/dports/x11-toolkits/qml-box2d/qml-box2d-21e57f/ |
H A D | box2dweldjoint.h | 36 …Q_PROPERTY(float referenceAngle READ referenceAngle WRITE setReferenceAngle NOTIFY referenceAngleC… 45 float referenceAngle() const; 46 void setReferenceAngle(float referenceAngle); 94 inline float Box2DWeldJoint::referenceAngle() const in referenceAngle() function
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H A D | box2dweldjoint.cpp | 64 void Box2DWeldJoint::setReferenceAngle(float referenceAngle) in setReferenceAngle() argument 68 if (m_referenceAngle == referenceAngle) in setReferenceAngle() 71 m_referenceAngle = referenceAngle; in setReferenceAngle() 119 jointDef.referenceAngle = angleB - angleA; in createJoint() 121 jointDef.referenceAngle = toRadians(m_referenceAngle); in createJoint()
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H A D | box2drevolutejoint.h | 39 …Q_PROPERTY(float referenceAngle READ referenceAngle WRITE setReferenceAngle NOTIFY referenceAngleC… 56 float referenceAngle() const; 57 void setReferenceAngle(float referenceAngle); 121 inline float Box2DRevoluteJoint::referenceAngle() const in referenceAngle() function
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H A D | box2dprismaticjoint.h | 39 …Q_PROPERTY(float referenceAngle READ referenceAngle WRITE setReferenceAngle NOTIFY referenceAngleC… 59 float referenceAngle() const; 60 void setReferenceAngle(float referenceAngle); 132 inline float Box2DPrismaticJoint::referenceAngle() const in referenceAngle() function
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H A D | box2drevolutejoint.cpp | 69 void Box2DRevoluteJoint::setReferenceAngle(float referenceAngle) in setReferenceAngle() argument 73 if (m_referenceAngle == referenceAngle) in setReferenceAngle() 76 m_referenceAngle = referenceAngle; in setReferenceAngle() 170 jointDef.referenceAngle = angleB - angleA; in createJoint() 172 jointDef.referenceAngle = toRadians(m_referenceAngle); in createJoint()
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H A D | box2dprismaticjoint.cpp | 147 void Box2DPrismaticJoint::setReferenceAngle(float referenceAngle) in setReferenceAngle() argument 151 if (m_referenceAngle == referenceAngle) in setReferenceAngle() 154 m_referenceAngle = referenceAngle; in setReferenceAngle() 182 jointDef.referenceAngle = angleB - angleA; in createJoint() 184 jointDef.referenceAngle = toRadians(m_referenceAngle); in createJoint()
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/dports/devel/love10/love-0.10.2/src/modules/physics/box2d/ |
H A D | wrap_Physics.cpp | 222 float referenceAngle = 0.0f; in w_newRevoluteJoint() local 228 referenceAngle = (float)luaL_optnumber(L, 8, referenceAngle); in w_newRevoluteJoint() 238 j = instance()->newRevoluteJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle); in w_newRevoluteJoint() 253 float referenceAngle = 0.0f; in w_newPrismaticJoint() local 261 referenceAngle = (float)luaL_optnumber(L, 10, referenceAngle); in w_newPrismaticJoint() 273 …tance()->newPrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected, referenceAngle); in w_newPrismaticJoint() 357 float referenceAngle = 0.0f; in w_newWeldJoint() local 363 referenceAngle = (float)luaL_optnumber(L, 8, referenceAngle); in w_newWeldJoint() 373 j = instance()->newWeldJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle); in w_newWeldJoint()
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H A D | WeldJoint.cpp | 46 …, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle) in WeldJoint() argument 52 def.referenceAngle = referenceAngle; in WeldJoint()
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H A D | RevoluteJoint.cpp | 46 …, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle) in RevoluteJoint() argument 52 def.referenceAngle = referenceAngle; in RevoluteJoint()
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H A D | Physics.cpp | 231 …, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle) in newRevoluteJoint() argument 233 return new RevoluteJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle); in newRevoluteJoint() 241 … xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected, float referenceAngle) in newPrismaticJoint() argument 243 return new PrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected, referenceAngle); in newPrismaticJoint() 266 …, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle) in newWeldJoint() argument 268 return new WeldJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle); in newWeldJoint()
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H A D | Physics.h | 183 … Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle); 198 …xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected, float referenceAngle); 241 … Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle);
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H A D | PrismaticJoint.cpp | 44 … xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected, float referenceAngle) in PrismaticJoint() argument 50 def.referenceAngle = referenceAngle; in PrismaticJoint()
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/dports/devel/love/love-11.3/src/modules/physics/box2d/ |
H A D | WeldJoint.cpp | 48 …, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle) in WeldJoint() argument 54 def.referenceAngle = referenceAngle; in WeldJoint()
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H A D | RevoluteJoint.cpp | 48 …, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle) in RevoluteJoint() argument 54 def.referenceAngle = referenceAngle; in RevoluteJoint()
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H A D | Physics.cpp | 231 …, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle) in newRevoluteJoint() argument 233 return new RevoluteJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle); in newRevoluteJoint() 241 … xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected, float referenceAngle) in newPrismaticJoint() argument 243 return new PrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected, referenceAngle); in newPrismaticJoint() 266 …, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle) in newWeldJoint() argument 268 return new WeldJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle); in newWeldJoint()
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H A D | Physics.h | 183 … Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle); 198 …xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected, float referenceAngle); 241 … Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle);
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H A D | PrismaticJoint.cpp | 46 … xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected, float referenceAngle) in PrismaticJoint() argument 52 def.referenceAngle = referenceAngle; in PrismaticJoint()
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/dports/devel/upp/upp/uppsrc/plugin/box2d/ |
H A D | b2WeldJoint.h | 34 referenceAngle = 0.0f; in b2WeldJointDef() 48 float32 referenceAngle; member
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/dports/games/kolf/kolf-21.12.3/external/Box2D/Dynamics/Joints/ |
H A D | b2WeldJoint.h | 34 referenceAngle = 0.0f; in b2WeldJointDef() 48 qreal referenceAngle; member
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/dports/misc/box2d/box2d-2.4.1/include/box2d/ |
H A D | b2_weld_joint.h | 39 referenceAngle = 0.0f; in b2WeldJointDef() 57 float referenceAngle; member
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/dports/devel/juce/JUCE-f37e9a1/modules/juce_box2d/box2d/Dynamics/Joints/ |
H A D | b2WeldJoint.h | 34 referenceAngle = 0.0f; in b2WeldJointDef() 50 float32 referenceAngle; member
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/dports/devel/love/love-11.3/src/libraries/Box2D/Dynamics/Joints/ |
H A D | b2WeldJoint.h | 34 referenceAngle = 0.0f; in b2WeldJointDef() 50 float32 referenceAngle; member
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/dports/devel/love08/love-0.8.0/src/libraries/Box2D/Dynamics/Joints/ |
H A D | b2WeldJoint.h | 34 referenceAngle = 0.0f; in b2WeldJointDef() 50 float32 referenceAngle; member
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/dports/devel/love10/love-0.10.2/src/libraries/Box2D/Dynamics/Joints/ |
H A D | b2WeldJoint.h | 34 referenceAngle = 0.0f; in b2WeldJointDef() 50 float32 referenceAngle; member
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/dports/devel/love07/love-HEAD/src/modules/physics/box2d/Source/Dynamics/Joints/ |
H A D | b2RevoluteJoint.h | 42 referenceAngle = 0.0f; in b2RevoluteJointDef() 62 float32 referenceAngle; member
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