//------------------------------------------------ void ofxBox2dCircle::addAttractionPoint(float x, float y, float amt) { addAttractionPoint(ofVec2f(x, y), amt); }
//---------------------------------------- void ofxBox2dPolygon::addAttractionPoint (float x, float y, float amt) { addAttractionPoint(ofVec2f(x, y), amt); }
//-------------------------------------------------------------- void Particle::addAttractionPoint(ofVec2f pt, float scl) { addAttractionPoint(pt.x, pt.y, scl); }
//---------------------------------------- void ofxBox2dConvexPoly::addAttractionPoint (float x, float y, float amt) { addAttractionPoint(ofVec2f(x, y), amt); }
void ofxBox2dBaseShape::addAttractionPoint(float x, float y, float amt, float minDis) { addAttractionPoint(ofVec2f(x, y), amt, minDis); }
//------------------------------------------------ // In ofxBox2dRect.h: // We compute the force for all four (transformed) corners of the rect. // This keeps the rect's orientation correct! void ofxBox2dRect::addAttractionPoint (float fx, float fy, float amt) { addAttractionPoint(ofVec2f(fx, fy), amt); }