Package net.phys2d.math

Examples of net.phys2d.math.Vector2f.dot()


      Vector2f localVector2f2 = new Vector2f(localContact.position);
      localVector2f2.sub(this.body2.getPosition());
      float f3 = localVector2f1.dot(localContact.normal);
      float f4 = localVector2f2.dot(localContact.normal);
      float f5 = this.body1.getInvMass() + this.body2.getInvMass();
      f5 += this.body1.getInvI() * (localVector2f1.dot(localVector2f1) - f3 * f3) + this.body2.getInvI() * (localVector2f2.dot(localVector2f2) - f4 * f4);
      localContact.massNormal = (paramFloat3 / f5);
      Vector2f localVector2f3 = MathUtil.cross(localContact.normal, 1.0F);
      float f6 = localVector2f1.dot(localVector2f3);
      float f7 = localVector2f2.dot(localVector2f3);
      float f8 = this.body1.getInvMass() + this.body2.getInvMass();
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      localVector2f2.sub(localBody2.getPosition());
      Vector2f localVector2f3 = new Vector2f(localBody2.getVelocity());
      localVector2f3.add(MathUtil.cross(localBody2.getAngularVelocity(), localVector2f2));
      localVector2f3.sub(localBody1.getVelocity());
      localVector2f3.sub(MathUtil.cross(localBody1.getAngularVelocity(), localVector2f1));
      float f1 = localVector2f3.dot(localContact.normal);
      float f2 = localContact.massNormal * (localContact.restitution - f1);
      float f3 = localContact.accumulatedNormalImpulse;
      localContact.accumulatedNormalImpulse = Math.max(f3 + f2, 0.0F);
      f2 = localContact.accumulatedNormalImpulse - f3;
      Vector2f localVector2f4 = MathUtil.scale(localContact.normal, f2);
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