Searched refs:jump_v (Results 1 – 4 of 4) sorted by relevance
96 cpFloat jump_v = cpfsqrt(2.0*JUMP_HEIGHT*GRAVITY); in update() local97 playerBody->v = cpvadd(playerBody->v, cpv(0.0, jump_v)); in update()99 remainingBoost = JUMP_BOOST_HEIGHT/jump_v; in update()
1176 float jump_v[3]; in boid_brain() local1210 copy_v3_v3(jump_v, dir); in boid_brain()1211 jump_v[2] = z_v; in boid_brain()1212 mul_v3_fl(jump_v, ground_v); in boid_brain()1214 normalize_v3(jump_v); in boid_brain()1215 mul_v3_fl(jump_v, len); in boid_brain()1216 add_v2_v2v2(jump_v, jump_v, pa->prev_state.vel); in boid_brain()1227 copy_v3_v3(pa->prev_state.vel, jump_v); in boid_brain()
374 double jump_v = wcpj->vfast_a * xa + wcpj->vslow_a * ya; in wts_j_add_jump() local376 jump_v -= floor(jump_v + 0.5); in wts_j_add_jump()378 *pv += pa * jump_v; in wts_j_add_jump()