void EasingGraph::setOvershoot(qreal newOvershoot) { if ((overshoot() != newOvershoot) && (easingShape()==QLatin1String("Back"))) { m_curveFunction.setOvershoot(newOvershoot); emit overshootChanged(); update(); } }
/*! Compare this easing curve with \a other and returns true if they are equal. It will also compare the properties of a curve. */ bool QEasingCurve::operator==(const QEasingCurve &other) const { bool res = d_ptr->func == other.d_ptr->func && d_ptr->type == other.d_ptr->type; if (res) { if (d_ptr->config && other.d_ptr->config) { // catch the config content res = d_ptr->config->operator==(*(other.d_ptr->config)); } else if (d_ptr->config || other.d_ptr->config) { // one one has a config object, which could contain default values res = qFuzzyCompare(amplitude(), other.amplitude()) && qFuzzyCompare(period(), other.period()) && qFuzzyCompare(overshoot(), other.overshoot()); } } return res; }
void getItem (int itemNo) { #if printDebug DEBUG(("getItem(%d) Info\n", itemNo)); #endif if (game.getCurrentPhase() == 1) { smartGo(red ? -0.45 : 0.45, statePos(myState)[1] < -0.05f ? 0.073f : 0.0505f); #if printDebug DEBUG(("\tMoving to Zone 2\n")); #endif return; } vec iloc; game.getItemLocation(itemNo, iloc); #if printDebug printVec("\tItemPos (m)", iloc); #endif overshoot(iloc); vec degs = {floatZero, floatZero, 0.62f}; setTargetAngVel(hitTarget(myState, iloc) ? degs : zeroVec); }
void AsiMS2000::selectCommand(int commandNum) { switch(commandNum) { case 0: accel(); break; case 1: aalign(); break; case 2: afcont(); break; case 3: aflim(); break; case 4: afocus(); break; case 5: afset(); break; case 6: afmove(); break; case 7: ahome(); break; case 8: aij(); break; case 9: array(); break; case 10: azero(); break; case 11: backlash(); break; case 12: bcustom(); break; case 13: benable(); break; case 14: build(); break; case 15: cdate(); break; case 16: cnts(); break; case 17: customa(); break; case 18: customb(); break; case 19: dack(); break; case 20: dump(); break; case 21: ensync(); break; case 22: epolarity(); break; case 23: error(); break; case 24: halt(); break; case 25: here(); break; case 26: home(); break; case 27: info(); break; case 28: joystick(); break; case 29: jsspd(); break; case 30: kadc(); break; case 31: kd(); break; case 32: ki(); break; case 33: kp(); break; case 34: lcd(); break; case 35: led(); break; case 36: lladdr(); break; case 37: load(); break; case 38: lock(); break; case 39: lockrg(); break; case 40: lockset(); break; case 41: maintain(); break; case 42: motctrl(); break; case 43: move(); break; case 44: movrel(); break; case 45: pcros(); break; case 46: pedal(); break; case 47: rbmode(); break; case 48: rdadc(); break; case 49: rdsbyte(); break; case 50: rdstat(); break; case 51: relock(); break; case 52: reset(); break; case 53: rt(); break; case 54: runaway(); break; case 55: saveset(); break; case 56: savepos(); break; case 57: scan(); break; case 58: scanr(); break; case 59: scanv(); break; case 60: secure(); break; case 61: sethome(); break; case 62: setlow(); break; case 63: setup(); break; case 64: si(); break; case 65: speed(); break; case 66: spin(); break; case 67: status(); break; case 68: stopbits(); break; case 69: ttl(); break; case 70: um(); break; case 71: units(); break; case 72: unlock(); break; case 73: vb(); break; case 74: vector(); break; case 75: version(); break; case 76: wait(); break; case 77: where(); break; case 78: who(); break; case 79: wrdac(); break; case 80: zero(); break; case 81: z2b(); break; case 82: zs(); break; case 83: overshoot(); break; } }