Searched refs:getActivationState (Results 1 – 10 of 10) sorted by relevance
248 if (colObj0->getActivationState()== ACTIVE_TAG) in buildIslands()252 if (colObj0->getActivationState()== DISABLE_DEACTIVATION) in buildIslands()297 if ( colObj0->getActivationState() == ISLAND_SLEEPING) in buildIslands()326 if (((colObj0) && colObj0->getActivationState() != ISLAND_SLEEPING) || in buildIslands()327 ((colObj1) && colObj1->getActivationState() != ISLAND_SLEEPING)) in buildIslands()331 if (colObj0->isKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING) in buildIslands()336 if (colObj1->isKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING) in buildIslands()
269 SIMD_FORCE_INLINE int getActivationState() const { return m_activationState1;} in ATTRIBUTE_ALIGNED16()288 …return ((getActivationState() != ISLAND_SLEEPING) && (getActivationState() != DISABLE_SIMULATION)); in ATTRIBUTE_ALIGNED16()
1471 switch(colObj->getActivationState()) in debugDrawWorld()
139 if (col && col->getActivationState() == ACTIVE_TAG) in updateActivationState()147 if (col && col->getActivationState() == ACTIVE_TAG) in updateActivationState()156 if (col && col->getActivationState() != DISABLE_DEACTIVATION) in updateActivationState()162 if (col && col->getActivationState() != DISABLE_DEACTIVATION) in updateActivationState()453 if (bod->getBaseCollider() && bod->getBaseCollider()->getActivationState() == ISLAND_SLEEPING) in solveConstraints()459 …if (bod->getLink(b).m_collider && bod->getLink(b).m_collider->getActivationState()==ISLAND_SLEEPIN… in solveConstraints()490 if (bod->getBaseCollider() && bod->getBaseCollider()->getActivationState() == ISLAND_SLEEPING) in solveConstraints()496 …if (bod->getLink(b).m_collider && bod->getLink(b).m_collider->getActivationState()==ISLAND_SLEEPIN… in solveConstraints()695 … if (bod->getBaseCollider() && bod->getBaseCollider()->getActivationState() == ISLAND_SLEEPING) in solveConstraints()701 …if (bod->getLink(b).m_collider && bod->getLink(b).m_collider->getActivationState()==ISLAND_SLEEPIN… in solveConstraints()[all …]
420 if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == DISABLE_DEACTIVATION)) in updateDeactivation()438 if (getActivationState() == DISABLE_DEACTIVATION) in wantsSleeping()445 if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == WANTS_DEACTIVATION)) in wantsSleeping()
257 if (body->getActivationState() != ISLAND_SLEEPING) in synchronizeMotionStates()
271 if (body && body->getActivationState() != ISLAND_SLEEPING) in saveKinematicState()639 if (body->getActivationState() == ACTIVE_TAG) in updateActivationState()641 if (body->getActivationState() == ISLAND_SLEEPING) in updateActivationState()650 if (body->getActivationState() != DISABLE_DEACTIVATION) in updateActivationState()
249 public int getActivationState() { in getActivationState() method in btCollisionObject
860 if (getActivationState() == ISLAND_SLEEPING) in setRestLengthScale()
24072 result = (int)((btCollisionObject const *)arg1)->getActivationState(); in Java_com_badlogic_gdx_physics_bullet_collision_CollisionJNI_btCollisionObject_1getActivationState()