/dports/misc/morse/morse-1.4-154-g53f9eaa8/src/morse/actuators/ |
H A D | force_torque.py | 44 robot.bge_object.applyTorque(self.local_data['torque'], True) 53 robot.bge_object.applyTorque(torque, True)
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H A D | external_force.py | 30 robot.applyTorque(self.local_data['torque'], False)
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H A D | quadrotor_dynamic_control.py | 85 robot.bge_object.applyTorque(torque, True)
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/dports/science/opensim-core/opensim-core-4.1/OpenSim/Actuators/ |
H A D | TorqueActuator.cpp | 167 applyTorque(s, *_bodyA, torque, bodyForces); in computeForce() 171 applyTorque(s, *_bodyB, -torque, bodyForces); in computeForce()
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H A D | BodyActuator.cpp | 149 applyTorque(s, body, torqueVec, bodyForces); in computeForce()
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/dports/x11-toolkits/qml-box2d/qml-box2d-21e57f/examples/demolition/ |
H A D | demolition.qml | 64 wheelBody.applyTorque(-3000) 67 wheelBody.applyTorque(3000)
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H A D | WoodenBox.qml | 34 onClicked: body.applyTorque(400)
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/dports/devel/bullet/bullet3-3.21/examples/Constraints/ |
H A D | TestHingeTorque.cpp | 54 hinge->getRigidBodyA().applyTorque(-hingeAxisInWorld * 10); in stepSimulation() 55 hinge->getRigidBodyB().applyTorque(hingeAxisInWorld * 10); in stepSimulation()
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/dports/devel/py-bullet3/bullet3-3.21/examples/Constraints/ |
H A D | TestHingeTorque.cpp | 54 hinge->getRigidBodyA().applyTorque(-hingeAxisInWorld * 10); in stepSimulation() 55 hinge->getRigidBodyB().applyTorque(hingeAxisInWorld * 10); in stepSimulation()
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/dports/lang/fpc-source/fpc-3.2.2/packages/cocoaint/src/spritekit/ |
H A D | SKPhysicsBody.inc | 69 procedure applyTorque (torque: CGFloat); message 'applyTorque:';
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/dports/devel/love5/love-0.5-0/src/box2d/ |
H A D | Body.h | 147 void applyTorque(float t);
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/dports/science/opensim-core/opensim-core-4.1/OpenSim/Simulation/Model/ |
H A D | Force.h | 197 void applyTorque(const SimTK::State& state,
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/dports/games/stuntrally/stuntrally-2.6.1/source/vdrift/ |
H A D | cardynamics_update.cpp | 102 chassis->applyTorque( btVector3(body.T.x,body.T.y,body.T.z) ); in UpdateBuoyancy() 643 chassis->applyTorque(av * -40); in SimulateSpaceship() 708 chassis->applyTorque(av * h * -20); in SimulateSpaceship() 795 chassis->applyTorque(av * -10); in SimulateSphere() 852 chassis->applyTorque(av * h * -10.f); in SimulateSphere()
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/dports/devel/love07/love-HEAD/src/modules/physics/box2d/ |
H A D | Body.h | 161 void applyTorque(float t);
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/dports/graphics/reactphysics3d/reactphysics3d-0.8.0/include/reactphysics3d/body/ |
H A D | RigidBody.h | 166 void applyTorque(const Vector3& torque);
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/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Bullet/src/BulletDynamics/Dynamics/ |
H A D | btRigidBody.h | 313 void applyTorque(const btVector3& torque) in applyTorque() function 321 applyTorque(rel_pos.cross(force*m_linearFactor)); in applyForce()
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/dports/games/OpenTomb/OpenTomb-win32-2018-02-03_alpha/extern/bullet/BulletDynamics/Dynamics/ |
H A D | btRigidBody.h | 310 void applyTorque(const btVector3& torque) in applyTorque() function 318 applyTorque(rel_pos.cross(force*m_linearFactor)); in applyForce()
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/dports/games/supertuxkart/SuperTuxKart-1.2-src/src/items/ |
H A D | cake.cpp | 169 m_body->applyTorque(btVector3(5.0f, -3.0f, 7.0f)); in onFireFlyable()
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/dports/science/step/step-21.12.3/stepcore/ |
H A D | motor.cc | 114 if(_r) _r->applyTorque(_torqueValue); in calcForce()
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/dports/devel/love08/love-0.8.0/src/modules/physics/box2d/ |
H A D | Body.h | 189 void applyTorque(float t);
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/dports/games/critterding/critterding-beta12/src/utils/bullet/BulletDynamics/Dynamics/ |
H A D | btRigidBody.h | 299 void applyTorque(const btVector3& torque) in applyTorque() function 307 applyTorque(rel_pos.cross(force*m_linearFactor)); in applyForce()
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/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/bullet/BulletDynamics/Dynamics/ |
H A D | btRigidBody.h | 305 void applyTorque(const btVector3& torque) in applyTorque() function 313 applyTorque(rel_pos.cross(force * m_linearFactor)); in applyForce()
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/dports/devel/emscripten/emscripten-2.0.3/tests/third_party/bullet/src/BulletDynamics/Dynamics/ |
H A D | btRigidBody.h | 299 void applyTorque(const btVector3& torque) in applyTorque() function 307 applyTorque(rel_pos.cross(force*m_linearFactor)); in applyForce()
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/dports/devel/godot/godot-3.2.3-stable/thirdparty/bullet/BulletDynamics/Dynamics/ |
H A D | btRigidBody.h | 305 void applyTorque(const btVector3& torque) in applyTorque() function 313 applyTorque(rel_pos.cross(force * m_linearFactor)); in applyForce()
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/dports/devel/love/love-11.3/src/modules/physics/box2d/ |
H A D | Body.h | 185 void applyTorque(float t, bool wake);
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