Searched refs:m_motorMass (Results 1 – 9 of 9) sorted by relevance
58 m_motorMass = 0.0f; in b2WheelJoint()174 m_motorMass = iA + iB; in InitVelocityConstraints()175 if (m_motorMass > 0.0f) in InitVelocityConstraints()177 m_motorMass = 1.0f / m_motorMass; in InitVelocityConstraints()182 m_motorMass = 0.0f; in InitVelocityConstraints()246 float32 impulse = -m_motorMass * Cdot; in SolveVelocityConstraints()
112 m_motorMass = iA + iB; in InitVelocityConstraints()113 if (m_motorMass > 0.0f) in InitVelocityConstraints()115 m_motorMass = 1.0f / m_motorMass; in InitVelocityConstraints()199 float32 impulse = -m_motorMass * Cdot; in SolveVelocityConstraints()315 limitImpulse = -m_motorMass * C; in SolvePositionConstraints()325 limitImpulse = -m_motorMass * C; in SolvePositionConstraints()334 limitImpulse = -m_motorMass * C; in SolvePositionConstraints()
111 m_motorMass = 0.0f; in b2PrismaticJoint()163 m_motorMass = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2; in InitVelocityConstraints()164 if (m_motorMass > 0.0f) in InitVelocityConstraints()166 m_motorMass = 1.0f / m_motorMass; in InitVelocityConstraints()280 float32 impulse = m_motorMass * (m_motorSpeed - Cdot); in SolveVelocityConstraints()
195 float32 m_motorMass; // effective mass for motor/limit angular constraint. variable
188 float32 m_motorMass; variable
176 float32 m_motorMass; variable
93 private float m_motorMass; field in WheelJoint107 m_motorMass = 0.0f; in WheelJoint()324 m_motorMass = iA + iB; in initVelocityConstraints()325 if (m_motorMass > 0.0f) { in initVelocityConstraints()326 m_motorMass = 1.0f / m_motorMass; in initVelocityConstraints()329 m_motorMass = 0.0f; in initVelocityConstraints()403 float impulse = -m_motorMass * Cdot; in solveVelocityConstraints()
88 private float m_motorMass; // effective mass for motor/limit angular constraint. field in RevoluteJoint163 m_motorMass = iA + iB; in initVelocityConstraints()164 if (m_motorMass > 0.0f) { in initVelocityConstraints()165 m_motorMass = 1.0f / m_motorMass; in initVelocityConstraints()240 float impulse = -m_motorMass * Cdot; in solveVelocityConstraints()377 limitImpulse = -m_motorMass * C; in solvePositionConstraints()385 limitImpulse = -m_motorMass * C; in solvePositionConstraints()392 limitImpulse = -m_motorMass * C; in solvePositionConstraints()
142 private float m_motorMass; // effective mass for motor/limit translational constraint. field in PrismaticJoint155 m_motorMass = 0.0f; in PrismaticJoint()437 m_motorMass = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2; in initVelocityConstraints()438 if (m_motorMass > 0.0f) { in initVelocityConstraints()439 m_motorMass = 1.0f / m_motorMass; in initVelocityConstraints()547 float impulse = m_motorMass * (m_motorSpeed - Cdot); in solveVelocityConstraints()