/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/bullet/BulletSoftBody/ |
H A D | btDeformableContactConstraint.cpp | 92 btVector3 impulse = m_anchor->m_c0 * vr; in solveConstraint() local 130 void btDeformableNodeAnchorConstraint::applyImpulse(const btVector3& impulse) in applyImpulse() 218 btVector3 impulse = m_contact->m_c0 * vr; in solveConstraint() local 297 const btVector3 impulse = (m_contact->m_c0 * (cti.m_normal * dn / infoGlobal.m_timeStep)); in solveSplitImpulse() local 345 void btDeformableNodeRigidContactConstraint::applyImpulse(const btVector3& impulse) in applyImpulse() 352 void btDeformableNodeRigidContactConstraint::applySplitImpulse(const btVector3& impulse) in applySplitImpulse() 396 void btDeformableFaceRigidContactConstraint::applyImpulse(const btVector3& impulse) in applyImpulse() 429 void btDeformableFaceRigidContactConstraint::applySplitImpulse(const btVector3& impulse) in applySplitImpulse() 498 btVector3 impulse = m_contact->m_c0 * vr; in solveConstraint() local 551 void btDeformableFaceNodeContactConstraint::applyImpulse(const btVector3& impulse) in applyImpulse()
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H A D | btDeformableContactConstraint.h | 122 virtual void applyImpulse(const btVector3& impulse){} in applyImpulse() 123 virtual void applySplitImpulse(const btVector3& impulse){} in applySplitImpulse() 155 virtual void applySplitImpulse(const btVector3& impulse) in applySplitImpulse() 296 virtual void applySplitImpulse(const btVector3& impulse) in applySplitImpulse()
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/dports/devel/godot/godot-3.2.3-stable/thirdparty/bullet/BulletSoftBody/ |
H A D | btDeformableContactConstraint.cpp | 92 btVector3 impulse = m_anchor->m_c0 * vr; in solveConstraint() local 130 void btDeformableNodeAnchorConstraint::applyImpulse(const btVector3& impulse) in applyImpulse() 218 btVector3 impulse = m_contact->m_c0 * vr; in solveConstraint() local 297 const btVector3 impulse = (m_contact->m_c0 * (cti.m_normal * dn / infoGlobal.m_timeStep)); in solveSplitImpulse() local 345 void btDeformableNodeRigidContactConstraint::applyImpulse(const btVector3& impulse) in applyImpulse() 352 void btDeformableNodeRigidContactConstraint::applySplitImpulse(const btVector3& impulse) in applySplitImpulse() 396 void btDeformableFaceRigidContactConstraint::applyImpulse(const btVector3& impulse) in applyImpulse() 429 void btDeformableFaceRigidContactConstraint::applySplitImpulse(const btVector3& impulse) in applySplitImpulse() 498 btVector3 impulse = m_contact->m_c0 * vr; in solveConstraint() local 551 void btDeformableFaceNodeContactConstraint::applyImpulse(const btVector3& impulse) in applyImpulse()
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H A D | btDeformableContactConstraint.h | 122 virtual void applyImpulse(const btVector3& impulse){} in applyImpulse() 123 virtual void applySplitImpulse(const btVector3& impulse){} in applySplitImpulse() 155 virtual void applySplitImpulse(const btVector3& impulse) in applySplitImpulse() 296 virtual void applySplitImpulse(const btVector3& impulse) in applySplitImpulse()
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/dports/games/kolf/kolf-21.12.3/external/Box2D/Dynamics/Joints/ |
H A D | b2PulleyJoint.cpp | 208 qreal impulse = m_pulleyMass * (-Cdot); in SolveVelocityConstraints() local 226 qreal impulse = -m_limitMass1 * Cdot; in SolveVelocityConstraints() local 241 qreal impulse = -m_limitMass2 * Cdot; in SolveVelocityConstraints() local 301 qreal impulse = -m_pulleyMass * C; in SolvePositionConstraints() local 335 qreal impulse = -m_limitMass1 * C; in SolvePositionConstraints() local 364 qreal impulse = -m_limitMass2 * C; in SolvePositionConstraints() local
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H A D | b2RevoluteJoint.cpp | 185 qreal impulse = m_motorMass * (-Cdot); in SolveVelocityConstraints() local 206 b2Vec3 impulse = m_mass.Solve33(-Cdot); in SolveVelocityConstraints() local 256 b2Vec2 impulse = m_mass.Solve22(-Cdot); in SolveVelocityConstraints() local 347 b2Vec2 impulse = m * (-C); in SolvePositionConstraints() local 368 b2Vec2 impulse = K.Solve(-C); in SolvePositionConstraints() local
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/dports/devel/upp/upp/uppsrc/plugin/box2d/ |
H A D | b2PulleyJoint.cpp | 208 float32 impulse = m_pulleyMass * (-Cdot); in SolveVelocityConstraints() local 226 float32 impulse = -m_limitMass1 * Cdot; in SolveVelocityConstraints() local 241 float32 impulse = -m_limitMass2 * Cdot; in SolveVelocityConstraints() local 301 float32 impulse = -m_pulleyMass * C; in SolvePositionConstraints() local 335 float32 impulse = -m_limitMass1 * C; in SolvePositionConstraints() local 364 float32 impulse = -m_limitMass2 * C; in SolvePositionConstraints() local
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H A D | b2RevoluteJoint.cpp | 185 float32 impulse = m_motorMass * (-Cdot); in SolveVelocityConstraints() local 206 b2Vec3 impulse = m_mass.Solve33(-Cdot); in SolveVelocityConstraints() local 256 b2Vec2 impulse = m_mass.Solve22(-Cdot); in SolveVelocityConstraints() local 347 b2Vec2 impulse = m * (-C); in SolvePositionConstraints() local 368 b2Vec2 impulse = K.Solve(-C); in SolvePositionConstraints() local
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/dports/games/dustrac/DustRacing2D-ae380b8/src/game/ |
H A D | tire.cpp | 55 MCVector2dF impulse = in onStepTime() local 62 MCVector2dF impulse = in onStepTime() local
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H A D | carphysicscomponent.cpp | 27 void CarPhysicsComponent::addImpulse(const MCVector3dF & impulse, bool isCollision) in addImpulse()
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/dports/devel/bullet/bullet3-3.21/src/BulletSoftBody/ |
H A D | btDeformableContactConstraint.cpp | 90 btVector3 impulse = m_anchor->m_c0 * vr; in solveConstraint() local 128 void btDeformableNodeAnchorConstraint::applyImpulse(const btVector3& impulse) in applyImpulse() 272 …btVector3 impulse = m_contact->m_c0 * (vr + m_total_normal_dv * infoGlobal.m_deformable_cfm + ((m_… in solveConstraint() local 384 const btVector3 impulse = m_contact->m_c0 * (cti.m_normal * dn); in solveSplitImpulse() local 436 void btDeformableNodeRigidContactConstraint::applyImpulse(const btVector3& impulse) in applyImpulse() 443 void btDeformableNodeRigidContactConstraint::applySplitImpulse(const btVector3& impulse) in applySplitImpulse() 484 void btDeformableFaceRigidContactConstraint::applyImpulse(const btVector3& impulse) in applyImpulse() 570 void btDeformableFaceRigidContactConstraint::applySplitImpulse(const btVector3& impulse) in applySplitImpulse() 641 btVector3 impulse = m_contact->m_c0 * vr; in solveConstraint() local 694 void btDeformableFaceNodeContactConstraint::applyImpulse(const btVector3& impulse) in applyImpulse()
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/dports/graphics/blender/blender-2.91.0/extern/bullet2/src/BulletSoftBody/ |
H A D | btDeformableContactConstraint.cpp | 90 btVector3 impulse = m_anchor->m_c0 * vr; in solveConstraint() local 128 void btDeformableNodeAnchorConstraint::applyImpulse(const btVector3& impulse) in applyImpulse() 272 …btVector3 impulse = m_contact->m_c0 * (vr + m_total_normal_dv * infoGlobal.m_deformable_cfm + ((m_… in solveConstraint() local 384 const btVector3 impulse = m_contact->m_c0 * (cti.m_normal * dn); in solveSplitImpulse() local 436 void btDeformableNodeRigidContactConstraint::applyImpulse(const btVector3& impulse) in applyImpulse() 443 void btDeformableNodeRigidContactConstraint::applySplitImpulse(const btVector3& impulse) in applySplitImpulse() 484 void btDeformableFaceRigidContactConstraint::applyImpulse(const btVector3& impulse) in applyImpulse() 567 void btDeformableFaceRigidContactConstraint::applySplitImpulse(const btVector3& impulse) in applySplitImpulse() 638 btVector3 impulse = m_contact->m_c0 * vr; in solveConstraint() local 691 void btDeformableFaceNodeContactConstraint::applyImpulse(const btVector3& impulse) in applyImpulse()
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/dports/devel/py-bullet3/bullet3-3.21/src/BulletSoftBody/ |
H A D | btDeformableContactConstraint.cpp | 90 btVector3 impulse = m_anchor->m_c0 * vr; in solveConstraint() local 128 void btDeformableNodeAnchorConstraint::applyImpulse(const btVector3& impulse) in applyImpulse() 272 …btVector3 impulse = m_contact->m_c0 * (vr + m_total_normal_dv * infoGlobal.m_deformable_cfm + ((m_… in solveConstraint() local 384 const btVector3 impulse = m_contact->m_c0 * (cti.m_normal * dn); in solveSplitImpulse() local 436 void btDeformableNodeRigidContactConstraint::applyImpulse(const btVector3& impulse) in applyImpulse() 443 void btDeformableNodeRigidContactConstraint::applySplitImpulse(const btVector3& impulse) in applySplitImpulse() 484 void btDeformableFaceRigidContactConstraint::applyImpulse(const btVector3& impulse) in applyImpulse() 570 void btDeformableFaceRigidContactConstraint::applySplitImpulse(const btVector3& impulse) in applySplitImpulse() 641 btVector3 impulse = m_contact->m_c0 * vr; in solveConstraint() local 694 void btDeformableFaceNodeContactConstraint::applyImpulse(const btVector3& impulse) in applyImpulse()
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/dports/misc/box2d/box2d-2.4.1/src/dynamics/ |
H A D | b2_distance_joint.cpp | 191 float impulse = -m_softMass * (Cdot + m_bias + m_gamma * m_impulse); in SolveVelocityConstraints() local 210 float impulse = -m_mass * (Cdot + bias); in SolveVelocityConstraints() local 231 float impulse = -m_mass * (Cdot + bias); in SolveVelocityConstraints() local 252 float impulse = -m_mass * Cdot; in SolveVelocityConstraints() local 300 float impulse = -m_mass * C; in SolvePositionConstraints() local
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H A D | b2_wheel_joint.cpp | 250 float impulse = -m_springMass * (Cdot + m_bias + m_gamma * m_springImpulse); in SolveVelocityConstraints() local 267 float impulse = -m_motorMass * Cdot; in SolveVelocityConstraints() local 284 float impulse = -m_axialMass * (Cdot + b2Max(C, 0.0f) * data.step.inv_dt); in SolveVelocityConstraints() local 305 float impulse = -m_axialMass * (Cdot + b2Max(C, 0.0f) * data.step.inv_dt); in SolveVelocityConstraints() local 324 float impulse = -m_mass * Cdot; in SolveVelocityConstraints() local 384 float impulse = 0.0f; in SolvePositionConstraints() local 420 float impulse = 0.0f; in SolvePositionConstraints() local
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H A D | b2_revolute_joint.cpp | 183 float impulse = -m_axialMass * Cdot; in SolveVelocityConstraints() local 199 float impulse = -m_axialMass * (Cdot + b2Max(C, 0.0f) * data.step.inv_dt); in SolveVelocityConstraints() local 214 float impulse = -m_axialMass * (Cdot + b2Max(C, 0.0f) * data.step.inv_dt); in SolveVelocityConstraints() local 227 b2Vec2 impulse = m_K.Solve(-Cdot); in SolveVelocityConstraints() local 306 b2Vec2 impulse = -K.Solve(C); in SolvePositionConstraints() local
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/dports/finance/R-cran-vars/vars/R/ |
H A D | irf.svecest.R | 2 function(x, impulse=NULL, response=NULL, n.ahead=10, ortho=TRUE, cumulative=FALSE, boot=TRUE, ci=0.… argument 43 …result <- list(irf=irs, Lower=Lower, Upper=Upper, response=response, impulse=impulse, ortho=ortho,… nameattr
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H A D | irf.svarest.R | 2 function(x, impulse=NULL, response=NULL, n.ahead=10, ortho=TRUE, cumulative=FALSE, boot=TRUE, ci=0.… argument 40 …result <- list(irf=irs, Lower=Lower, Upper=Upper, response=response, impulse=impulse, ortho=ortho,… nameattr
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H A D | irf.varest.R | 2 function(x, impulse=NULL, response=NULL, n.ahead=10, ortho=TRUE, cumulative=FALSE, boot=TRUE, ci=0.… argument 40 …result <- list(irf=irs, Lower=Lower, Upper=Upper, response=response, impulse=impulse, ortho=ortho,… nameattr
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H A D | irf.vec2var.R | 2 function(x, impulse=NULL, response=NULL, n.ahead=10, ortho=TRUE, cumulative=FALSE, boot=TRUE, ci=0.… argument 43 …result <- list(irf=irs, Lower=Lower, Upper=Upper, response=response, impulse=impulse, ortho=ortho,… nameattr
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/dports/math/octave-forge-control/control-3.3.1/inst/ |
H A D | impulse.m | 68 function [y_r, t_r, x_r] = impulse (varargin) function
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/dports/games/vamos/vamos-0.7.1/body/ |
H A D | Particle.h | 61 virtual Vamos_Geometry::Three_Vector impulse () const in impulse() function 85 virtual double contact (const Vamos_Geometry::Three_Vector& impulse, in contact()
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/dports/devel/juce/JUCE-f37e9a1/modules/juce_box2d/box2d/Dynamics/Joints/ |
H A D | b2RevoluteJoint.cpp | 199 float32 impulse = -m_motorMass * Cdot; in SolveVelocityConstraints() local 216 b2Vec3 impulse = -m_mass.Solve33(Cdot); in SolveVelocityConstraints() local 273 b2Vec2 impulse = m_mass.Solve22(-Cdot); in SolveVelocityConstraints() local 360 b2Vec2 impulse = -K.Solve(C); in SolvePositionConstraints() local
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H A D | b2WheelJoint.cpp | 229 float32 impulse = -m_springMass * (Cdot + m_bias + m_gamma * m_springImpulse); in SolveVelocityConstraints() local 246 float32 impulse = -m_motorMass * Cdot; in SolveVelocityConstraints() local 260 float32 impulse = -m_mass * Cdot; in SolveVelocityConstraints() local 302 float32 impulse; in SolvePositionConstraints() local
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/dports/devel/love/love-11.3/src/libraries/Box2D/Dynamics/Joints/ |
H A D | b2RevoluteJoint.cpp | 199 float32 impulse = -m_motorMass * Cdot; in SolveVelocityConstraints() local 216 b2Vec3 impulse = -m_mass.Solve33(Cdot); in SolveVelocityConstraints() local 273 b2Vec2 impulse = m_mass.Solve22(-Cdot); in SolveVelocityConstraints() local 360 b2Vec2 impulse = -K.Solve(C); in SolvePositionConstraints() local
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