/dports/devel/bullet/bullet3-3.21/src/Bullet3Dynamics/ConstraintSolver/ |
H A D | b3PgsJacobiSolver.cpp | 476 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 …]
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/dports/devel/py-bullet3/bullet3-3.21/src/Bullet3Dynamics/ConstraintSolver/ |
H A D | b3PgsJacobiSolver.cpp | 476 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 …]
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/dports/devel/godot/godot-3.2.3-stable/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/ |
H A D | b3PgsJacobiSolver.cpp | 476 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 …]
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/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/ |
H A D | b3PgsJacobiSolver.cpp | 476 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 …]
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/dports/devel/bullet/bullet3-3.21/src/BulletDynamics/ConstraintSolver/ |
H A D | btSequentialImpulseConstraintSolver.cpp | 538 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 …]
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H A D | btConeTwistConstraint.cpp | 326 btVector3 ftorqueAxis1 = rel_pos1.cross(normal); in solveConstraintObsolete() local 328 …pplyImpulse(normal * m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld() * ftorqueAxis1, impulse); in solveConstraintObsolete()
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/dports/graphics/blender/blender-2.91.0/extern/bullet2/src/BulletDynamics/ConstraintSolver/ |
H A D | btSequentialImpulseConstraintSolver.cpp | 538 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 …]
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H A D | btConeTwistConstraint.cpp | 326 btVector3 ftorqueAxis1 = rel_pos1.cross(normal); in solveConstraintObsolete() local 328 …pplyImpulse(normal * m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld() * ftorqueAxis1, impulse); in solveConstraintObsolete()
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/dports/devel/godot/godot-3.2.3-stable/thirdparty/bullet/BulletDynamics/ConstraintSolver/ |
H A D | btSequentialImpulseConstraintSolver.cpp | 536 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 …]
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/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/bullet/BulletDynamics/ConstraintSolver/ |
H A D | btSequentialImpulseConstraintSolver.cpp | 536 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 …]
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/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Bullet/src/BulletDynamics/ConstraintSolver/ |
H A D | btSequentialImpulseConstraintSolver.cpp | 561 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 …]
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/dports/devel/py-bullet3/bullet3-3.21/src/BulletDynamics/ConstraintSolver/ |
H A D | btSequentialImpulseConstraintSolver.cpp | 538 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 …]
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/dports/games/OpenTomb/OpenTomb-win32-2018-02-03_alpha/extern/bullet/BulletDynamics/ConstraintSolver/ |
H A D | btSequentialImpulseConstraintSolver.cpp | 555 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 …]
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/dports/games/supertuxkart/SuperTuxKart-1.2-src/lib/bullet/src/BulletDynamics/ConstraintSolver/ |
H A D | btSequentialImpulseConstraintSolver.cpp | 351 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()
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H A D | btGeneric6DofConstraint.cpp | 346 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()
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H A D | btConeTwistConstraint.cpp | 341 btVector3 ftorqueAxis1 = rel_pos1.cross(normal); in solveConstraintObsolete() local 343 …rnalApplyImpulse(normal*m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld()*ftorqueAxis1,impulse); in solveConstraintObsolete()
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/dports/games/critterding/critterding-beta12/src/utils/bullet/BulletDynamics/ConstraintSolver/ |
H A D | btSequentialImpulseConstraintSolver.cpp | 351 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()
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H A D | btGeneric6DofConstraint.cpp | 346 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()
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H A D | btConeTwistConstraint.cpp | 341 btVector3 ftorqueAxis1 = rel_pos1.cross(normal); in solveConstraintObsolete() local 343 …rnalApplyImpulse(normal*m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld()*ftorqueAxis1,impulse); in solveConstraintObsolete()
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/dports/devel/emscripten/emscripten-2.0.3/tests/third_party/bullet/src/BulletDynamics/ConstraintSolver/ |
H A D | btSequentialImpulseConstraintSolver.cpp | 351 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()
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H A D | btGeneric6DofConstraint.cpp | 346 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()
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/dports/devel/bullet/bullet3-3.21/src/Bullet3OpenCL/RigidBody/ |
H A D | b3GpuPgsConstraintSolver.cpp | 485 const b3Vector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal; in solveGroupCacheFriendlySetup() local 486 solverConstraint.m_angularComponentA = invInertiaWorldA * ftorqueAxis1; //*angularFactorA; in solveGroupCacheFriendlySetup()
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/dports/devel/py-bullet3/bullet3-3.21/src/Bullet3OpenCL/RigidBody/ |
H A D | b3GpuPgsConstraintSolver.cpp | 485 const b3Vector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal; in solveGroupCacheFriendlySetup() local 486 solverConstraint.m_angularComponentA = invInertiaWorldA * ftorqueAxis1; //*angularFactorA; in solveGroupCacheFriendlySetup()
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/dports/devel/godot/godot-3.2.3-stable/thirdparty/bullet/Bullet3OpenCL/RigidBody/ |
H A D | b3GpuPgsConstraintSolver.cpp | 485 const b3Vector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal; in solveGroupCacheFriendlySetup() local 486 solverConstraint.m_angularComponentA = invInertiaWorldA * ftorqueAxis1; //*angularFactorA; in solveGroupCacheFriendlySetup()
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/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/bullet/Bullet3OpenCL/RigidBody/ |
H A D | b3GpuPgsConstraintSolver.cpp | 485 const b3Vector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal; in solveGroupCacheFriendlySetup() local 486 solverConstraint.m_angularComponentA = invInertiaWorldA * ftorqueAxis1; //*angularFactorA; in solveGroupCacheFriendlySetup()
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