void Box2DBody::setAngularDamping(qreal angularDamping) { if (mAngularDamping == angularDamping) return; mAngularDamping = angularDamping; if (mBody) mBody->SetAngularDamping(angularDamping); emit angularDampingChanged(); }
void Box2DBody::setAngularDamping(qreal _angularDamping) { if (angularDamping() == _angularDamping) return; if (mBody) mBody->SetAngularDamping(_angularDamping); else mBodyDef.angularDamping = _angularDamping; emit angularDampingChanged(); }
void Box2DItem::setAngularDamping(const qreal &angularDamping) { if (m_angularDamping != angularDamping) { m_angularDamping = angularDamping; if (m_body) m_body->SetAngularDamping(angularDamping); emit angularDampingChanged(); } }
void Box2DBody::setAngularDamping(float angularDamping) { if (mBodyDef.angularDamping == angularDamping) return; mBodyDef.angularDamping = angularDamping; if (mBody) mBody->SetAngularDamping(angularDamping); emit angularDampingChanged(); }
void Entity::setAngularDamping(const qreal &angularDamping) { if (m_angularDamping == angularDamping) return; m_angularDamping = angularDamping; if (m_body) m_body->SetAngularDamping(angularDamping); emit angularDampingChanged(); }
void Body::setAngularDamping(float value) { mBody->SetAngularDamping(value); emit angularDampingChanged(); }