예제 #1
0
static JSBool body_setVelocityLimit(JSContext* cx, uintN argc, jsval* vp)
{
  jsdouble velocityVal;
  if (!JS_ConvertArguments(cx, argc, JS_ARGV(cx, vp), "d", &velocityVal)) {
      /* Throw a JavaScript exception. */
      JS_ReportError(cx, "body_setVelocityLimit: couldn't parse out velocity limit");
      return JS_FALSE;
  }

  JSObject* bodyObj = JS_THIS_OBJECT(cx, vp);

  cpBody* body = (cpBody*)JS_GetPrivate(cx, bodyObj);
  cpBodySetVelLimit(body, velocityVal);

  jsval rVal = JSVAL_VOID;
  JS_SET_RVAL(cx, vp, rVal);
  return JS_TRUE;
}
예제 #2
0
파일: cbody.cpp 프로젝트: dogtwelve/eepp
void cBody::VelLimit( const cpFloat& speed ) {
	cpBodySetVelLimit( mBody, speed );
}
예제 #3
0
void PhysicsBody::setVelocityLimit(float limit)
{
    cpBodySetVelLimit(_info->getBody(), PhysicsHelper::float2cpfloat(limit));
}
예제 #4
0
void PhysicsBody::setAngularVelocityLimit(float limit)
{
    cpBodySetVelLimit(_info->body, PhysicsHelper::float2cpfloat(limit));
}
예제 #5
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void PhysicsBody::setVelocityLimit(float limit)
{
    cpBodySetVelLimit(_cpBody, limit);
}
예제 #6
0
파일: physics.c 프로젝트: andi2/cgame
void physics_set_velocity_limit(Entity ent, Scalar lim)
{
    PhysicsInfo *info = entitypool_get(pool, ent);
    error_assert(info);
    cpBodySetVelLimit(info->body, lim);
}
예제 #7
0
void PhysicsBody::setVelocityLimit(float limit)
{
    cpBodySetVelLimit(_cpBody, PhysicsHelper::float2cpfloat(limit));
}
예제 #8
0
파일: Body.cpp 프로젝트: Marwes/CppChipmunk
void Body::setVelLimit(cpFloat value)
{
		cpBodySetVelLimit(body,value);
}