Searched refs:m_topVec (Results 1 – 6 of 6) sorted by relevance
/external/libgdx/extensions/gdx-bullet/jni/src/bullet/LinearMath/ |
D | btSpatialAlgebra.h | 26 btVector3 m_topVec, m_bottomVec; member 29 …btSpatialForceVector(const btVector3 &angular, const btVector3 &linear) : m_topVec(linear), m_bott… in btSpatialForceVector() 35 …void setVector(const btVector3 &angular, const btVector3 &linear) { m_topVec = linear; m_bottomVec… in setVector() 38 m_bottomVec.setValue(ax, ay, az); m_topVec.setValue(lx, ly, lz); in setValue() 41 …void addVector(const btVector3 &angular, const btVector3 &linear) { m_topVec += linear; m_bottomVe… in addVector() 45 m_topVec[0] += lx; m_topVec[1] += ly; m_topVec[2] += lz; in addValue() 48 const btVector3 & getLinear() const { return m_topVec; } in getLinear() 51 void setLinear(const btVector3 &linear) { m_topVec = linear; } in setLinear() 55 void addLinear(const btVector3 &linear) { m_topVec += linear; } in addLinear() 57 void setZero() { m_topVec.setZero(); m_bottomVec.setZero(); } in setZero() [all …]
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/external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletDynamics/Featherstone/ |
D | btMultiBodyLink.h | 97 void setAxisTop(int dof, const btVector3 &axis) { m_axes[dof].m_topVec = axis; } in setAxisTop() 99 … const btScalar &x, const btScalar &y, const btScalar &z) { m_axes[dof].m_topVec.setValue(x, y, z)… in setAxisTop() 101 const btVector3 & getAxisTop(int dof) const { return m_axes[dof].m_topVec; } in getAxisTop()
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D | btMultiBodyJointMotor.cpp | 131 …etLink(m_linkA).m_cachedWorldTransform.getRotation(),m_bodyA->getLink(m_linkA).m_axes[0].m_topVec); in createConstraintRows()
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D | btMultiBodyJointLimitConstraint.cpp | 137 …etLink(m_linkA).m_cachedWorldTransform.getRotation(),m_bodyA->getLink(m_linkA).m_axes[0].m_topVec); in createConstraintRows()
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D | btMultiBody.cpp | 854 zeroAccSpatFrc[i+1].m_topVec[0], in stepVelocitiesMultiDof() 855 zeroAccSpatFrc[i+1].m_topVec[1], in stepVelocitiesMultiDof() 856 zeroAccSpatFrc[i+1].m_topVec[2], in stepVelocitiesMultiDof() 1074 btVector3 linearTopVec = (spatInertia[i+1]*spatAcc[i+1]+zeroAccSpatFrc[i+1]).m_topVec; in stepVelocitiesMultiDof() 1090 …m_links[i].m_jointFeedback->m_reactionForces.m_topVec += m_links[i].m_cachedWorldTransform.getBasi… in stepVelocitiesMultiDof() 1094 …m_links[i].m_jointFeedback->m_reactionForces.m_topVec = m_links[i].m_cachedWorldTransform.getBasis… in stepVelocitiesMultiDof() 1101 … m_links[i].m_jointFeedback->m_reactionForces.m_topVec += linearTopVec; in stepVelocitiesMultiDof() 1107 m_links[i].m_jointFeedback->m_reactionForces.m_topVec = linearTopVec; in stepVelocitiesMultiDof()
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D | btMultiBodyDynamicsWorld.cpp | 855 btVector3 vec = quatRotate(tr.getRotation(),bod->getLink(m).m_axes[0].m_topVec); in debugDrawWorld()
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