/dports/devel/godot/godot-3.2.3-stable/main/tests/ |
H A D | test_physics.cpp | 99 ps->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, p_location); in create_body() 219 ps->body_set_state(tribody, PhysicsServer::BODY_STATE_TRANSFORM, tritrans); in make_trimesh() 279 Transform t = ps->body_get_state(mover, PhysicsServer::BODY_STATE_TRANSFORM); in input_event() 282 ps->body_set_state(mover, PhysicsServer::BODY_STATE_TRANSFORM, t); in input_event() 338 Transform t = ps->body_get_state(mover, PhysicsServer::BODY_STATE_TRANSFORM); in iteration() 340 ps->body_set_state(mover, PhysicsServer::BODY_STATE_TRANSFORM, t); in iteration() 390 …ps->body_set_state(character, PhysicsServer::BODY_STATE_TRANSFORM, Transform(Basis(), Vector3(-2, … in test_character()
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H A D | test_physics_2d.cpp | 257 ps->body_set_state(body, Physics2DServer::BODY_STATE_TRANSFORM, p_xform); in _add_body() 301 ps->body_set_state(body, Physics2DServer::BODY_STATE_TRANSFORM, p_xform); in _add_concave()
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/dports/devel/godot-tools/godot-3.2.3-stable/main/tests/ |
H A D | test_physics.cpp | 99 ps->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, p_location); in create_body() 219 ps->body_set_state(tribody, PhysicsServer::BODY_STATE_TRANSFORM, tritrans); in make_trimesh() 279 Transform t = ps->body_get_state(mover, PhysicsServer::BODY_STATE_TRANSFORM); in input_event() 282 ps->body_set_state(mover, PhysicsServer::BODY_STATE_TRANSFORM, t); in input_event() 338 Transform t = ps->body_get_state(mover, PhysicsServer::BODY_STATE_TRANSFORM); in iteration() 340 ps->body_set_state(mover, PhysicsServer::BODY_STATE_TRANSFORM, t); in iteration() 390 …ps->body_set_state(character, PhysicsServer::BODY_STATE_TRANSFORM, Transform(Basis(), Vector3(-2, … in test_character()
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H A D | test_physics_2d.cpp | 257 ps->body_set_state(body, Physics2DServer::BODY_STATE_TRANSFORM, p_xform); in _add_body() 301 ps->body_set_state(body, Physics2DServer::BODY_STATE_TRANSFORM, p_xform); in _add_concave()
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/dports/devel/godot2/godot-2.1.6-stable/main/tests/ |
H A D | test_physics.cpp | 98 ps->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, p_location); in create_body() 233 ps->body_set_state(tribody, PhysicsServer::BODY_STATE_TRANSFORM, tritrans); in make_trimesh() 295 Transform t = ps->body_get_state(mover, PhysicsServer::BODY_STATE_TRANSFORM); in input_event() 298 ps->body_set_state(mover, PhysicsServer::BODY_STATE_TRANSFORM, t); in input_event() 439 ps->body_set_state( tribody, PhysicsServer::BODY_STATE_TRANSFORM, tritrans ); in init() 451 Transform t = ps->body_get_state(mover, PhysicsServer::BODY_STATE_TRANSFORM); in iteration() 453 ps->body_set_state(mover, PhysicsServer::BODY_STATE_TRANSFORM, t); in iteration() 556 …ps->body_set_state(character, PhysicsServer::BODY_STATE_TRANSFORM, Transform(Matrix3(), Vector3(-2… in test_character()
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H A D | test_physics_2d.cpp | 251 ps->body_set_state(body, Physics2DServer::BODY_STATE_TRANSFORM, p_xform); in _add_body() 293 ps->body_set_state(body, Physics2DServer::BODY_STATE_TRANSFORM, p_xform); in _add_concave()
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/dports/devel/godot2-tools/godot-2.1.6-stable/main/tests/ |
H A D | test_physics.cpp | 98 ps->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, p_location); in create_body() 233 ps->body_set_state(tribody, PhysicsServer::BODY_STATE_TRANSFORM, tritrans); in make_trimesh() 295 Transform t = ps->body_get_state(mover, PhysicsServer::BODY_STATE_TRANSFORM); in input_event() 298 ps->body_set_state(mover, PhysicsServer::BODY_STATE_TRANSFORM, t); in input_event() 439 ps->body_set_state( tribody, PhysicsServer::BODY_STATE_TRANSFORM, tritrans ); in init() 451 Transform t = ps->body_get_state(mover, PhysicsServer::BODY_STATE_TRANSFORM); in iteration() 453 ps->body_set_state(mover, PhysicsServer::BODY_STATE_TRANSFORM, t); in iteration() 556 …ps->body_set_state(character, PhysicsServer::BODY_STATE_TRANSFORM, Transform(Matrix3(), Vector3(-2… in test_character()
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H A D | test_physics_2d.cpp | 251 ps->body_set_state(body, Physics2DServer::BODY_STATE_TRANSFORM, p_xform); in _add_body() 293 ps->body_set_state(body, Physics2DServer::BODY_STATE_TRANSFORM, p_xform); in _add_concave()
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/dports/devel/godot2-tools/godot-demo-projects-2.1.4-stable/2d/shower_of_bullets/ |
H A D | bullets.gd | 39 Physics2DServer.body_set_state(b.body, Physics2DServer.BODY_STATE_TRANSFORM, mat) 59 Physics2DServer.body_set_state(b.body, Physics2DServer.BODY_STATE_TRANSFORM, mat)
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/dports/devel/godot2/godot-2.1.6-stable/scene/2d/ |
H A D | collision_object_2d.cpp | 55 …Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, get_g… in _notification() 77 …Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, get_g… in _notification()
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/dports/devel/godot2-tools/godot-2.1.6-stable/scene/3d/ |
H A D | collision_object.cpp | 54 …PhysicsServer::get_singleton()->body_set_state(rid, PhysicsServer::BODY_STATE_TRANSFORM, get_globa… in _notification() 71 …PhysicsServer::get_singleton()->body_set_state(rid, PhysicsServer::BODY_STATE_TRANSFORM, get_globa… in _notification()
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/dports/devel/godot2-tools/godot-2.1.6-stable/scene/2d/ |
H A D | collision_object_2d.cpp | 55 …Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, get_g… in _notification() 77 …Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, get_g… in _notification()
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/dports/devel/godot2/godot-2.1.6-stable/scene/3d/ |
H A D | collision_object.cpp | 54 …PhysicsServer::get_singleton()->body_set_state(rid, PhysicsServer::BODY_STATE_TRANSFORM, get_globa… in _notification() 71 …PhysicsServer::get_singleton()->body_set_state(rid, PhysicsServer::BODY_STATE_TRANSFORM, get_globa… in _notification()
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/dports/devel/godot-tools/godot-3.2.3-stable/scene/3d/ |
H A D | collision_object.cpp | 45 …PhysicsServer::get_singleton()->body_set_state(rid, PhysicsServer::BODY_STATE_TRANSFORM, get_globa… in _notification() 62 …PhysicsServer::get_singleton()->body_set_state(rid, PhysicsServer::BODY_STATE_TRANSFORM, get_globa… in _notification()
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/dports/devel/godot/godot-3.2.3-stable/scene/3d/ |
H A D | collision_object.cpp | 45 …PhysicsServer::get_singleton()->body_set_state(rid, PhysicsServer::BODY_STATE_TRANSFORM, get_globa… in _notification() 62 …PhysicsServer::get_singleton()->body_set_state(rid, PhysicsServer::BODY_STATE_TRANSFORM, get_globa… in _notification()
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/dports/devel/godot-tools/godot-3.2.3-stable/scene/2d/ |
H A D | collision_object_2d.cpp | 47 …Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, globa… in _notification() 83 …Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, globa… in _notification()
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/dports/devel/godot2/godot-2.1.6-stable/servers/physics/ |
H A D | body_sw.cpp | 259 case PhysicsServer::BODY_STATE_TRANSFORM: { in set_state() 328 case PhysicsServer::BODY_STATE_TRANSFORM: { in get_state()
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/dports/devel/godot2-tools/godot-2.1.6-stable/servers/physics_2d/ |
H A D | body_2d_sw.cpp | 268 case Physics2DServer::BODY_STATE_TRANSFORM: { in set_state() 338 case Physics2DServer::BODY_STATE_TRANSFORM: { in get_state()
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/dports/devel/godot2-tools/godot-2.1.6-stable/servers/physics/ |
H A D | body_sw.cpp | 259 case PhysicsServer::BODY_STATE_TRANSFORM: { in set_state() 328 case PhysicsServer::BODY_STATE_TRANSFORM: { in get_state()
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/dports/devel/godot2/godot-2.1.6-stable/servers/physics_2d/ |
H A D | body_2d_sw.cpp | 268 case Physics2DServer::BODY_STATE_TRANSFORM: { in set_state() 338 case Physics2DServer::BODY_STATE_TRANSFORM: { in get_state()
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/dports/devel/godot/godot-3.2.3-stable/scene/2d/ |
H A D | collision_object_2d.cpp | 47 …Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, globa… in _notification() 83 …Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, globa… in _notification()
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/dports/devel/godot/godot-3.2.3-stable/servers/physics_2d/ |
H A D | body_2d_sw.cpp | 275 case Physics2DServer::BODY_STATE_TRANSFORM: { in set_state() 349 case Physics2DServer::BODY_STATE_TRANSFORM: { in get_state()
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/dports/devel/godot-tools/godot-3.2.3-stable/servers/physics_2d/ |
H A D | body_2d_sw.cpp | 275 case Physics2DServer::BODY_STATE_TRANSFORM: { in set_state() 349 case Physics2DServer::BODY_STATE_TRANSFORM: { in get_state()
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/dports/devel/godot/godot-3.2.3-stable/servers/physics/ |
H A D | body_sw.cpp | 294 case PhysicsServer::BODY_STATE_TRANSFORM: { in set_state() 366 case PhysicsServer::BODY_STATE_TRANSFORM: { in get_state()
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/dports/devel/godot-tools/godot-3.2.3-stable/servers/physics/ |
H A D | body_sw.cpp | 294 case PhysicsServer::BODY_STATE_TRANSFORM: { in set_state() 366 case PhysicsServer::BODY_STATE_TRANSFORM: { in get_state()
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