./ 0000755 0000041 0000041 00000000000 12743161633 011251 5 ustar www-data www-data ./doc/ 0000755 0000041 0000041 00000000000 12743161633 012016 5 ustar www-data www-data ./doc/html-templates-offline.qdocconf 0000644 0000041 0000041 00000002071 12743161633 020114 0 ustar www-data www-data #include standard set of HTML header and footer. #include(html-config.qdocconf) #include(html-header-offline.qdocconf) #include(html-footer.qdocconf) #uncomment if navigation bar is not wanted HTML.nonavigationbar = "true" HTML.stylesheets = style/online.css HTML.extraimages += images/ico_out.png \ images/ico_note.png \ images/ico_note_attention.png \ images/btn_prev.png \ images/btn_next.png \ images/bullet_dn.png \ images/bullet_sq.png \ images/bgrContent.png #specify which files in the output directory should be packed into the qch file. qhp.extraFiles += style/online.css \ images/ico_out.png \ images/ico_note.png \ images/ico_note_attention.png \ images/btn_prev.png \ images/btn_next.png \ images/bullet_dn.png \ images/bullet_sq.png \ images/bgrContent.png ./doc/bacon2d.qdocconf 0000644 0000041 0000041 00000001726 12743161633 015052 0 ustar www-data www-data project = Bacon2D description = Bacon2D - QML 2D Game engine sourcedirs = . ../src ../src/doc/pages imagedirs = . pages/images sources.fileextensions = "*.cpp *.qdoc *.mm *.qml" headers.fileextensions = "*.h *.ch *.h++ *.hh *.hpp *.hxx" outputdir = ../build/doc/html outputformats = HTML outputencoding = UTF-8 include($QT_INSTALL_DOCS/global/macros.qdocconf) include($QT_INSTALL_DOCS/global/qt-cpp-defines.qdocconf) include($QT_INSTALL_DOCS/global/compat.qdocconf) include($QT_INSTALL_DOCS/global/fileextensions.qdocconf) include($QT_INSTALL_DOCS/global/qt-html-templates-offline.qdocconf) HTML.footer = "" HTML.extraimages += pages/images/CreateClickTarget.png \ pages/images/ubuntu_sdk_new_project.png \ pages/images/Options_Ubuntu_Click.png \ pages/images/wizard-1.png \ pages/images/wizard-2.png \ pages/images/wizard-3.png \ pages/images/wizard-4.png ./doc/raycast.qdoc 0000644 0000041 0000041 00000002446 12743161633 014342 0 ustar www-data www-data /*! \qmltype RayCast \inqmlmodule Bacon2D You can use ray casts to do line-of-sight checks, fire guns, etc. You perform a ray cast by listening for the fixtureReported signal, then calling rayCast from the \l Scene providing the start and end points. The signal will be emitted with each fixture hit by the ray. Your callback is provided with the fixture, the point of intersection, the unit normal vector, and the fractional distance along the ray. You cannot make any assumptions about the order of the callbacks. You control the continuation of the ray cast by returning a fraction. Returning a fraction of zero indicates the ray cast should be terminated. A fraction of one indicates the ray cast should continue as if no hit occurred. If you return the fraction from the argument list, the ray will be clipped to the current intersection point. So you can ray cast any shape, ray cast all shapes, or ray cast the closest shape by returning the appropriate fraction. You may also return of fraction of -1 to filter the fixture. Then the ray cast will proceed as if the fixture does not exist. */ /*! \qmlproperty float RayCast::maxFraction */ /*! \qmlsignal RayCast::fixtureReported(Fixture fixture, QPointF point1, QPointF point2, qreal fraction) */ ./doc/doc.pri 0000644 0000041 0000041 00000000713 12743161633 013300 0 ustar www-data www-data QDOC = QT_INSTALL_DOCS=$$[QT_INSTALL_DOCS] $$[QT_INSTALL_BINS]/qdoc QT_INSTALL_DOCS = /usr/share/qt5/doc/global/ QMAKE_EXTRA_TARGETS += docs clean-docs docs-html clean-docs-html docs-html.commands = \ "$${QDOC} $${PWD}/bacon2d.qdocconf" docs.files = $$PWD/html docs.path = $${INSTALL_PREFIX}/share/bacon2d/doc docs.depends = docs-html INSTALLS += docs clean-docs-html.commands = \ "rm -rf $${PWD}/html" clean-docs.depends = clean-docs-html ./doc/joints.qdoc 0000644 0000041 0000041 00000016142 12743161633 014200 0 ustar www-data www-data /*! \qmltype Joint \inqmlmodule Bacon2D \brief The base joint class. Joints are used to constraint two bodies together in various fashions. Some joints also feature limits and motors. */ /*! \qmlproperty JointType Joint::jointType \brief joint type is set automatically for concrete joint types. */ /*! \qmlproperty bool Joint::collideConnected \brief This property holds a flag to true if the attached bodies should collide. */ /*! \qmlproperty Body Joint::bodyA \brief This property holds a reference to the first attached body. */ /*! \qmlproperty Body Joint::bodyB \brief This property holds a reference to the second attached body. */ /*! \qmltype DistanceJoint \inqmlmodule Bacon2D \inherits Joint \brief Distance Joint A distance joint constrains two points on two bodies to remain at a fixed distance from each other. You can view this as a massless, rigid rod. */ /*! \qmlproperty QPointF DistanceJoint::localAnchorA \brief This property holds the local anchor point relative to bodyA's origin */ /*! \qmlproperty QPointF DistanceJoint::localAnchorB \brief This property holds the local anchor point relative to bodyB's origin */ /*! \qmlproperty float DistanceJoint::length \brief This property holds the natural length between the anchor points. */ /*! \qmlproperty float DistanceJoint::frequencyHz \brief This property holds the mass-spring-damper frequency in Hertz. A value of 0 disables softness. */ /*! \qmlproperty float DistanceJoint::dampingRatio \brief This property holds the mass-spring-damper frequency in Hertz. A value of 0 disables softness. */ /*! \qmlmethod QPointF DistanceJoint::getReactionForce(float inv_dt) const; \brief Get the reaction force given the inverse time step. */ /*! \qmlmethod float DistanceJoint::getReactionTorque(float inv_dt) const; \brief Get the reaction torque given the inverse time step. Unit is N*m. This is always zero for a distance joint. */ /*! \qmltype PrismaticJoint \inqmlmodule Bacon2D \inherits Joint \brief A prismatic joint This joint provides one degree of freedom: translation along an axis fixed in \a bodyA. Relative rotation is prevented. You can use a joint limit to restrict the range of motion and a joint motor to drive the motion or to model joint friction. */ /*! \qmlproperty QPointF PrismaticJoint::localAnchorA \brief This property holds the local anchor point relative to bodyA's origin */ /*! \qmlproperty QPointF PrismaticJoint::localAnchorB \brief This property holds the local anchor point relative to bodyB's origin */ /*! \qmlproperty QPointF PrismaticJoint::localAxisA \brief This property holds the local anchor point relative to bodyB's origin */ /*! \qmlproperty float PrismaticJoint::referenceAngle \brief This property holds the bodyB angle minus bodyA angle in the reference state (radians). */ /*! \qmlproperty bool PrismaticJoint::enableLimit \brief This property holds a flag to enable joint limits. */ /*! \qmlproperty float PrismaticJoint::lowerTranslation */ /*! \qmlproperty float PrismaticJoint::upperTranslation */ /*! \qmlproperty bool PrismaticJoint::enableMotor \brief This property holds a flag to enable the joint motor. */ /*! \qmlproperty float PrismaticJoint::motorSpeed \brief This property holds the desired motor speed. Usually in radians per second. */ /*! \qmlproperty float PrismaticJoint::maxMotorTorque \brief This property holds The maximum motor torque used to achieve the desired motor speed. */ /*! \qmlmethod float PrismaticJoint::getJointTranslation() const; \brief Get the current joint translation, usually in meters. */ /*! \qmlmethod float PrismaticJoint::getJointSpeed() const; \brief Get the current joint translation speed, usually in meters per second. */ /*! \qmltype RevoluteJoint \inqmlmodule Bacon2D \inherits Joint \brief Revolute Joint A revolute joint constrains two bodies to share a common point while they are free to rotate about the point. The relative rotation about the shared point is the joint angle. You can limit the relative rotation with a joint limit that specifies a lower and upper angle. You can use a motor to drive the relative rotation about the shared point. A maximum motor torque is provided so that infinite forces are not generated. */ /*! \qmlproperty QPointF RevoluteJoint::localAnchorA \brief This property holds the local anchor point relative to bodyA's origin */ /*! \qmlproperty QPointF RevoluteJoint::localAnchorB \brief This property holds the local anchor point relative to bodyB's origin */ /*! \qmlproperty float RevoluteJoint::referenceAngle \brief This property holds the bodyB angle minus bodyA angle in the reference state (radians). */ /*! \qmlproperty bool RevoluteJoint::enableLimit \brief This property holds a flag to enable joint limits. */ /*! \qmlproperty float RevoluteJoint::lowerAngle \brief This property holds the lower angle for the joint limit (radians)/ */ /*! \qmlproperty float RevoluteJoint::upperAngle \brief This property holds the upper angle for the joint limit (radians). */ /*! \qmlproperty bool RevoluteJoint::enableMotor \brief This property holds a flag to enable the joint motor. */ /*! \qmlproperty float RevoluteJoint::motorSpeed \brief This property holds the desired motor speed. Usually in radians per second. */ /*! \qmlproperty float RevoluteJoint::maxMotorTorque \brief This property holds the maximum motor torque used to achieve the desired motor speed. */ /*! \qmlmethod float RevoluteJoint::getJointAngle() const; \brief Get the current joint angle in radians. */ /*! \qmlmethod float RevoluteJoint::getJointSpeed() const; \brief Get the current joint angle speed in radians per second. */ /*! \qmltype MotorJoint \inqmlmodule Bacon2D \inherits Joint \brief Motor Joint A motor joint is used to control the relative motion between two bodies. A typical usage is to control the movement of a dynamic body with respect to the ground. */ /*! \qmlproperty float MotorJoint::linearOffset \brief The position of bodyB minus the position of bodyA, in bodyA's frame, in meters. */ /*! \qmlproperty float MotorJoint::angularOffset \brief This property holds the bodyB angle minus bodyA angle in radians. */ /*! \qmlproperty float MotorJoint::maxForce \brief This property holds The maximum motor force in N. */ /*! \qmlproperty float MotorJoint::maxTorque \brief This property holds the maximum motor torque in N-m. */ /*! \qmlproperty float MotorJoint::correctionFactor \brief This property holds the position correction factor in the range [0,1]. */ /*! \qmltype WeldJoint \inqmlmodule Bacon2D \inherits Joint */ /*! \qmltype PulleyJoint \inqmlmodule Bacon2D \inherits Joint */ /*! \qmltype FrictionJoint \inqmlmodule Bacon2D \inherits Joint */ /*! \qmltype WheelJoint \inqmlmodule Bacon2D \inherits Joint */ /*! \qmltype MouseJoint \inqmlmodule Bacon2D \inherits Joint */ /*! \qmltype GearJoint \inqmlmodule Bacon2D \inherits Joint */ /*! \qmltype RopeJoint \inqmlmodule Bacon2D \inherits Joint */ ./doc/jekyll.qdocconf 0000644 0000041 0000041 00000004335 12743161633 015033 0 ustar www-data www-data project = Bacon2D description = Bacon2D - QML 2D Game engine sourcedirs = . ../src ../src/doc/pages sources.fileextensions = "*.cpp *.qdoc *.mm *.qml" headers.fileextensions = "*.h *.ch *.h++ *.hh *.hpp *.hxx" outputdir = ../build/doc/jekyll outputformats = HTML outputencoding = UTF-8 include($QT_INSTALL_DOCS/global/macros.qdocconf) include($QT_INSTALL_DOCS/global/qt-cpp-defines.qdocconf) include($QT_INSTALL_DOCS/global/compat.qdocconf) include($QT_INSTALL_DOCS/global/fileextensions.qdocconf) include(html-templates-offline.qdocconf) HTML.headerstyles = \ " \n" \ " \n" \ " \n" \ " \n" \ " \n" HTML.endheader = \ "\n" HTML.postpostheader = \ "
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