Searched refs:worldC1 (Results 1 – 7 of 7) sorted by relevance
/dports/devel/emscripten/emscripten-2.0.3/tests/third_party/bullet/src/BulletMultiThreaded/GpuSoftBodySolvers/DX11/HLSL/ |
H A D | solveCollisionsAndUpdateVelocities.hlsl | 93 float4 worldC1 = mul(worldTransform, c1); 95 float3 segment = (worldC2 - worldC1).xyz; 98 …float distanceAlongSegment = -( dot( (worldC1 - position).xyz, segment ) / dot(segment, segment) ); 100 float4 closestPoint = (worldC1 + float4(segment * distanceAlongSegment, 0.f)); 102 float distanceFromC1 = length(worldC1 - position); 112 normalVector = normalize(position - worldC1).xyz;
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H A D | solveCollisionsAndUpdateVelocitiesSIMDBatched.hlsl | 115 float4 worldC1 = mul(worldTransform, c1); 117 float3 segment = (worldC2 - worldC1).xyz; 120 …float distanceAlongSegment = -( dot( (worldC1 - position).xyz, segment ) / dot(segment, segment) ); 122 float4 closestPoint = (worldC1 + float4(segment * distanceAlongSegment, 0.f)); 124 float distanceFromC1 = length(worldC1 - position); 134 normalVector = normalize(position - worldC1).xyz;
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/dports/devel/emscripten/emscripten-2.0.3/tests/third_party/bullet/src/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/OpenCLC10/ |
H A D | SolveCollisionsAndUpdateVelocities.cl | 130 float4 worldC1 = matrixVectorMul(worldTransform, c1); 132 float4 segment = (worldC2 - worldC1); 135 …float distanceAlongSegment = -( mydot3( (worldC1 - position), segment ) / mydot3(segment, segment)… 137 float4 closestPoint = (worldC1 + (float4)(segment * distanceAlongSegment)); 139 float distanceFromC1 = length(worldC1 - position); 149 normalVector = (float4)(normalize(position - worldC1).xyz, 0.f);
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H A D | SolveCollisionsAndUpdateVelocitiesSIMDBatched.cl | 146 float4 worldC1 = matrixVectorMul(worldTransform, c1); 148 float4 segment = (worldC2 - worldC1); 152 …float distanceAlongSegment = -( mydot3( (worldC1 - position), segment ) / mydot3(segment, segment)… 154 float4 closestPoint = (worldC1 + (float4)(segment * distanceAlongSegment)); 156 float distanceFromC1 = length(worldC1 - position); 166 normalVector = normalize(position - worldC1);
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/dports/devel/emscripten/emscripten-2.0.3/tests/third_party/bullet/src/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/OpenCLC/ |
H A D | SolveCollisionsAndUpdateVelocities.cl | 118 float4 worldC1 = matrixVectorMul(worldTransform, c1); 120 float3 segment = (worldC2 - worldC1).xyz; 123 …float distanceAlongSegment = -( dot( (worldC1 - position).xyz, segment ) / dot(segment, segment) ); 125 float4 closestPoint = (worldC1 + (float4)(segment * distanceAlongSegment, 0.f)); 127 float distanceFromC1 = length(worldC1 - position); 137 normalVector = normalize(position - worldC1).xyz;
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H A D | SolveCollisionsAndUpdateVelocitiesSIMDBatched.cl | 136 float4 worldC1 = matrixVectorMul(worldTransform, c1); 138 float3 segment = (worldC2 - worldC1).xyz; 142 …float distanceAlongSegment = -( dot( (worldC1 - position).xyz, segment ) / dot(segment, segment) ); 144 float4 closestPoint = (worldC1 + (float4)(segment * distanceAlongSegment, 0.f)); 146 float distanceFromC1 = length(worldC1 - position); 156 normalVector = normalize(position - worldC1).xyz;
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/dports/devel/emscripten/emscripten-2.0.3/tests/third_party/bullet/src/BulletMultiThreaded/GpuSoftBodySolvers/CPU/ |
H A D | btSoftBodySolver_CPU.cpp | 713 Point3 worldC1 = worldTransform * c1; in solveConstraints() local 715 Vector3 segment = worldC2 - worldC1; in solveConstraints() 718 float distanceAlongSegment = -( dot( worldC1 - vertex, segment ) / lengthSqr(segment) ); in solveConstraints() 720 Point3 closestPoint = (worldC1 + segment * distanceAlongSegment); in solveConstraints() 722 float distanceFromC1 = length(worldC1 - vertex); in solveConstraints() 733 sourcePoint = worldC1; in solveConstraints() 734 normalVector = normalize(vertex - worldC1); in solveConstraints()
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