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Searched refs:vel2 (Results 1 – 25 of 206) sorted by relevance

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/dports/astro/gpstk/GPSTk-8.0.0/core/tests/RefTime/
H A DHelmertTransform_T.cpp170 Triple vel2 = Triple(150, 150, 150); in tripleVelTransformTest() local
180 CPPUNIT_ASSERT( vel[0] == vel2[0] ); in tripleVelTransformTest()
181 CPPUNIT_ASSERT( vel[1] == vel2[1] ); in tripleVelTransformTest()
182 CPPUNIT_ASSERT( vel[2] == vel2[2] ); in tripleVelTransformTest()
228 Vector<double> vel2(3,0.0); in vectorVelTransformTest() local
238 vel2(0) = 150; in vectorVelTransformTest()
239 vel2(1) = 150; in vectorVelTransformTest()
240 vel2(2) = 150; in vectorVelTransformTest()
250 CPPUNIT_ASSERT(vel(0) == vel2(0)); in vectorVelTransformTest()
251 CPPUNIT_ASSERT(vel(1) == vel2(1)); in vectorVelTransformTest()
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/dports/lang/ptoc/ptoc/examples/
H A Dimpact.pas14 vel1,vel2 : mas2;
44 for i:=1 to n do vel2[i]:=0;
49 vel2[i]:=vel2[i]+matr[i,j]*vel1[j];
52 for i:=1 to n do vel1[i]:=vel2[i];
/dports/cad/calculix-ccx/CalculiX/ccx_2.18/src/
H A Dinviscidpre.f29 real*8 temp,shcon(0:3,ntmat_,*),cp,physcon(*),r,xkappa,vel2,
49 vel2=vold(1,i)**2+vold(2,i)**2+vold(3,i)**2
51 xmach=dsqrt(vel2)/(xkappa*r*(temp-physcon(1)))
67 b(idof)=b(idof)+vel2*constant/3.d0*v(0,i)-constant*
/dports/games/aquaria/Aquaria-OSE-v1.002-22-g84366ad/Aquaria/
H A DDemo.cpp131 f.vel2 = dsq->game->avatar->vel2; in update()
164 dsq->game->avatar->vel2 = f->vel2; in update()
H A DEntity.cpp815 vel2 = Vector(0,0,0); in clampToSurface()
1436 vel2 = accum; in updateCurrents()
1448 Vector dist = -vel2; in updateCurrents()
1470 vel2 = 0; in updateCurrents()
1498 Vector d = vel2; in updateVel2()
1500 bool xg = (vel2.x > 0), yg = (vel2.y > 0); in updateVel2()
1501 vel2 -= d; in updateVel2()
1505 if ((xg != (vel2.x > 0)) || (yg != (vel2.y >0)) || (!wasUnder && vel2.isLength2DIn(minVel2Len))) in updateVel2()
1506 vel2 = 0; in updateVel2()
1652 return vel + vel2; in getMoveVel()
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/dports/biology/protomol/protomol/framework/integrators/
H A DDMDLeapfrogIntegrator.cpp150 const Vector3D& vel2 = (*myVelocities)[a2]; in calculateDissipativeForces() local
159 Real coeff = -myGamma*((vel2-vel1).dot(unitVec)); in calculateDissipativeForces()
167 coeff = -myGamma*((vel3-vel2).dot(unitVec)); in calculateDissipativeForces()
195 const Vector3D& vel2 = (*myVelocities)[a2]; in calculateDissipativeAndRandomForces() local
205 Real coeff = -myGamma*((vel2-vel1).dot(unitVec)); in calculateDissipativeAndRandomForces()
217 coeff = -myGamma*((vel3-vel2).dot(unitVec)); in calculateDissipativeAndRandomForces()
/dports/devel/bullet/bullet3-3.21/src/BulletDynamics/ConstraintSolver/
H A DbtContactConstraint.cpp76 btVector3 vel2 = body2 ? body2->getVelocityInLocalPoint(rel_pos2) : btVector3(0, 0, 0); in resolveSingleCollision() local
77 btVector3 vel = vel1 - vel2; in resolveSingleCollision()
124 btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2); in resolveSingleBilateral() local
125 btVector3 vel = vel1 - vel2; in resolveSingleBilateral()
/dports/graphics/blender/blender-2.91.0/extern/bullet2/src/BulletDynamics/ConstraintSolver/
H A DbtContactConstraint.cpp76 btVector3 vel2 = body2 ? body2->getVelocityInLocalPoint(rel_pos2) : btVector3(0, 0, 0); in resolveSingleCollision() local
77 btVector3 vel = vel1 - vel2; in resolveSingleCollision()
124 btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2); in resolveSingleBilateral() local
125 btVector3 vel = vel1 - vel2; in resolveSingleBilateral()
/dports/games/supertuxkart/SuperTuxKart-1.2-src/lib/bullet/src/BulletDynamics/ConstraintSolver/
H A DbtContactConstraint.cpp91 btVector3 vel2 = body2? body2->getVelocityInLocalPoint(rel_pos2) : btVector3(0,0,0); in resolveSingleCollision() local
92 btVector3 vel = vel1 - vel2; in resolveSingleCollision()
141 btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2); in resolveSingleBilateral() local
142 btVector3 vel = vel1 - vel2; in resolveSingleBilateral()
/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/bullet/BulletDynamics/ConstraintSolver/
H A DbtContactConstraint.cpp76 btVector3 vel2 = body2 ? body2->getVelocityInLocalPoint(rel_pos2) : btVector3(0, 0, 0); in resolveSingleCollision() local
77 btVector3 vel = vel1 - vel2; in resolveSingleCollision()
124 btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2); in resolveSingleBilateral() local
125 btVector3 vel = vel1 - vel2; in resolveSingleBilateral()
/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Bullet/src/BulletDynamics/ConstraintSolver/
H A DbtContactConstraint.cpp91 btVector3 vel2 = body2? body2->getVelocityInLocalPoint(rel_pos2) : btVector3(0,0,0); in resolveSingleCollision() local
92 btVector3 vel = vel1 - vel2; in resolveSingleCollision()
141 btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2); in resolveSingleBilateral() local
142 btVector3 vel = vel1 - vel2; in resolveSingleBilateral()
/dports/devel/py-bullet3/bullet3-3.21/src/BulletDynamics/ConstraintSolver/
H A DbtContactConstraint.cpp76 btVector3 vel2 = body2 ? body2->getVelocityInLocalPoint(rel_pos2) : btVector3(0, 0, 0); in resolveSingleCollision() local
77 btVector3 vel = vel1 - vel2; in resolveSingleCollision()
124 btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2); in resolveSingleBilateral() local
125 btVector3 vel = vel1 - vel2; in resolveSingleBilateral()
/dports/games/OpenTomb/OpenTomb-win32-2018-02-03_alpha/extern/bullet/BulletDynamics/ConstraintSolver/
H A DbtContactConstraint.cpp91 btVector3 vel2 = body2? body2->getVelocityInLocalPoint(rel_pos2) : btVector3(0,0,0); in resolveSingleCollision() local
92 btVector3 vel = vel1 - vel2; in resolveSingleCollision()
141 btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2); in resolveSingleBilateral() local
142 btVector3 vel = vel1 - vel2; in resolveSingleBilateral()
/dports/devel/emscripten/emscripten-2.0.3/tests/third_party/bullet/src/BulletDynamics/ConstraintSolver/
H A DbtContactConstraint.cpp91 btVector3 vel2 = body2? body2->getVelocityInLocalPoint(rel_pos2) : btVector3(0,0,0); in resolveSingleCollision() local
92 btVector3 vel = vel1 - vel2; in resolveSingleCollision()
141 btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2); in resolveSingleBilateral() local
142 btVector3 vel = vel1 - vel2; in resolveSingleBilateral()
/dports/devel/godot/godot-3.2.3-stable/thirdparty/bullet/BulletDynamics/ConstraintSolver/
H A DbtContactConstraint.cpp76 btVector3 vel2 = body2 ? body2->getVelocityInLocalPoint(rel_pos2) : btVector3(0, 0, 0); in resolveSingleCollision() local
77 btVector3 vel = vel1 - vel2; in resolveSingleCollision()
124 btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2); in resolveSingleBilateral() local
125 btVector3 vel = vel1 - vel2; in resolveSingleBilateral()
/dports/devel/bullet/bullet3-3.21/examples/Constraints/
H A DConstraintPhysicsSetup.cpp70 btScalar vel2 = angVelA.dot(ortho0); in stepSimulation() local
71 vel2 -= angVelB.dot(ortho0); in stepSimulation()
72 printf("hinge orthogonal1 velocity (q) = %f\n", vel2); in stepSimulation()
/dports/devel/py-bullet3/bullet3-3.21/examples/Constraints/
H A DConstraintPhysicsSetup.cpp70 btScalar vel2 = angVelA.dot(ortho0); in stepSimulation() local
71 vel2 -= angVelB.dot(ortho0); in stepSimulation()
72 printf("hinge orthogonal1 velocity (q) = %f\n", vel2); in stepSimulation()
/dports/games/scorched3d/scorched/src/client/sprites/
H A DMissileActionRenderer.cpp147 Vector vel2; in simulate() local
149 vel2 = vel1 * 0.7f; in simulate()
154 smokeemitter_->setVelocity(vel1, vel2); in simulate()
/dports/games/critterding/critterding-beta12/src/utils/bullet/BulletDynamics/ConstraintSolver/
H A DbtContactConstraint.cpp97 btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2); in resolveSingleBilateral() local
98 btVector3 vel = vel1 - vel2; in resolveSingleBilateral()
/dports/games/wop/wop-0.4.3/src/
H A Dcollidableobject.cpp193 const real vel2 = m_vel.abs2(); in collidedWithObstacle() local
195 if( vel2 < m_bounceThresholdVel2 && testGrounded() ) { in collidedWithObstacle()
200 const real vel = SQRT_REAL( vel2 ), in collidedWithObstacle()
/dports/devel/godot2-tools/godot-2.1.6-stable/servers/physics/joints/
H A Dpin_joint_sw.cpp95 Vector3 vel2 = B->get_velocity_in_local_point(rel_pos2); in solve() local
96 Vector3 vel = vel1 - vel2; in solve()
/dports/devel/godot2/godot-2.1.6-stable/servers/physics/joints/
H A Dpin_joint_sw.cpp95 Vector3 vel2 = B->get_velocity_in_local_point(rel_pos2); in solve() local
96 Vector3 vel = vel1 - vel2; in solve()
/dports/devel/godot/godot-3.2.3-stable/servers/physics/joints/
H A Dpin_joint_sw.cpp95 Vector3 vel2 = B->get_velocity_in_local_point(rel_pos2); in solve() local
96 Vector3 vel = vel1 - vel2; in solve()
/dports/devel/godot-tools/godot-3.2.3-stable/servers/physics/joints/
H A Dpin_joint_sw.cpp95 Vector3 vel2 = B->get_velocity_in_local_point(rel_pos2); in solve() local
96 Vector3 vel = vel1 - vel2; in solve()
/dports/devel/bullet/bullet3-3.21/test/InverseDynamics/
H A Dtest_invdyn_jacobian.cpp241 vec3 vel2; in calculateVelocityJacobianError() local
251 vel2 = jac_t2 * u; in calculateVelocityJacobianError()
253 double lin_error = maxAbs(vel1 - vel2); in calculateVelocityJacobianError()

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