Searched refs:setIsSleeping (Results 1 – 6 of 6) sorted by relevance
108 setIsSleeping(false); in setType()152 setIsSleeping(false); in applyForceAtLocalPosition()184 setIsSleeping(false); in applyForceAtWorldPosition()240 setIsSleeping(false); in applyForceToCenterOfMass()708 setIsSleeping(false); in setLinearVelocity()729 setIsSleeping(false); in setAngularVelocity()759 setIsSleeping(false); in setTransform()801 setIsSleeping(false); in applyTorque()810 void RigidBody::setIsSleeping(bool isSleeping) { in setIsSleeping() function in RigidBody889 if (!isAllowedToSleep) setIsSleeping(false); in setIsAllowedToSleep()[all …]
84 body1->setIsSleeping(false); in awakeBodies()85 body2->setIsSleeping(false); in awakeBodies()
675 body1->setIsSleeping(false); in destroyJoint()676 body2->setIsSleeping(false); in destroyJoint()795 rigidBodyToVisit->setIsSleeping(false); in createIslands()931 body->setIsSleeping(true); in updateSleepingBodies()954 (*it)->setIsSleeping(false); in enableSleeping()
57 void setIsSleeping(bool isSleeping);
118 mBody->mWorld.mRigidBodyComponents.setIsSleeping(mBody->getEntity(), false); in setLocalToBodyTransform()
202 void setIsSleeping(Entity bodyEntity, bool isSleeping) const;393 inline void RigidBodyComponents::setIsSleeping(Entity bodyEntity, bool isSleeping) const { in setIsSleeping() function