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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 DsolveCollisionsAndUpdateVelocities.hlsl93 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;
H A DsolveCollisionsAndUpdateVelocitiesSIMDBatched.hlsl115 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;
/dports/devel/emscripten/emscripten-2.0.3/tests/third_party/bullet/src/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/OpenCLC10/
H A DSolveCollisionsAndUpdateVelocities.cl130 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);
H A DSolveCollisionsAndUpdateVelocitiesSIMDBatched.cl146 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);
/dports/devel/emscripten/emscripten-2.0.3/tests/third_party/bullet/src/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/OpenCLC/
H A DSolveCollisionsAndUpdateVelocities.cl118 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;
H A DSolveCollisionsAndUpdateVelocitiesSIMDBatched.cl136 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;
/dports/devel/emscripten/emscripten-2.0.3/tests/third_party/bullet/src/BulletMultiThreaded/GpuSoftBodySolvers/CPU/
H A DbtSoftBodySolver_CPU.cpp713 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()