Searched refs:worldA (Results 1 – 3 of 3) sorted by relevance
33 IceMaths::Matrix4x4 worldA, worldB; variable47 IceMaths::Point V0 = worldA * vertsA[trisA[pair->id0].mVRef[0]]; in GetTriangleOverlap()49 IceMaths::Point V1 = worldA * vertsA[trisA[pair->id0].mVRef[1]]; in GetTriangleOverlap()51 IceMaths::Point V2 = worldA * vertsA[trisA[pair->id0].mVRef[2]]; in GetTriangleOverlap()97 transA.AssignIceMatrix(worldA); in Opcode2OpcodeTest()101 bool IsOk = tc.Collide(ColCache, &worldA, &worldB); in Opcode2OpcodeTest()
145 std::string worldA = world; in SUITE() local152 vector.push_sorted_unique(worldA); in SUITE()161 CHECK_EQUAL(1, (int )vector.getIndex(worldA)); in SUITE()
63 worldA = bodyA.GetWorldPoint(localA)65 diff = worldB - worldA