final float vy = b.m_angularVelocity * tempX + b.m_linearVelocity.y - va.y; final Vec2 f = tempVec; final float pInvMass = getParticleInvMass(); f.x = viscousStrength * m * w * vx; f.y = viscousStrength * m * w * vy;
f.x = damping * w * m * vn * n.x; f.y = damping * w * m * vn * n.y; final float invMass = getParticleInvMass(); velA.x += invMass * f.x; velA.y += invMass * f.y;
final Vec2 va = m_velocityBuffer.data[a]; final float inter = powderStrength * m * (w - minWeight); final float pInvMass = getParticleInvMass(); f.x = inter * n.x; f.y = inter * n.y;
f.y = coef * n.y; final Vec2 velData = m_velocityBuffer.data[a]; final float particleInvMass = getParticleInvMass(); velData.x -= particleInvMass * f.x; velData.y -= particleInvMass * f.y;
float invAm = (system.m_flagsBuffer.data[a] & ParticleType.b2_wallParticle) != 0 ? 0 : system .getParticleInvMass(); final float rpx = ap.x - bp.x; final float rpy = ap.y - bp.y;
f.x = damping * w * m * vn * n.x; f.y = damping * w * m * vn * n.y; final float invMass = getParticleInvMass(); velA.x += invMass * f.x; velA.y += invMass * f.y;
final float vy = b.m_angularVelocity * tempX + b.m_linearVelocity.y - va.y; final Vec2 f = tempVec; final float pInvMass = getParticleInvMass(); f.x = viscousStrength * m * w * vx; f.y = viscousStrength * m * w * vy;
final Vec2 va = m_velocityBuffer.data[a]; final float inter = powderStrength * m * (w - minWeight); final float pInvMass = getParticleInvMass(); f.x = inter * n.x; f.y = inter * n.y;
f.y = coef * n.y; final Vec2 velData = m_velocityBuffer.data[a]; final float particleInvMass = getParticleInvMass(); velData.x -= particleInvMass * f.x; velData.y -= particleInvMass * f.y;
float invAm = (system.m_flagsBuffer.data[a] & ParticleType.b2_wallParticle) != 0 ? 0 : system .getParticleInvMass(); final float rpx = ap.x - bp.x; final float rpy = ap.y - bp.y;
final float vy = b.m_angularVelocity * tempX + b.m_linearVelocity.y - va.y; final Vec2 f = tempVec; final float pInvMass = getParticleInvMass(); f.x = viscousStrength * m * w * vx; f.y = viscousStrength * m * w * vy;
f.x = damping * w * m * vn * n.x; f.y = damping * w * m * vn * n.y; final float invMass = getParticleInvMass(); velA.x += invMass * f.x; velA.y += invMass * f.y;
final float vy = b.m_angularVelocity * tempX + b.m_linearVelocity.y - va.y; final Vec2 f = tempVec; final float pInvMass = getParticleInvMass(); f.x = viscousStrength * m * w * vx; f.y = viscousStrength * m * w * vy;
f.x = damping * w * m * vn * n.x; f.y = damping * w * m * vn * n.y; final float invMass = getParticleInvMass(); velA.x += invMass * f.x; velA.y += invMass * f.y;
final Vec2 va = m_velocityBuffer.data[a]; final float inter = powderStrength * m * (w - minWeight); final float pInvMass = getParticleInvMass(); f.x = inter * n.x; f.y = inter * n.y;
final Vec2 va = m_velocityBuffer.data[a]; final float inter = powderStrength * m * (w - minWeight); final float pInvMass = getParticleInvMass(); f.x = inter * n.x; f.y = inter * n.y;
f.y = coef * n.y; final Vec2 velData = m_velocityBuffer.data[a]; final float particleInvMass = getParticleInvMass(); velData.x -= particleInvMass * f.x; velData.y -= particleInvMass * f.y;
f.y = coef * n.y; final Vec2 velData = m_velocityBuffer.data[a]; final float particleInvMass = getParticleInvMass(); velData.x -= particleInvMass * f.x; velData.y -= particleInvMass * f.y;
float invAm = (system.m_flagsBuffer.data[a] & ParticleType.b2_wallParticle) != 0 ? 0 : system .getParticleInvMass(); final float rpx = ap.x - bp.x; final float rpy = ap.y - bp.y;
float invAm = (system.m_flagsBuffer.data[a] & ParticleTypeInternal.b2_wallParticle) != 0 ? 0 : system .getParticleInvMass(); final float rpx = ap.x - bp.x; final float rpy = ap.y - bp.y;