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/dports/devel/bullet/bullet3-3.21/src/Bullet3Dynamics/ConstraintSolver/
H A Db3PgsJacobiSolver.cpp476 b3Vector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal); in setupFrictionConstraint() local
477 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
478 …etInvInertiaTensorWorld(&inertias[solverBodyA.m_originalBodyIndex]) * ftorqueAxis1 : b3MakeVector3… in setupFrictionConstraint()
481 b3Vector3 ftorqueAxis1 = rel_pos2.cross(-solverConstraint.m_contactNormal); in setupFrictionConstraint() local
482 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
572 b3Vector3 ftorqueAxis1 = -normalAxis1; in setupRollingFrictionConstraint() local
573 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupRollingFrictionConstraint()
577 b3Vector3 ftorqueAxis1 = normalAxis1; in setupRollingFrictionConstraint() local
578 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupRollingFrictionConstraint()
1186 const b3Vector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal; in solveGroupCacheFriendlySetup() local
[all …]
/dports/devel/py-bullet3/bullet3-3.21/src/Bullet3Dynamics/ConstraintSolver/
H A Db3PgsJacobiSolver.cpp476 b3Vector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal); in setupFrictionConstraint() local
477 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
478 …etInvInertiaTensorWorld(&inertias[solverBodyA.m_originalBodyIndex]) * ftorqueAxis1 : b3MakeVector3… in setupFrictionConstraint()
481 b3Vector3 ftorqueAxis1 = rel_pos2.cross(-solverConstraint.m_contactNormal); in setupFrictionConstraint() local
482 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
572 b3Vector3 ftorqueAxis1 = -normalAxis1; in setupRollingFrictionConstraint() local
573 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupRollingFrictionConstraint()
577 b3Vector3 ftorqueAxis1 = normalAxis1; in setupRollingFrictionConstraint() local
578 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupRollingFrictionConstraint()
1186 const b3Vector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal; in solveGroupCacheFriendlySetup() local
[all …]
/dports/devel/godot/godot-3.2.3-stable/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/
H A Db3PgsJacobiSolver.cpp476 b3Vector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal); in setupFrictionConstraint() local
477 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
478 …etInvInertiaTensorWorld(&inertias[solverBodyA.m_originalBodyIndex]) * ftorqueAxis1 : b3MakeVector3… in setupFrictionConstraint()
481 b3Vector3 ftorqueAxis1 = rel_pos2.cross(-solverConstraint.m_contactNormal); in setupFrictionConstraint() local
482 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
572 b3Vector3 ftorqueAxis1 = -normalAxis1; in setupRollingFrictionConstraint() local
573 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupRollingFrictionConstraint()
577 b3Vector3 ftorqueAxis1 = normalAxis1; in setupRollingFrictionConstraint() local
578 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupRollingFrictionConstraint()
1186 const b3Vector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal; in solveGroupCacheFriendlySetup() local
[all …]
/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/
H A Db3PgsJacobiSolver.cpp476 b3Vector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal); in setupFrictionConstraint() local
477 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
478 …etInvInertiaTensorWorld(&inertias[solverBodyA.m_originalBodyIndex]) * ftorqueAxis1 : b3MakeVector3… in setupFrictionConstraint()
481 b3Vector3 ftorqueAxis1 = rel_pos2.cross(-solverConstraint.m_contactNormal); in setupFrictionConstraint() local
482 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
572 b3Vector3 ftorqueAxis1 = -normalAxis1; in setupRollingFrictionConstraint() local
573 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupRollingFrictionConstraint()
577 b3Vector3 ftorqueAxis1 = normalAxis1; in setupRollingFrictionConstraint() local
578 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupRollingFrictionConstraint()
1186 const b3Vector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal; in solveGroupCacheFriendlySetup() local
[all …]
/dports/devel/bullet/bullet3-3.21/src/BulletDynamics/ConstraintSolver/
H A DbtSequentialImpulseConstraintSolver.cpp538 btVector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal1); in setupFrictionConstraint() local
539 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
540 …solverConstraint.m_angularComponentA = body0->getInvInertiaTensorWorld() * ftorqueAxis1 * body0->g… in setupFrictionConstraint()
552 btVector3 ftorqueAxis1 = rel_pos2.cross(solverConstraint.m_contactNormal2); in setupFrictionConstraint() local
553 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
554 …solverConstraint.m_angularComponentB = bodyA->getInvInertiaTensorWorld() * ftorqueAxis1 * bodyA->g… in setupFrictionConstraint()
645 btVector3 ftorqueAxis1 = -normalAxis1; in setupTorsionalFrictionConstraint() local
646 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupTorsionalFrictionConstraint()
650 btVector3 ftorqueAxis1 = normalAxis1; in setupTorsionalFrictionConstraint() local
651 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupTorsionalFrictionConstraint()
[all …]
H A DbtConeTwistConstraint.cpp326 btVector3 ftorqueAxis1 = rel_pos1.cross(normal); in solveConstraintObsolete() local
328 …pplyImpulse(normal * m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld() * ftorqueAxis1, impulse); in solveConstraintObsolete()
/dports/graphics/blender/blender-2.91.0/extern/bullet2/src/BulletDynamics/ConstraintSolver/
H A DbtSequentialImpulseConstraintSolver.cpp538 btVector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal1); in setupFrictionConstraint() local
539 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
540 …solverConstraint.m_angularComponentA = body0->getInvInertiaTensorWorld() * ftorqueAxis1 * body0->g… in setupFrictionConstraint()
552 btVector3 ftorqueAxis1 = rel_pos2.cross(solverConstraint.m_contactNormal2); in setupFrictionConstraint() local
553 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
554 …solverConstraint.m_angularComponentB = bodyA->getInvInertiaTensorWorld() * ftorqueAxis1 * bodyA->g… in setupFrictionConstraint()
645 btVector3 ftorqueAxis1 = -normalAxis1; in setupTorsionalFrictionConstraint() local
646 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupTorsionalFrictionConstraint()
650 btVector3 ftorqueAxis1 = normalAxis1; in setupTorsionalFrictionConstraint() local
651 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupTorsionalFrictionConstraint()
[all …]
H A DbtConeTwistConstraint.cpp326 btVector3 ftorqueAxis1 = rel_pos1.cross(normal); in solveConstraintObsolete() local
328 …pplyImpulse(normal * m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld() * ftorqueAxis1, impulse); in solveConstraintObsolete()
/dports/devel/godot/godot-3.2.3-stable/thirdparty/bullet/BulletDynamics/ConstraintSolver/
H A DbtSequentialImpulseConstraintSolver.cpp536 btVector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal1); in setupFrictionConstraint() local
537 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
538 …solverConstraint.m_angularComponentA = body0->getInvInertiaTensorWorld() * ftorqueAxis1 * body0->g… in setupFrictionConstraint()
550 btVector3 ftorqueAxis1 = rel_pos2.cross(solverConstraint.m_contactNormal2); in setupFrictionConstraint() local
551 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
552 …solverConstraint.m_angularComponentB = bodyA->getInvInertiaTensorWorld() * ftorqueAxis1 * bodyA->g… in setupFrictionConstraint()
643 btVector3 ftorqueAxis1 = -normalAxis1; in setupTorsionalFrictionConstraint() local
644 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupTorsionalFrictionConstraint()
648 btVector3 ftorqueAxis1 = normalAxis1; in setupTorsionalFrictionConstraint() local
649 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupTorsionalFrictionConstraint()
[all …]
/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/bullet/BulletDynamics/ConstraintSolver/
H A DbtSequentialImpulseConstraintSolver.cpp536 btVector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal1); in setupFrictionConstraint() local
537 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
538 …solverConstraint.m_angularComponentA = body0->getInvInertiaTensorWorld() * ftorqueAxis1 * body0->g… in setupFrictionConstraint()
550 btVector3 ftorqueAxis1 = rel_pos2.cross(solverConstraint.m_contactNormal2); in setupFrictionConstraint() local
551 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
552 …solverConstraint.m_angularComponentB = bodyA->getInvInertiaTensorWorld() * ftorqueAxis1 * bodyA->g… in setupFrictionConstraint()
643 btVector3 ftorqueAxis1 = -normalAxis1; in setupTorsionalFrictionConstraint() local
644 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupTorsionalFrictionConstraint()
648 btVector3 ftorqueAxis1 = normalAxis1; in setupTorsionalFrictionConstraint() local
649 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupTorsionalFrictionConstraint()
[all …]
/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Bullet/src/BulletDynamics/ConstraintSolver/
H A DbtSequentialImpulseConstraintSolver.cpp561 btVector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal1); in setupFrictionConstraint() local
562 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
563 …solverConstraint.m_angularComponentA = body0->getInvInertiaTensorWorld()*ftorqueAxis1*body0->getAn… in setupFrictionConstraint()
574 btVector3 ftorqueAxis1 = rel_pos2.cross(solverConstraint.m_contactNormal2); in setupFrictionConstraint() local
575 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
576 …solverConstraint.m_angularComponentB = body1->getInvInertiaTensorWorld()*ftorqueAxis1*body1->getAn… in setupFrictionConstraint()
664 btVector3 ftorqueAxis1 = -normalAxis1; in setupTorsionalFrictionConstraint() local
665 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupTorsionalFrictionConstraint()
669 btVector3 ftorqueAxis1 = normalAxis1; in setupTorsionalFrictionConstraint() local
670 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupTorsionalFrictionConstraint()
[all …]
/dports/devel/py-bullet3/bullet3-3.21/src/BulletDynamics/ConstraintSolver/
H A DbtSequentialImpulseConstraintSolver.cpp538 btVector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal1); in setupFrictionConstraint() local
539 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
540 …solverConstraint.m_angularComponentA = body0->getInvInertiaTensorWorld() * ftorqueAxis1 * body0->g… in setupFrictionConstraint()
552 btVector3 ftorqueAxis1 = rel_pos2.cross(solverConstraint.m_contactNormal2); in setupFrictionConstraint() local
553 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
554 …solverConstraint.m_angularComponentB = bodyA->getInvInertiaTensorWorld() * ftorqueAxis1 * bodyA->g… in setupFrictionConstraint()
645 btVector3 ftorqueAxis1 = -normalAxis1; in setupTorsionalFrictionConstraint() local
646 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupTorsionalFrictionConstraint()
650 btVector3 ftorqueAxis1 = normalAxis1; in setupTorsionalFrictionConstraint() local
651 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupTorsionalFrictionConstraint()
[all …]
/dports/games/OpenTomb/OpenTomb-win32-2018-02-03_alpha/extern/bullet/BulletDynamics/ConstraintSolver/
H A DbtSequentialImpulseConstraintSolver.cpp555 btVector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal1); in setupFrictionConstraint() local
556 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
557 …solverConstraint.m_angularComponentA = body0->getInvInertiaTensorWorld()*ftorqueAxis1*body0->getAn… in setupFrictionConstraint()
568 btVector3 ftorqueAxis1 = rel_pos2.cross(solverConstraint.m_contactNormal2); in setupFrictionConstraint() local
569 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
570 …solverConstraint.m_angularComponentB = body1->getInvInertiaTensorWorld()*ftorqueAxis1*body1->getAn… in setupFrictionConstraint()
657 btVector3 ftorqueAxis1 = -normalAxis1; in setupRollingFrictionConstraint() local
658 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupRollingFrictionConstraint()
662 btVector3 ftorqueAxis1 = normalAxis1; in setupRollingFrictionConstraint() local
663 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupRollingFrictionConstraint()
[all …]
/dports/games/supertuxkart/SuperTuxKart-1.2-src/lib/bullet/src/BulletDynamics/ConstraintSolver/
H A DbtSequentialImpulseConstraintSolver.cpp351 btVector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal); in setupFrictionConstraint() local
352 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
353 …solverConstraint.m_angularComponentA = body0 ? body0->getInvInertiaTensorWorld()*ftorqueAxis1*body… in setupFrictionConstraint()
356 btVector3 ftorqueAxis1 = rel_pos2.cross(-solverConstraint.m_contactNormal); in setupFrictionConstraint() local
357 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
358 …solverConstraint.m_angularComponentB = body1 ? body1->getInvInertiaTensorWorld()*ftorqueAxis1*body… in setupFrictionConstraint()
904 const btVector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal; in solveGroupCacheFriendlySetup() local
905 …arComponentA = constraint->getRigidBodyA().getInvInertiaTensorWorld()*ftorqueAxis1*constraint->get… in solveGroupCacheFriendlySetup()
H A DbtGeneric6DofConstraint.cpp346 btVector3 ftorqueAxis1 = rel_pos1.cross(axis_normal_on_a); in solveLinearAxis() local
348 …(axis_normal_on_a*body1.getInvMass(), body1.getInvInertiaTensorWorld()*ftorqueAxis1,normalImpulse); in solveLinearAxis()
H A DbtConeTwistConstraint.cpp341 btVector3 ftorqueAxis1 = rel_pos1.cross(normal); in solveConstraintObsolete() local
343 …rnalApplyImpulse(normal*m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld()*ftorqueAxis1,impulse); in solveConstraintObsolete()
/dports/games/critterding/critterding-beta12/src/utils/bullet/BulletDynamics/ConstraintSolver/
H A DbtSequentialImpulseConstraintSolver.cpp351 btVector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal); in setupFrictionConstraint() local
352 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
353 …solverConstraint.m_angularComponentA = body0 ? body0->getInvInertiaTensorWorld()*ftorqueAxis1*body… in setupFrictionConstraint()
356 btVector3 ftorqueAxis1 = rel_pos2.cross(-solverConstraint.m_contactNormal); in setupFrictionConstraint() local
357 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
358 …solverConstraint.m_angularComponentB = body1 ? body1->getInvInertiaTensorWorld()*ftorqueAxis1*body… in setupFrictionConstraint()
841 const btVector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal; in solveGroupCacheFriendlySetup() local
842 …arComponentA = constraint->getRigidBodyA().getInvInertiaTensorWorld()*ftorqueAxis1*constraint->get… in solveGroupCacheFriendlySetup()
H A DbtGeneric6DofConstraint.cpp346 btVector3 ftorqueAxis1 = rel_pos1.cross(axis_normal_on_a); in solveLinearAxis() local
348 …(axis_normal_on_a*body1.getInvMass(), body1.getInvInertiaTensorWorld()*ftorqueAxis1,normalImpulse); in solveLinearAxis()
H A DbtConeTwistConstraint.cpp341 btVector3 ftorqueAxis1 = rel_pos1.cross(normal); in solveConstraintObsolete() local
343 …rnalApplyImpulse(normal*m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld()*ftorqueAxis1,impulse); in solveConstraintObsolete()
/dports/devel/emscripten/emscripten-2.0.3/tests/third_party/bullet/src/BulletDynamics/ConstraintSolver/
H A DbtSequentialImpulseConstraintSolver.cpp351 btVector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal); in setupFrictionConstraint() local
352 solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
353 …solverConstraint.m_angularComponentA = body0 ? body0->getInvInertiaTensorWorld()*ftorqueAxis1*body… in setupFrictionConstraint()
356 btVector3 ftorqueAxis1 = rel_pos2.cross(-solverConstraint.m_contactNormal); in setupFrictionConstraint() local
357 solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; in setupFrictionConstraint()
358 …solverConstraint.m_angularComponentB = body1 ? body1->getInvInertiaTensorWorld()*ftorqueAxis1*body… in setupFrictionConstraint()
897 const btVector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal; in solveGroupCacheFriendlySetup() local
898 …arComponentA = constraint->getRigidBodyA().getInvInertiaTensorWorld()*ftorqueAxis1*constraint->get… in solveGroupCacheFriendlySetup()
H A DbtGeneric6DofConstraint.cpp346 btVector3 ftorqueAxis1 = rel_pos1.cross(axis_normal_on_a); in solveLinearAxis() local
348 …(axis_normal_on_a*body1.getInvMass(), body1.getInvInertiaTensorWorld()*ftorqueAxis1,normalImpulse); in solveLinearAxis()
/dports/devel/bullet/bullet3-3.21/src/Bullet3OpenCL/RigidBody/
H A Db3GpuPgsConstraintSolver.cpp485 const b3Vector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal; in solveGroupCacheFriendlySetup() local
486 solverConstraint.m_angularComponentA = invInertiaWorldA * ftorqueAxis1; //*angularFactorA; in solveGroupCacheFriendlySetup()
/dports/devel/py-bullet3/bullet3-3.21/src/Bullet3OpenCL/RigidBody/
H A Db3GpuPgsConstraintSolver.cpp485 const b3Vector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal; in solveGroupCacheFriendlySetup() local
486 solverConstraint.m_angularComponentA = invInertiaWorldA * ftorqueAxis1; //*angularFactorA; in solveGroupCacheFriendlySetup()
/dports/devel/godot/godot-3.2.3-stable/thirdparty/bullet/Bullet3OpenCL/RigidBody/
H A Db3GpuPgsConstraintSolver.cpp485 const b3Vector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal; in solveGroupCacheFriendlySetup() local
486 solverConstraint.m_angularComponentA = invInertiaWorldA * ftorqueAxis1; //*angularFactorA; in solveGroupCacheFriendlySetup()
/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/bullet/Bullet3OpenCL/RigidBody/
H A Db3GpuPgsConstraintSolver.cpp485 const b3Vector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal; in solveGroupCacheFriendlySetup() local
486 solverConstraint.m_angularComponentA = invInertiaWorldA * ftorqueAxis1; //*angularFactorA; in solveGroupCacheFriendlySetup()

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