ephysics: docs fixes (missing params / typos)

SVN revision: 78490
This commit is contained in:
Bruno Dilly 2012-10-25 21:55:14 +00:00
parent 8ae0d9af74
commit 651b562ebd
1 changed files with 17 additions and 9 deletions

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@ -735,6 +735,9 @@ EAPI void ephysics_world_del(EPhysics_World *world);
* *
* When a world is created it starts running. * When a world is created it starts running.
* *
* @param world The world to be played / paused.
* @param running If @c EINA_TRUE it will play, otherwise it will pause.
*
* @see ephysics_world_running_get() * @see ephysics_world_running_get()
* *
* @ingroup EPhysics_World * @ingroup EPhysics_World
@ -747,6 +750,10 @@ EAPI void ephysics_world_running_set(EPhysics_World *world, Eina_Bool running);
* *
* By default a world starts running. * By default a world starts running.
* *
* @param world The physics world.
* @return @c EINA_TRUE if it's running, or @c EINA_FALSE if it's paused or on
* error.
*
* @see ephysics_world_running_set() for more details. * @see ephysics_world_running_set() for more details.
* *
* @ingroup EPhysics_World * @ingroup EPhysics_World
@ -1917,13 +1924,14 @@ EAPI int ephysics_body_soft_body_triangle_index_get(EPhysics_Body *body, Evas_Co
* Set the soft body number of position iterations. * Set the soft body number of position iterations.
* *
* Both soft body and cloth can have its number of position iterations changed. * Both soft body and cloth can have its number of position iterations changed.
* The number of position iterations will change how many time the physics engine * The number of position iterations will change how many time the physics
* engine
* will iterate the position solver, a greater value will change deformation * will iterate the position solver, a greater value will change deformation
* behaves and how hard the soft body looks like. The greater position iterations * behaves and how hard the soft body looks like. The greater position
* the harder the soft body will be. * iterations the harder the soft body will be.
* *
* @node For soft bodies the default value is set to 1, and for cloth it's set to * @note For soft bodies the default value is set to 1, and for cloth it's set
* the number of rows / 5; * to the number of rows / 5;
* *
* @param body The body to be set. * @param body The body to be set.
* @param iterations The number of iterations. * @param iterations The number of iterations.
@ -2004,8 +2012,8 @@ EAPI EPhysics_Body *ephysics_body_circle_add(EPhysics_World *world);
* Just like rotation, deformation will be applied on associated * Just like rotation, deformation will be applied on associated
* evas object using evas map. * evas object using evas map.
* *
* @note When working with soft bodies it's importante to adjust the simulation's * @note When working with soft bodies it's importante to adjust the
* fixed time step due its multi point nature. * simulation's fixed time step due its multi point nature.
* *
* For a rigid circle, check @ref ephysics_body_circle_add(). * For a rigid circle, check @ref ephysics_body_circle_add().
* *
@ -2049,8 +2057,8 @@ EAPI EPhysics_Body *ephysics_body_box_add(EPhysics_World *world);
* Just like rotation, deformation will be applied on associated * Just like rotation, deformation will be applied on associated
* evas object using evas map. * evas object using evas map.
* *
* @note When working with soft bodies it's importante to adjust the simulation's * @note When working with soft bodies it's importante to adjust the
* fixed time step due its multi point nature. * simulation's fixed time step due its multi point nature.
* *
* For a rigid circle, check @ref ephysics_body_circle_add(). * For a rigid circle, check @ref ephysics_body_circle_add().
* *