Searched refs:game (Results 1 – 6 of 6) sorted by relevance
114 struct Fusion game; member351 if (fusionHasEstimate(&mTask.game)) { in updateOutput()354 fusionGetAttitude(&mTask.game, &attitude); in updateOutput()365 fusionGetRotationMatrix(&mTask.game, &R); in updateOutput()381 fusionGetRotationMatrix(&mTask.game, &R); in updateOutput()496 fusionHandleAcc(&mTask.game, &a, dT); in drainSamples()518 fusionHandleGyro(&mTask.game, &w, dT); in drainSamples()575 initFusion(&mTask.game, FUSION_USE_GYRO | in configureGame()
21 (gasp) because I didn't want to deal with a game matrix with six links per node.
416 # Joystick and game controller axes.
414 # Joystick and game controller axes.
474 winning sub-run is going to be long is a dangerous game.
477 winning sub-run is going to be long is a dangerous game.