodyB = m_bodies[2]; in Web()
137 jd.bodyB = m_bodies[3]; in Web()
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/dports/devel/ChipmunkPhysics/Chipmunk-7.0.1/objectivec/include/ObjectiveChipmunk/
H A DChipmunkConstraint.h45 @property(nonatomic, readonly) ChipmunkBody *bodyB;
115 - (id)initWithBodyA:(ChipmunkBody *)a bodyB:(ChipmunkBody *)b anchorA:(cpVect)anchorA anchorB:(cpVe…
174 + (ChipmunkPivotJoint *)pivotJointWithBodyA:(ChipmunkBody *)a bodyB:(ChipmunkBody *)b pivot:(cpVect…
180 - (id)initWithBodyA:(ChipmunkBody *)a bodyB:(ChipmunkBody *)b anchorA:(cpVect)anchorA anchorB:(cpVe…
185 - (id)initWithBodyA:(ChipmunkBody *)a bodyB:(ChipmunkBody *)b pivot:(cpVect)pivot;
320 - (id)initWithBodyA:(ChipmunkBody *)a bodyB:(ChipmunkBody *)b min:(cpFloat)min max:(cpFloat)max;
338 + (ChipmunkSimpleMotor *)simpleMotorWithBodyA:(ChipmunkBody *)a bodyB:(ChipmunkBody *)b rate:(cpFlo…
341 - (id)initWithBodyA:(ChipmunkBody *)a bodyB:(ChipmunkBody *)b rate:(cpFloat)rate;
361 + (ChipmunkGearJoint *)gearJointWithBodyA:(ChipmunkBody *)a bodyB:(ChipmunkBody *)b phase:(cpFloat)…
368 - (id)initWithBodyA:(ChipmunkBody *)a bodyB:(ChipmunkBody *)b phase:(cpFloat)phase ratio:(cpFloat)r…
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/dports/devel/juce/JUCE-f37e9a1/modules/juce_box2d/box2d/Dynamics/
H A Db2ContactManager.cpp42 b2Body* bodyB = fixtureB->GetBody(); in Destroy() local
92 if (&c->m_nodeB == bodyB->m_contactList) in Destroy()
116 b2Body* bodyB = fixtureB->GetBody(); in Collide() local
144 bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody; in Collide()
189 b2Body* bodyB = fixtureB->GetBody(); in AddPair() local
192 if (bodyA == bodyB) in AddPair()
251 bodyB = fixtureB->GetBody(); in AddPair()
266 c->m_nodeA.other = bodyB; in AddPair()
282 if (bodyB->m_contactList != NULL) in AddPair()
286 bodyB->m_contactList = &c->m_nodeB; in AddPair()
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/dports/devel/love08/love-0.8.0/src/libraries/Box2D/Dynamics/
H A Db2ContactManager.cpp42 b2Body* bodyB = fixtureB->GetBody(); in Destroy() local
92 if (&c->m_nodeB == bodyB->m_contactList) in Destroy()
116 b2Body* bodyB = fixtureB->GetBody(); in Collide() local
144 bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody; in Collide()
189 b2Body* bodyB = fixtureB->GetBody(); in AddPair() local
192 if (bodyA == bodyB) in AddPair()
251 bodyB = fixtureB->GetBody(); in AddPair()
266 c->m_nodeA.other = bodyB; in AddPair()
282 if (bodyB->m_contactList != NULL) in AddPair()
286 bodyB->m_contactList = &c->m_nodeB; in AddPair()
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/dports/devel/emscripten/emscripten-2.0.3/tests/third_party/box2d/Box2D/Dynamics/
H A Db2ContactManager.cpp42 b2Body* bodyB = fixtureB->GetBody(); in Destroy() local
92 if (&c->m_nodeB == bodyB->m_contactList) in Destroy()
116 b2Body* bodyB = fixtureB->GetBody(); in Collide() local
144 bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody; in Collide()
189 b2Body* bodyB = fixtureB->GetBody(); in AddPair() local
192 if (bodyA == bodyB) in AddPair()
251 bodyB = fixtureB->GetBody(); in AddPair()
266 c->m_nodeA.other = bodyB; in AddPair()
282 if (bodyB->m_contactList != NULL) in AddPair()
286 bodyB->m_contactList = &c->m_nodeB; in AddPair()
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/dports/games/kolf/kolf-21.12.3/external/Box2D/Dynamics/Contacts/
H A Db2ContactSolver.cpp58 cc->bodyB = bodyB; in b2ContactSolver()
113 b2Body* bodyB = cc->bodyB; in InitializeVelocityConstraints() local
214 b2Body* bodyB = c->bodyB; in WarmStart() local
218 qreal invIB = bodyB->m_invI; in WarmStart()
240 b2Body* bodyB = c->bodyB; in SolveVelocityConstraints() local
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()
676 b2Body* bodyB = c->bodyB; in SolveTOIPositionConstraints() local
692 qreal invMassB = bodyB->m_mass * bodyB->m_invMass; in SolveTOIPositionConstraints()
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/dports/devel/upp/upp/uppsrc/plugin/box2d/
H A Db2ContactManager.cpp42 b2Body* bodyB = fixtureB->GetBody(); in Destroy() local
92 if (&c->m_nodeB == bodyB->m_contactList) in Destroy()
94 bodyB->m_contactList = c->m_nodeB.next; in Destroy()
114 b2Body* bodyB = fixtureB->GetBody(); in Collide() local
177 b2Body* bodyB = fixtureB->GetBody(); in AddPair() local
180 if (bodyA == bodyB) in AddPair()
228 bodyB = fixtureB->GetBody(); in AddPair()
243 c->m_nodeA.other = bodyB; in AddPair()
258 c->m_nodeB.next = bodyB->m_contactList; in AddPair()
259 if (bodyB->m_contactList != NULL) in AddPair()
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H A Db2TOISolver.cpp34 b2Body* bodyB; member
79 b2Body* bodyB = fixtureB->GetBody(); in Initialize() local
86 constraint->bodyB = bodyB; in Initialize()
169 b2Body* bodyB = c->bodyB; in Solve() local
172 float32 massB = bodyB->m_mass; in Solve()
186 float32 invMassB = massB * bodyB->m_invMass; in Solve()
187 float32 invIB = massB * bodyB->m_invI; in Solve()
200 b2Vec2 rB = point - bodyB->m_sweep.c; in Solve()
222 bodyB->m_sweep.c += invMassB * P; in Solve()
223 bodyB->m_sweep.a += invIB * b2Cross(rB, P); in Solve()
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H A Db2ContactSolver.cpp65 cc->bodyB = bodyB; in b2ContactSolver()
129 float32 invIB = bodyB->m_invI; in b2ContactSolver()
172 b2Body* bodyB = c->bodyB; in WarmStart() local
176 float32 invIB = bodyB->m_invI; in WarmStart()
198 b2Body* bodyB = c->bodyB; in SolveVelocityConstraints() local
206 float32 invIB = bodyB->m_invI; in SolveVelocityConstraints()
486 bodyB->m_linearVelocity = vB; in SolveVelocityConstraints()
487 bodyB->m_angularVelocity = wB; in SolveVelocityConstraints()
574 b2Body* bodyB = c->bodyB; in SolvePositionConstraints() local
578 float32 invMassB = bodyB->m_mass * bodyB->m_invMass; in SolvePositionConstraints()
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/dports/devel/love/love-11.3/src/libraries/Box2D/Dynamics/
H A Db2ContactManager.cpp42 b2Body* bodyB = fixtureB->GetBody(); in Destroy() local
92 if (&c->m_nodeB == bodyB->m_contactList) in Destroy()
116 b2Body* bodyB = fixtureB->GetBody(); in Collide() local
144 bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody; in Collide()
189 b2Body* bodyB = fixtureB->GetBody(); in AddPair() local
192 if (bodyA == bodyB) in AddPair()
251 bodyB = fixtureB->GetBody(); in AddPair()
266 c->m_nodeA.other = bodyB; in AddPair()
282 if (bodyB->m_contactList != NULL) in AddPair()
286 bodyB->m_contactList = &c->m_nodeB; in AddPair()
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/dports/devel/love10/love-0.10.2/src/libraries/Box2D/Dynamics/
H A Db2ContactManager.cpp42 b2Body* bodyB = fixtureB->GetBody(); in Destroy() local
92 if (&c->m_nodeB == bodyB->m_contactList) in Destroy()
116 b2Body* bodyB = fixtureB->GetBody(); in Collide() local
144 bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody; in Collide()
189 b2Body* bodyB = fixtureB->GetBody(); in AddPair() local
192 if (bodyA == bodyB) in AddPair()
251 bodyB = fixtureB->GetBody(); in AddPair()
266 c->m_nodeA.other = bodyB; in AddPair()
282 if (bodyB->m_contactList != NULL) in AddPair()
286 bodyB->m_contactList = &c->m_nodeB; in AddPair()
[all …]
/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Box2D/Box2D/Dynamics/
H A Db2ContactManager.cpp42 b2Body* bodyB = fixtureB->GetBody(); in Destroy() local
92 if (&c->m_nodeB == bodyB->m_contactList) in Destroy()
116 b2Body* bodyB = fixtureB->GetBody(); in Collide() local
144 bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody; in Collide()
189 b2Body* bodyB = fixtureB->GetBody(); in AddPair() local
192 if (bodyA == bodyB) in AddPair()
251 bodyB = fixtureB->GetBody(); in AddPair()
266 c->m_nodeA.other = bodyB; in AddPair()
282 if (bodyB->m_contactList != NULL) in AddPair()
286 bodyB->m_contactList = &c->m_nodeB; in AddPair()
[all …]
/dports/graphics/py-box2d-py/box2d-py-2.3.8/Box2D/Dynamics/
H A Db2ContactManager.cpp42 b2Body* bodyB = fixtureB->GetBody(); in Destroy() local
92 if (&c->m_nodeB == bodyB->m_contactList) in Destroy()
116 b2Body* bodyB = fixtureB->GetBody(); in Collide() local
144 bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody; in Collide()
189 b2Body* bodyB = fixtureB->GetBody(); in AddPair() local
192 if (bodyA == bodyB) in AddPair()
251 bodyB = fixtureB->GetBody(); in AddPair()
266 c->m_nodeA.other = bodyB; in AddPair()
282 if (bodyB->m_contactList != NULL) in AddPair()
286 bodyB->m_contactList = &c->m_nodeB; in AddPair()
[all …]
/dports/games/openclaw/OpenClaw-0.0-51-gbac7730/Box2D/Box2D/Dynamics/
H A Db2ContactManager.cpp42 b2Body* bodyB = fixtureB->GetBody(); in Destroy() local
92 if (&c->m_nodeB == bodyB->m_contactList) in Destroy()
116 b2Body* bodyB = fixtureB->GetBody(); in Collide() local
144 bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody; in Collide()
189 b2Body* bodyB = fixtureB->GetBody(); in AddPair() local
192 if (bodyA == bodyB) in AddPair()
251 bodyB = fixtureB->GetBody(); in AddPair()
266 c->m_nodeA.other = bodyB; in AddPair()
282 if (bodyB->m_contactList != NULL) in AddPair()
286 bodyB->m_contactList = &c->m_nodeB; in AddPair()
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/dports/games/emptyepsilon/SeriousProton-EE-2021.06.23/src/Box2D/Dynamics/
H A Db2ContactManager.cpp42 b2Body* bodyB = fixtureB->GetBody(); in Destroy() local
92 if (&c->m_nodeB == bodyB->m_contactList) in Destroy()
116 b2Body* bodyB = fixtureB->GetBody(); in Collide() local
144 bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody; in Collide()
189 b2Body* bodyB = fixtureB->GetBody(); in AddPair() local
192 if (bodyA == bodyB) in AddPair()
251 bodyB = fixtureB->GetBody(); in AddPair()
266 c->m_nodeA.other = bodyB; in AddPair()
282 if (bodyB->m_contactList != NULL) in AddPair()
286 bodyB->m_contactList = &c->m_nodeB; in AddPair()
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/dports/x11-toolkits/qml-box2d/qml-box2d-21e57f/Box2D/Dynamics/
H A Db2ContactManager.cpp42 b2Body* bodyB = fixtureB->GetBody(); in Destroy() local
92 if (&c->m_nodeB == bodyB->m_contactList) in Destroy()
116 b2Body* bodyB = fixtureB->GetBody(); in Collide() local
144 bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody; in Collide()
189 b2Body* bodyB = fixtureB->GetBody(); in AddPair() local
192 if (bodyA == bodyB) in AddPair()
251 bodyB = fixtureB->GetBody(); in AddPair()
266 c->m_nodeA.other = bodyB; in AddPair()
282 if (bodyB->m_contactList != NULL) in AddPair()
286 bodyB->m_contactList = &c->m_nodeB; in AddPair()
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/dports/misc/box2d/box2d-2.4.1/src/dynamics/
H A Db2_contact_manager.cpp46 b2Body* bodyB = fixtureB->GetBody(); in Destroy() local
96 if (&c->m_nodeB == bodyB->m_contactList) in Destroy()
98 bodyB->m_contactList = c->m_nodeB.next; in Destroy()
120 b2Body* bodyB = fixtureB->GetBody(); in Collide() local
148 bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody; in Collide()
193 b2Body* bodyB = fixtureB->GetBody(); in AddPair() local
196 if (bodyA == bodyB) in AddPair()
255 bodyB = fixtureB->GetBody(); in AddPair()
270 c->m_nodeA.other = bodyB; in AddPair()
286 if (bodyB->m_contactList != nullptr) in AddPair()
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/dports/devel/tokamak/tokamak_release/tokamaksrc/src/
H A Dconstraint.cpp172 if (bodyB && bodyB->AsRigidBody()) in Enable()
196 if (bodyB && bodyB->AsRigidBody()) in Enable()
620 cresult->bodyB = bodyB; in FindGreatest()
661 cresult->bodyB = bodyB; in FindGreatest()
829 if (bodyB && bodyB->AsRigidBody()) in UpdateCurrentPosition()
1008 cresult->bodyB = constr->bodyB; in CheckLimitSecondary()
1120 cresult->bodyB = constr->bodyB; in CheckLimitSecondary()
1224 cresult->bodyB = constr->bodyB; in CheckLimitPrimary()
1283 cresult->bodyB = constr->bodyB; in CheckLimitPrimarySlider()
1344 if (bodyB && bodyB->AsRigidBody()) in ApplyDamping()
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/dports/devel/juce/JUCE-f37e9a1/examples/Assets/Box2DTests/
H A DWeb.h68 jd.bodyB = m_bodies[0]; in Web()
72 p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB); in Web()
78 jd.bodyB = m_bodies[1]; in Web()
82 p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB); in Web()
88 jd.bodyB = m_bodies[2]; in Web()
92 p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB); in Web()
98 jd.bodyB = m_bodies[3]; in Web()
108 jd.bodyB = m_bodies[1]; in Web()
118 jd.bodyB = m_bodies[2]; in Web()
128 jd.bodyB = m_bodies[3]; in Web()
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/dports/devel/juce/JUCE-f37e9a1/examples/DemoRunner/Builds/Android/app/src/main/assets/Box2DTests/
H A DWeb.h68 jd.bodyB = m_bodies[0]; in Web()
72 p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB); in Web()
78 jd.bodyB = m_bodies[1]; in Web()
82 p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB); in Web()
88 jd.bodyB = m_bodies[2]; in Web()
92 p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB); in Web()
98 jd.bodyB = m_bodies[3]; in Web()
108 jd.bodyB = m_bodies[1]; in Web()
118 jd.bodyB = m_bodies[2]; in Web()
128 jd.bodyB = m_bodies[3]; in Web()
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/dports/games/openclaw/OpenClaw-0.0-51-gbac7730/Box2D/Testbed/Tests/
H A DWeb.h68 jd.bodyB = m_bodies[0]; in Web()
72 p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB); in Web()
78 jd.bodyB = m_bodies[1]; in Web()
82 p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB); in Web()
88 jd.bodyB = m_bodies[2]; in Web()
92 p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB); in Web()
98 jd.bodyB = m_bodies[3]; in Web()
108 jd.bodyB = m_bodies[1]; in Web()
118 jd.bodyB = m_bodies[2]; in Web()
128 jd.bodyB = m_bodies[3]; in Web()
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/dports/devel/emscripten/emscripten-2.0.3/tests/third_party/box2d/Testbed/Tests/
H A DWeb.h68 jd.bodyB = m_bodies[0]; in Web()
72 p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB); in Web()
78 jd.bodyB = m_bodies[1]; in Web()
82 p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB); in Web()
88 jd.bodyB = m_bodies[2]; in Web()
92 p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB); in Web()
98 jd.bodyB = m_bodies[3]; in Web()
108 jd.bodyB = m_bodies[1]; in Web()
118 jd.bodyB = m_bodies[2]; in Web()
128 jd.bodyB = m_bodies[3]; in Web()
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/dports/games/kolf/kolf-21.12.3/external/Box2D/Dynamics/
H A Db2ContactManager.cpp42 b2Body* bodyB = fixtureB->GetBody(); in Destroy() local
92 if (&c->m_nodeB == bodyB->m_contactList) in Destroy()
94 bodyB->m_contactList = c->m_nodeB.next; in Destroy()
116 b2Body* bodyB = fixtureB->GetBody(); in Collide() local
185 b2Body* bodyB = fixtureB->GetBody(); in AddPair() local
188 if (bodyA == bodyB) in AddPair()
241 bodyB = fixtureB->GetBody(); in AddPair()
256 c->m_nodeA.other = bodyB; in AddPair()
271 c->m_nodeB.next = bodyB->m_contactList; in AddPair()
272 if (bodyB->m_contactList != NULL) in AddPair()
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/dports/devel/raylib/raylib-3.7.0/src/
H A Dphysac.h1268 PhysicsBody bodyB = manifold->bodyB; in SolveCircleToCircle() local
1309 PhysicsBody bodyB = manifold->bodyB; in SolveCircleToPolygon() local
1402 PhysicsBody bodyB = manifold->bodyB; in SolvePolygonToCircle() local
1420 PhysicsShape bodyB = manifold->bodyB->shape; in SolvePolygonToPolygon() local
1535 PhysicsBody bodyB = manifold->bodyB; in InitializePhysicsManifolds() local
1567 PhysicsBody bodyB = manifold->bodyB; in IntegratePhysicsImpulses() local
1618 bodyB->velocity.x += bodyB->inverseMass*(impulseV.x); in IntegratePhysicsImpulses()
1619 bodyB->velocity.y += bodyB->inverseMass*(impulseV.y); in IntegratePhysicsImpulses()
1682 PhysicsBody bodyB = manifold->bodyB; in CorrectPhysicsPositions() local
1698 bodyB->position.x += correction.x*bodyB->inverseMass; in CorrectPhysicsPositions()
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