Searched refs:newIsActive (Results 1 – 3 of 3) sorted by relevance
60 bool* newIsActive = reinterpret_cast<bool*>(newColliders + nbComponentsToAllocate); in allocate() local61 void** newUserData = reinterpret_cast<void**>(newIsActive + nbComponentsToAllocate); in allocate()70 memcpy(newIsActive, mIsActive, mNbComponents * sizeof(bool)); in allocate()81 mIsActive = newIsActive; in allocate()
211 bool* newIsActive = reinterpret_cast<bool*>(newNeedToTestOverlap + nbPairsToAllocate); in allocate() local212 …NarrowPhaseAlgorithmType = reinterpret_cast<NarrowPhaseAlgorithmType*>(newIsActive + nbPairsToAllo… in allocate()228 memcpy(newIsActive, mIsActive, mNbPairs * sizeof(bool)); in allocate()246 mIsActive = newIsActive; in allocate()
572 bool newIsActive = (state == GST_STATE_PLAYING || (state == GST_STATE_PAUSED && showPreroll)); local574 if (newIsActive != m_isActive) {575 m_isActive = newIsActive;