Searched refs:distance2 (Results 1 – 9 of 9) sorted by relevance
89 final float distance2 = mCameraFocus.distance2(gameObject.getPosition()); in update() local90 if (distance2 < (gameObject.activationRadius * gameObject.activationRadius) in update()117 final float distance2 = mCameraFocus.distance2(position); in update() local119 if (distance2 < (gameObject.activationRadius * gameObject.activationRadius) in update()
119 final float distance2 = mWorkspaceVector.length2(); in intersects() local121 if (distance2 < maxDistance2) { in intersects()
44 if (mLastPosition.distance2(parentObject.getPosition()) > 0.0f) { in update()
55 if (mMyPosition.distance2(mPlayerPosition) <= mDistance2) { in update()
94 public final float distance2(Vector2 other) { in distance2() method in Vector2
411 final float obj1Distance = object1.hitPoint.distance2(mOrigin); in compare()412 final float obj2Distance = object2.hitPoint.distance2(mOrigin); in compare()
131 final float firstCollisionDistance = startPoint.distance2(hitPoint); in castRay()132 if (firstCollisionDistance > startPoint.distance2(tempHitPoint)) { in castRay()453 final float distance = hitPoint.distance2(startPoint); in testSegmentAgainstList()
227 if (mWorkingVector2.distance2(mWorkingVector) < in updateAttack()
195 float distance2 = c * c / (a * a + b * b); in lineIntersectsCircle() local198 if (distance2 > radius2) in lineIntersectsCircle()