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  /external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Dynamics/Joints/
b2Joint.cpp 39 b2Joint* joint = NULL; local
46 joint = new (mem) b2DistanceJoint(static_cast<const b2DistanceJointDef*>(def));
53 joint = new (mem) b2MouseJoint(static_cast<const b2MouseJointDef*>(def));
60 joint = new (mem) b2PrismaticJoint(static_cast<const b2PrismaticJointDef*>(def));
67 joint = new (mem) b2RevoluteJoint(static_cast<const b2RevoluteJointDef*>(def));
74 joint = new (mem) b2PulleyJoint(static_cast<const b2PulleyJointDef*>(def));
81 joint = new (mem) b2GearJoint(static_cast<const b2GearJointDef*>(def));
88 joint = new (mem) b2WheelJoint(static_cast<const b2WheelJointDef*>(def));
95 joint = new (mem) b2WeldJoint(static_cast<const b2WeldJointDef*>(def));
102 joint = new (mem) b2FrictionJoint(static_cast<const b2FrictionJointDef*>(def));
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  /external/libgdx/extensions/gdx-box2d/gdx-box2d/jni/
com.badlogic.gdx.physics.box2d.joints.GearJoint.cpp 11 b2GearJoint* joint = (b2GearJoint*)addr; local
12 b2Joint* joint1 = joint->GetJoint1();
23 b2GearJoint* joint = (b2GearJoint*)addr; local
24 b2Joint* joint2 = joint->GetJoint2();
35 b2GearJoint* joint = (b2GearJoint*)addr; local
36 joint->SetRatio( ratio );
46 b2GearJoint* joint = (b2GearJoint*)addr; local
47 return joint->GetRatio();
com.badlogic.gdx.physics.box2d.joints.PulleyJoint.cpp 12 b2PulleyJoint* joint = (b2PulleyJoint*)addr; local
13 anchor[0] = joint->GetGroundAnchorA().x;
14 anchor[1] = joint->GetGroundAnchorA().y;
26 b2PulleyJoint* joint = (b2PulleyJoint*)addr; local
27 anchor[0] = joint->GetGroundAnchorB().x;
28 anchor[1] = joint->GetGroundAnchorB().y;
39 b2PulleyJoint* joint = (b2PulleyJoint*)addr; local
40 return joint->GetLengthA();
50 b2PulleyJoint* joint = (b2PulleyJoint*)addr; local
51 return joint->GetLengthB()
61 b2PulleyJoint* joint = (b2PulleyJoint*)addr; local
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com.badlogic.gdx.physics.box2d.joints.RopeJoint.cpp 12 b2RopeJoint* joint = (b2RopeJoint*)addr; local
13 anchor[0] = joint->GetLocalAnchorA().x;
14 anchor[1] = joint->GetLocalAnchorA().y;
26 b2RopeJoint* joint = (b2RopeJoint*)addr; local
27 anchor[0] = joint->GetLocalAnchorB().x;
28 anchor[1] = joint->GetLocalAnchorB().y;
com.badlogic.gdx.physics.box2d.joints.DistanceJoint.cpp 12 b2DistanceJoint* joint = (b2DistanceJoint*)addr; local
13 anchor[0] = joint->GetLocalAnchorA().x;
14 anchor[1] = joint->GetLocalAnchorA().y;
26 b2DistanceJoint* joint = (b2DistanceJoint*)addr; local
27 anchor[0] = joint->GetLocalAnchorB().x;
28 anchor[1] = joint->GetLocalAnchorB().y;
39 b2DistanceJoint* joint = (b2DistanceJoint*)addr; local
40 joint->SetLength( length );
50 b2DistanceJoint* joint = (b2DistanceJoint*)addr; local
51 return joint->GetLength()
61 b2DistanceJoint* joint = (b2DistanceJoint*)addr; local
72 b2DistanceJoint* joint = (b2DistanceJoint*)addr; local
83 b2DistanceJoint* joint = (b2DistanceJoint*)addr; local
94 b2DistanceJoint* joint = (b2DistanceJoint*)addr; local
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com.badlogic.gdx.physics.box2d.joints.FrictionJoint.cpp 12 b2FrictionJoint* joint = (b2FrictionJoint*)addr; local
13 anchor[0] = joint->GetLocalAnchorA().x;
14 anchor[1] = joint->GetLocalAnchorA().y;
26 b2FrictionJoint* joint = (b2FrictionJoint*)addr; local
27 anchor[0] = joint->GetLocalAnchorB().x;
28 anchor[1] = joint->GetLocalAnchorB().y;
39 b2FrictionJoint* joint = (b2FrictionJoint*)addr; local
40 joint->SetMaxForce( force );
50 b2FrictionJoint* joint = (b2FrictionJoint*)addr; local
51 return joint->GetMaxForce()
61 b2FrictionJoint* joint = (b2FrictionJoint*)addr; local
72 b2FrictionJoint* joint = (b2FrictionJoint*)addr; local
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com.badlogic.gdx.physics.box2d.joints.MouseJoint.cpp 11 b2MouseJoint* joint = (b2MouseJoint*)addr; local
12 joint->SetTarget( b2Vec2(x, y ) );
23 b2MouseJoint* joint = (b2MouseJoint*)addr; local
24 target[0] = joint->GetTarget().x;
25 target[1] = joint->GetTarget().y;
36 b2MouseJoint* joint = (b2MouseJoint*)addr; local
37 joint->SetMaxForce( force );
47 b2MouseJoint* joint = (b2MouseJoint*)addr; local
48 return joint->GetMaxForce();
58 b2MouseJoint* joint = (b2MouseJoint*)addr local
69 b2MouseJoint* joint = (b2MouseJoint*)addr; local
80 b2MouseJoint* joint = (b2MouseJoint*)addr; local
91 b2MouseJoint* joint = (b2MouseJoint*)addr; local
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com.badlogic.gdx.physics.box2d.joints.WeldJoint.cpp 12 b2WeldJoint* joint = (b2WeldJoint*)addr; local
13 anchor[0] = joint->GetLocalAnchorA().x;
14 anchor[1] = joint->GetLocalAnchorA().y;
26 b2WeldJoint* joint = (b2WeldJoint*)addr; local
27 anchor[0] = joint->GetLocalAnchorB().x;
28 anchor[1] = joint->GetLocalAnchorB().y;
39 b2WeldJoint* joint = (b2WeldJoint*)addr; local
40 return joint->GetFrequency();
50 b2WeldJoint* joint = (b2WeldJoint*)addr; local
51 joint->SetFrequency(hz)
61 b2WeldJoint* joint = (b2WeldJoint*)addr; local
72 b2WeldJoint* joint = (b2WeldJoint*)addr; local
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com.badlogic.gdx.physics.box2d.Joint.cpp 1 #include <com.badlogic.gdx.physics.box2d.Joint.h>
11 b2Joint* joint = (b2Joint*)addr; local
12 return joint->GetType();
22 b2Joint* joint = (b2Joint*)addr; local
23 return (jlong)joint->GetBodyA();
33 b2Joint* joint = (b2Joint*)addr; local
34 return (jlong)joint->GetBodyB();
45 b2Joint* joint = (b2Joint*)addr; local
46 b2Vec2 a = joint->GetAnchorA();
60 b2Joint* joint = (b2Joint*)addr local
74 b2Joint* joint = (b2Joint*) addr; local
86 b2Joint* joint = (b2Joint*)addr; local
100 b2Joint* joint = (b2Joint*)addr; local
111 b2Joint* joint = (b2Joint*)addr; local
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com.badlogic.gdx.physics.box2d.joints.MotorJoint.cpp 12 b2MotorJoint* joint = (b2MotorJoint*)addr; local
13 linearOffset[0] = joint->GetLinearOffset().x;
14 linearOffset[1] = joint->GetLinearOffset().y;
25 b2MotorJoint* joint = (b2MotorJoint*)addr; local
26 joint->SetLinearOffset(b2Vec2(linearOffsetX, linearOffsetY));
36 b2MotorJoint* joint = (b2MotorJoint*)addr; local
37 return joint->GetAngularOffset();
47 b2MotorJoint* joint = (b2MotorJoint*)addr; local
48 joint->SetAngularOffset(angularOffset);
58 b2MotorJoint* joint = (b2MotorJoint*)addr local
69 b2MotorJoint* joint = (b2MotorJoint*)addr; local
80 b2MotorJoint* joint = (b2MotorJoint*)addr; local
91 b2MotorJoint* joint = (b2MotorJoint*)addr; local
102 b2MotorJoint* joint = (b2MotorJoint*)addr; local
113 b2MotorJoint* joint = (b2MotorJoint*)addr; local
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com.badlogic.gdx.physics.box2d.joints.PrismaticJoint.cpp 12 b2PrismaticJoint* joint = (b2PrismaticJoint*)addr; local
13 anchor[0] = joint->GetLocalAnchorA().x;
14 anchor[1] = joint->GetLocalAnchorA().y;
26 b2PrismaticJoint* joint = (b2PrismaticJoint*)addr; local
27 anchor[0] = joint->GetLocalAnchorB().x;
28 anchor[1] = joint->GetLocalAnchorB().y;
40 b2PrismaticJoint* joint = (b2PrismaticJoint*)addr; local
41 anchor[0] = joint->GetLocalAxisA().x;
42 anchor[1] = joint->GetLocalAxisA().y;
53 b2PrismaticJoint* joint = (b2PrismaticJoint*)addr local
64 b2PrismaticJoint* joint = (b2PrismaticJoint*)addr; local
75 b2PrismaticJoint* joint = (b2PrismaticJoint*)addr; local
86 b2PrismaticJoint* joint = (b2PrismaticJoint*)addr; local
97 b2PrismaticJoint* joint = (b2PrismaticJoint*)addr; local
108 b2PrismaticJoint* joint = (b2PrismaticJoint*)addr; local
119 b2PrismaticJoint* joint = (b2PrismaticJoint*)addr; local
130 b2PrismaticJoint* joint = (b2PrismaticJoint*)addr; local
141 b2PrismaticJoint* joint = (b2PrismaticJoint*)addr; local
152 b2PrismaticJoint* joint = (b2PrismaticJoint*)addr; local
163 b2PrismaticJoint* joint = (b2PrismaticJoint*)addr; local
174 b2PrismaticJoint* joint = (b2PrismaticJoint*)addr; local
185 b2PrismaticJoint* joint = (b2PrismaticJoint*)addr; local
196 b2PrismaticJoint* joint = (b2PrismaticJoint*)addr; local
207 b2PrismaticJoint* joint = (b2PrismaticJoint*)addr; local
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com.badlogic.gdx.physics.box2d.joints.RevoluteJoint.cpp 11 b2RevoluteJoint* joint = (b2RevoluteJoint*)addr; local
12 return joint->GetJointAngle();
22 b2RevoluteJoint* joint = (b2RevoluteJoint*)addr; local
23 return joint->GetJointSpeed();
33 b2RevoluteJoint* joint = (b2RevoluteJoint*)addr; local
34 return joint->IsLimitEnabled();
44 b2RevoluteJoint* joint = (b2RevoluteJoint*)addr; local
45 joint->EnableLimit(flag);
55 b2RevoluteJoint* joint = (b2RevoluteJoint*)addr; local
56 return joint->GetLowerLimit()
66 b2RevoluteJoint* joint = (b2RevoluteJoint*)addr; local
77 b2RevoluteJoint* joint = (b2RevoluteJoint*)addr; local
88 b2RevoluteJoint* joint = (b2RevoluteJoint*)addr; local
99 b2RevoluteJoint* joint = (b2RevoluteJoint*)addr; local
110 b2RevoluteJoint* joint = (b2RevoluteJoint*)addr; local
121 b2RevoluteJoint* joint = (b2RevoluteJoint*)addr; local
132 b2RevoluteJoint* joint = (b2RevoluteJoint*)addr; local
143 b2RevoluteJoint* joint = (b2RevoluteJoint*)addr; local
155 b2RevoluteJoint* joint = (b2RevoluteJoint*)addr; local
169 b2RevoluteJoint* joint = (b2RevoluteJoint*)addr; local
182 b2RevoluteJoint* joint = (b2RevoluteJoint*)addr; local
193 b2RevoluteJoint* joint = (b2RevoluteJoint*)addr; local
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com.badlogic.gdx.physics.box2d.joints.WheelJoint.cpp 12 b2WheelJoint* joint = (b2WheelJoint*)addr; local
13 anchor[0] = joint->GetLocalAnchorA().x;
14 anchor[1] = joint->GetLocalAnchorA().y;
26 b2WheelJoint* joint = (b2WheelJoint*)addr; local
27 anchor[0] = joint->GetLocalAnchorB().x;
28 anchor[1] = joint->GetLocalAnchorB().y;
40 b2WheelJoint* joint = (b2WheelJoint*)addr; local
41 anchor[0] = joint->GetLocalAxisA().x;
42 anchor[1] = joint->GetLocalAxisA().y;
53 b2WheelJoint* joint = (b2WheelJoint*)addr local
64 b2WheelJoint* joint = (b2WheelJoint*)addr; local
75 b2WheelJoint* joint = (b2WheelJoint*)addr; local
86 b2WheelJoint* joint = (b2WheelJoint*)addr; local
97 b2WheelJoint* joint = (b2WheelJoint*)addr; local
108 b2WheelJoint* joint = (b2WheelJoint*)addr; local
119 b2WheelJoint* joint = (b2WheelJoint*)addr; local
130 b2WheelJoint* joint = (b2WheelJoint*)addr; local
141 b2WheelJoint* joint = (b2WheelJoint*)addr; local
152 b2WheelJoint* joint = (b2WheelJoint*)addr; local
163 b2WheelJoint* joint = (b2WheelJoint*)addr; local
174 b2WheelJoint* joint = (b2WheelJoint*)addr; local
185 b2WheelJoint* joint = (b2WheelJoint*)addr; local
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  /external/libgdx/extensions/gdx-box2d/gdx-box2d/src/com/badlogic/gdx/physics/box2d/
JointEdge.java 19 /** A joint edge is used to connect bodies and joints together in a joint graph where each body is a node and each joint is an
20 * edge. A joint edge belongs to a doubly linked list maintained in each attached body. Each joint has two joint nodes, one for
24 public final Joint joint; field in class:JointEdge
26 protected JointEdge (Body other, Joint joint) {
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  /external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/com/badlogic/gdx/physics/box2d/
JointEdge.java 19 /** A joint edge is used to connect bodies and joints together in a joint graph where each body is a node and each joint is an
20 * edge. A joint edge belongs to a doubly linked list maintained in each attached body. Each joint has two joint nodes, one for
24 public final Joint joint; field in class:JointEdge
26 protected JointEdge (Body other, Joint joint) {
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Joint.java 24 public abstract class Joint {
26 org.jbox2d.dynamics.joints.Joint joint; field in class:Joint
31 /** Constructs a new joint
32 * @param addr the address of the joint */
33 protected Joint (World world, org.jbox2d.dynamics.joints.Joint joint) {
35 this.joint = joint;
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  /external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/dynamics/joints/
JointEdge.java 29 * A joint edge is used to connect bodies and joints together
30 * in a joint graph where each body is a node and each joint
31 * is an edge. A joint edge belongs to a doubly linked list
32 * maintained in each attached body. Each joint has two joint
44 * the joint
46 public Joint joint = null; field in class:JointEdge
49 * the previous joint edge in the body's joint lis
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  /external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/com/badlogic/gdx/physics/box2d/joints/
GearJoint.java 19 import com.badlogic.gdx.physics.box2d.Joint;
22 /** A gear joint is used to connect two joints together. Either joint can be a revolute or prismatic joint. You specify a gear
24 * joint is a revolute joint and the other joint is a prismatic joint, then the ratio will have units of length or units of
27 public class GearJoint extends Joint {
28 org.jbox2d.dynamics.joints.GearJoint joint; field in class:GearJoint
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PrismaticJoint.java 22 import com.badlogic.gdx.physics.box2d.Joint;
25 /** A prismatic joint. This joint provides one degree of freedom: translation along an axis fixed in body1. Relative rotation is
26 * prevented. You can use a joint limit to restrict the range of motion and a joint motor to drive the motion or to model joint
28 public class PrismaticJoint extends Joint {
29 org.jbox2d.dynamics.joints.PrismaticJoint joint; field in class:PrismaticJoint
35 public PrismaticJoint (World world, org.jbox2d.dynamics.joints.PrismaticJoint joint) {
36 super(world, joint);
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RevoluteJoint.java 20 import com.badlogic.gdx.physics.box2d.Joint;
23 /** A revolute joint constrains two bodies to share a common point while they are free to rotate about the point. The relative
24 * rotation about the shared point is the joint angle. You can limit the relative rotation with a joint limit that specifies a
27 public class RevoluteJoint extends Joint {
28 org.jbox2d.dynamics.joints.RevoluteJoint joint; field in class:RevoluteJoint
32 public RevoluteJoint (World world, org.jbox2d.dynamics.joints.RevoluteJoint joint) {
33 super(world, joint);
34 this.joint = joint;
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PulleyJoint.java 22 import com.badlogic.gdx.physics.box2d.Joint;
25 /** The pulley joint is connected to two bodies and two fixed ground points. The pulley supports a ratio such that: length1 + ratio
28 public class PulleyJoint extends Joint {
29 org.jbox2d.dynamics.joints.PulleyJoint joint; field in class:PulleyJoint
31 public PulleyJoint (World world, org.jbox2d.dynamics.joints.PulleyJoint joint) {
32 super(world, joint);
33 this.joint = joint;
40 Vec2 g = joint.getGroundAnchorA();
48 Vec2 g = joint.getGroundAnchorB()
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RopeJoint.java 22 import com.badlogic.gdx.physics.box2d.Joint;
25 /** A rope joint enforces a maximum distance between two points on two bodies. It has no other effect. Warning: if you attempt to
29 public class RopeJoint extends Joint {
30 org.jbox2d.dynamics.joints.RopeJoint joint; field in class:RopeJoint
35 public RopeJoint (World world, org.jbox2d.dynamics.joints.RopeJoint joint) {
36 super(world, joint);
37 this.joint = joint;
41 Vec2 localAnchor = joint.getLocalAnchorA();
47 Vec2 localAnchor = joint.getLocalAnchorB()
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DistanceJoint.java 22 import com.badlogic.gdx.physics.box2d.Joint;
25 /** A distance joint constrains two points on two bodies to remain at a fixed distance from each other. You can view this as a
27 public class DistanceJoint extends Joint {
28 org.jbox2d.dynamics.joints.DistanceJoint joint; field in class:DistanceJoint
33 public DistanceJoint (World world, org.jbox2d.dynamics.joints.DistanceJoint joint) {
34 super(world, joint);
35 this.joint = joint;
39 Vec2 localAnchor = joint.getLocalAnchorA();
45 Vec2 localAnchor = joint.getLocalAnchorB()
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FrictionJoint.java 22 import com.badlogic.gdx.physics.box2d.Joint;
25 /** Friction joint. This is used for top-down friction. It provides 2D translational friction and angular friction. */
26 public class FrictionJoint extends Joint {
27 org.jbox2d.dynamics.joints.FrictionJoint joint; field in class:FrictionJoint
32 public FrictionJoint (World world, org.jbox2d.dynamics.joints.FrictionJoint joint) {
33 super(world, joint);
34 this.joint = joint;
38 Vec2 localAnchor = joint.getLocalAnchorA();
44 Vec2 localAnchor = joint.getLocalAnchorB()
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MotorJoint.java 22 import com.badlogic.gdx.physics.box2d.Joint;
25 /** A motor joint is used to control the relative motion between two bodies. A typical usage is to control the movement of a
27 public class MotorJoint extends Joint {
28 org.jbox2d.dynamics.joints.MotorJoint joint; field in class:MotorJoint
33 public MotorJoint (World world, org.jbox2d.dynamics.joints.MotorJoint joint) {
34 super(world, joint);
35 this.joint = joint;
39 joint.getLinearOffset(tmp);
44 joint.setLinearOffset(tmp.set(linearOffset.x, linearOffset.y))
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