Lines Matching defs:angular_velocity

57       GLfloat angular_velocity;
73 GLfloat angular_velocity;
216 LoadReal (&a[axle_count - 1].angular_velocity);
276 g[i].angular_velocity = 0.0;
553 g[i].angular_velocity = a[axle_index].angular_velocity;
600 if ((a[axle_index].direction != 0) && (g[j].angular_velocity != g[i].angular_velocity * g[i].teeth / g[j].teeth * g[i].radius / g[j].radius))
608 a[axle_index].angular_velocity = g[i].angular_velocity * g[i].teeth / g[j].teeth;
609 g[j].angular_velocity = (a[axle_index].angular_velocity *= g[i].radius / g[j].radius);
615 if ((a[axle_index].direction != 0) && (g[i].angular_velocity != g[j].angular_velocity * g[j].teeth / g[i].teeth * g[j].radius / g[i].radius))
623 a[axle_index].angular_velocity = g[j].angular_velocity * g[j].teeth / g[i].teeth;
624 g[i].angular_velocity = (a[axle_index].angular_velocity *= g[j].radius / g[i].radius);
636 if ((a[axle_index].direction != 0) && (g[j].angular_velocity != g[i].angular_velocity * g[i].teeth / g[j].teeth * g[i].radius / g[j].radius))
643 a[axle_index].angular_velocity = g[i].angular_velocity * g[i].teeth / g[j].teeth;
644 g[j].angular_velocity = (a[axle_index].angular_velocity *= g[i].radius / g[j].radius);
651 if ((a[axle_index].direction != 0) && (g[i].angular_velocity != g[j].angular_velocity * g[j].teeth / g[i].teeth * g[j].radius / g[i].radius))
658 a[axle_index].angular_velocity = g[j].angular_velocity * g[j].teeth / g[i].teeth;
659 g[i].angular_velocity = (a[axle_index].angular_velocity *= g[j].radius / g[i].radius);
672 g[i].angular_velocity = a[axle_index].angular_velocity;
691 if(g[g2].angular_velocity!=(g[g1].angular_velocity*g[g1].radius/g[g2].radius))
729 g[g2].angular_velocity = (a[axle_index].angular_velocity = g[g1].angular_velocity * g[g1].radius / g[g2].radius);
737 g[g1].angular_velocity = (a[axle_index].angular_velocity = g[g2].angular_velocity * g[g2].radius / g[g1].radius);
750 g[i].angular_velocity = a[axle_index].angular_velocity;
870 g[i].angle += g[i].angular_velocity * dt;