Searched refs:getMass (Results 1 – 3 of 3) sorted by relevance
98 final float maxFriction = Math.abs(gravityVector.y) * getMass() in update()152 j /= ((collisionNormal.dot(collisionNormal)) * (1 / getMass())); in resolveCollision()158 entity1Adjust.divide(getMass()); in resolveCollision()197 j /= ((collisionNormal.dot(collisionNormal)) * (1 / getMass() + 1 / otherMass)); in resolveCollision()201 entity1Adjust.divide(getMass()); in resolveCollision()225 public float getMass() { in getMass() method in PhysicsComponent
28 return ScaledNumber<uint64_t>(getMass() + 1, -64); in toScaled()333 I.second.getMass())) in addLoopSuccessorsToDist()403 BlockMass Mass = Working[Source.Index].getMass(); in distributeMass()413 Working[W.TargetNode.Index].getMass() += Taken; in distributeMass()779 if (BackedgeMass.getMass() > 0) in adjustLoopHeaderMass()780 Dist.addLocal(HeaderNode, BackedgeMass.getMass()); in adjustLoopHeaderMass()792 Working[W.TargetNode.Index].getMass() = Taken; in adjustLoopHeaderMass()
81 uint64_t getMass() const { return Mass; } in getMass() function303 BlockMass &getMass() {600 BFI.Working[Node.Index].getMass() = BlockMass::getEmpty();1095 auto &Mass = Working[Loop.Nodes[H].Index].getMass();1105 Working[Loop.getHeader().Index].getMass() = BlockMass::getFull();1126 Working[0].getMass() = BlockMass::getFull();