Shear
float Shear() const;
const float Shear() const { return fFont.Shear(); }
runArray->runs[i].font.Shear());
link.Attach<float>(font.Shear());
fState->font.SetShear(font->Shear());
ret = data->AddFloat("_fflt", font.Shear());
toFont->SetShear(fromFont->Shear());
if (firstStyle.font.Shear() != otherStyle.font.Shear())
info.fontShear = fFont.Shear();
fFont.SetShear(font.Shear());
printf("\t Shear: %.2f\n", fFont.Shear());
float Shear() const
WriteSetFontShear((font.Shear() - 90) * (M_PI / 180));
(90.0 - font.Shear()) * M_PI / 180.0, 0.0);
Add(font.Shear());
if (forceVector || font.Rotation() != 0.0 || font.Shear() != 90.0
printf("\t\tshear: %f\n", font.Shear());
fFont.SetShear(font.Shear());
transform.ShearBy(B_ORIGIN, (90.0 - fFont.Shear()) * PI / 180.0, 0.0);