Searched refs:normalX (Results 1 – 2 of 2) sorted by relevance
83 var normalX = -(edge.endY - edge.startY); variable86 var normalLength = Math.sqrt((normalX * normalX) + (normalY * normalY));87 normalX /= normalLength;90 edge.normalX = normalX;93 if (normalX == 0 && normalY == 0) {97 var normalLength2 = Math.sqrt((normalX * normalX) + (normalY * normalY));158 Math.abs((edge.centerX + edge.normalX) - tile.centerX)) {159 edge.normalX *= -1;165 edge.normalX *= -1;178 Math.floor(edge.endY) + ":" + edge.normalX + "," + edge.normalY +[all …]
438 float normalX = 0; in testSegmentAgainstList() local458 normalX = segment.mNormal.x; in testSegmentAgainstList()470 hitNormal.set(normalX, normalY); in testSegmentAgainstList()565 final float normalX = Utils.byteArrayToFloat(mWorkspaceBytes); in loadCollisionTiles() local574 newSegment.mNormal.set(normalX, normalY); in loadCollisionTiles()