/dports/cad/openroad/OpenROAD-2.0/src/pdr/src/ |
H A D | edge.cpp | 48 best_shape = 5; in Edge() 64 << ") edgeShape: " << n.best_shape; in operator <<() 73 if (n.best_shape == 0) { in operator <<()
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H A D | edge.h | 54 int best_shape; // 0 = lower L, 1 = upper L variable
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H A D | graph.cpp | 380 int shape = e.best_shape; in GetCornerNode() 402 if (edges[idx].best_shape == 0) { in IsOnEdge() 921 if (e.best_shape == 0) { in UpdateNSEW() 957 else if (e.best_shape == 1) { in UpdateNSEW() 1476 if (edges[cN.idx].best_shape == 5) { in refineSteiner2() 1513 edges[cN.idx].best_shape = edgeShape; in refineSteiner2() 1553 if (edges[cN.idx].best_shape == 5) { in refineSteiner() 2718 edges[child.idx].best_shape = 5; in constructSteiner() 3286 edges[index].best_shape = 0; in get_overlap_lshape() 3289 edges[index].best_shape = 1; in get_overlap_lshape() [all …]
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/dports/devel/godot2-tools/godot-2.1.6-stable/servers/physics_2d/ |
H A D | space_2d_sw.cpp | 395 int best_shape; member 423 rd->best_shape = rd->shape; in _rest_cbk_result() 440 rcd.best_shape = 0; in rest_info() 474 r_info->shape = rcd.best_shape; in rest_info() 662 int best_shape = -1; in test_body_motion() local 764 best_shape = j; //sadly it's the best in test_body_motion() 774 best_shape = j; in test_body_motion() 799 rcd.best_shape = 0; in test_body_motion() 948 int best_shape=-1; in test_body_motion() 962 best_shape=i; //sadly it's the best in test_body_motion() [all …]
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/dports/devel/godot2/godot-2.1.6-stable/servers/physics_2d/ |
H A D | space_2d_sw.cpp | 395 int best_shape; member 423 rd->best_shape = rd->shape; in _rest_cbk_result() 440 rcd.best_shape = 0; in rest_info() 474 r_info->shape = rcd.best_shape; in rest_info() 662 int best_shape = -1; in test_body_motion() local 764 best_shape = j; //sadly it's the best in test_body_motion() 774 best_shape = j; in test_body_motion() 799 rcd.best_shape = 0; in test_body_motion() 948 int best_shape=-1; in test_body_motion() 962 best_shape=i; //sadly it's the best in test_body_motion() [all …]
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/dports/devel/godot/godot-3.2.3-stable/servers/physics_2d/ |
H A D | space_2d_sw.cpp | 368 int best_shape; member 401 rd->best_shape = rd->shape; in _rest_cbk_result() 419 rcd.best_shape = 0; in rest_info() 447 r_info->shape = rcd.best_shape; in rest_info() 870 int best_shape = -1; in test_body_motion() local 993 best_shape = body_shape_idx; //sadly it's the best in test_body_motion() 1003 best_shape = body_shape_idx; in test_body_motion() 1022 rcd.best_shape = 0; in test_body_motion() 1026 int from_shape = best_shape != -1 ? best_shape : 0; in test_body_motion() 1027 int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count(); in test_body_motion() [all …]
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/dports/devel/godot-tools/godot-3.2.3-stable/servers/physics_2d/ |
H A D | space_2d_sw.cpp | 368 int best_shape; member 401 rd->best_shape = rd->shape; in _rest_cbk_result() 419 rcd.best_shape = 0; in rest_info() 447 r_info->shape = rcd.best_shape; in rest_info() 870 int best_shape = -1; in test_body_motion() local 993 best_shape = body_shape_idx; //sadly it's the best in test_body_motion() 1003 best_shape = body_shape_idx; in test_body_motion() 1022 rcd.best_shape = 0; in test_body_motion() 1026 int from_shape = best_shape != -1 ? best_shape : 0; in test_body_motion() 1027 int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count(); in test_body_motion() [all …]
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/dports/devel/godot/godot-3.2.3-stable/servers/physics/ |
H A D | space_sw.cpp | 382 int best_shape; member 404 rd->best_shape = rd->shape; in _rest_cbk_result() 419 rcd.best_shape = 0; in rest_info() 444 r_info->shape = rcd.best_shape; in rest_info() 812 int best_shape = -1; in test_body_motion() local 904 best_shape = j; //sadly it's the best in test_body_motion() 914 best_shape = j; in test_body_motion() 939 rcd.best_shape = 0; in test_body_motion() 943 ShapeSW *body_shape = p_body->get_shape(best_shape); in test_body_motion() 966 r_result->collider_shape = rcd.best_shape; in test_body_motion() [all …]
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/dports/devel/godot-tools/godot-3.2.3-stable/servers/physics/ |
H A D | space_sw.cpp | 382 int best_shape; member 404 rd->best_shape = rd->shape; in _rest_cbk_result() 419 rcd.best_shape = 0; in rest_info() 444 r_info->shape = rcd.best_shape; in rest_info() 812 int best_shape = -1; in test_body_motion() local 904 best_shape = j; //sadly it's the best in test_body_motion() 914 best_shape = j; in test_body_motion() 939 rcd.best_shape = 0; in test_body_motion() 943 ShapeSW *body_shape = p_body->get_shape(best_shape); in test_body_motion() 966 r_result->collider_shape = rcd.best_shape; in test_body_motion() [all …]
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/dports/graphics/nip2/nip2-8.7.1/src/ |
H A D | iwindow.c | 263 iWindowShape best_shape; in iwindow_cursor_update() local 292 best_shape = IWINDOW_SHAPE_NONE; in iwindow_cursor_update() 300 best_shape = cntxt->shape; in iwindow_cursor_update() 307 if( best_shape == IWINDOW_SHAPE_EDIT && !DISPLAY_CROSSHAIR ) in iwindow_cursor_update() 308 best_shape = IWINDOW_SHAPE_NONE; in iwindow_cursor_update() 312 iwindow_cursor[best_shape] ); in iwindow_cursor_update()
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/dports/devel/godot2-tools/godot-2.1.6-stable/servers/physics/ |
H A D | space_sw.cpp | 354 int best_shape; member 373 rd->best_shape = rd->shape; in _rest_cbk_result() 388 rcd.best_shape = 0; in rest_info() 412 r_info->shape = rcd.best_shape; in rest_info()
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/dports/devel/godot2/godot-2.1.6-stable/servers/physics/ |
H A D | space_sw.cpp | 354 int best_shape; member 373 rd->best_shape = rd->shape; in _rest_cbk_result() 388 rcd.best_shape = 0; in rest_info() 412 r_info->shape = rcd.best_shape; in rest_info()
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/dports/devel/godot2/godot-2.1.6-stable/scene/3d/ |
H A D | physics_body.cpp | 1048 int best_shape = -1; in move() local 1067 best_shape = i; //sadly it's the best in move() 1082 best_shape = i; in move() 1102 …bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt * get_shape_transform(best_shape), … in move()
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/dports/devel/godot2-tools/godot-2.1.6-stable/scene/2d/ |
H A D | physics_body_2d.cpp | 1142 int best_shape = -1; in move() 1156 best_shape = i; //sadly it's the best in move() 1166 best_shape = i; in move() 1182 …bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt * get_shape_transform(best_shape), … in move()
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/dports/devel/godot2-tools/godot-2.1.6-stable/scene/3d/ |
H A D | physics_body.cpp | 1048 int best_shape = -1; in move() local 1067 best_shape = i; //sadly it's the best in move() 1082 best_shape = i; in move() 1102 …bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt * get_shape_transform(best_shape), … in move()
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/dports/devel/godot2/godot-2.1.6-stable/scene/2d/ |
H A D | physics_body_2d.cpp | 1142 int best_shape = -1; in move() 1156 best_shape = i; //sadly it's the best in move() 1166 best_shape = i; in move() 1182 …bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt * get_shape_transform(best_shape), … in move()
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