ephysics: add a new example doc: Collision Detection -

test_collision_detection.c



Patch by: Ricardo de Almeida Gonzaga <ricardo@profusion.mobi>



SVN revision: 76693
This commit is contained in:
Ricardo de Almeida Gonzaga 2012-09-14 22:04:31 +00:00 committed by Bruno Dilly
parent ead58d536e
commit 7ae00ec501
1 changed files with 94 additions and 0 deletions

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@ -5,6 +5,7 @@
*
* @li @ref tutorial_ephysics_bouncing_ball
* @li @ref tutorial_ephysics_bouncing_text
* @li @ref tutorial_ephysics_collision_detection
* @li @ref tutorial_ephysics_delete_body
* @li @ref tutorial_ephysics_constraint
*/
@ -280,6 +281,99 @@
* @example test_bouncing_text.c
*/
/**
* @page tutorial_ephysics_collision_detection EPhysics - Collision Detection
*
* The purpose of this example is to demonstrate the EPhysics Collision
* Detection usage - The code adds two balls, one with impulse and the second
* with a collision detection callback, to show an effect.
*
* For this example we'll have an EPhysics_World, and two basic EPhysics_Bodys,
* we'll apply an impulse in one of then and the other will be stopped
* "waiting" for a collision.
*
* The basic concepts like - initializing an EPhysics_World, render geometry,
* physics limiting boundaries, add an Ephysics_Body, associate it to evas
* objects, change restitution, friction and impulse properties, were
* already covered in
* @ref tutorial_ephysics_bouncing_ball
*
* @section add-collstruct Collision Data Struct
* @dontinclude test_collision_detection.c
*
* While in this example we'll be working with a struct to hold some objects
* in our code. For clarity sake we present you the struct declaration in the
* following block.
*
* @skip struct _Collision_Data {
* @until };
*
* @section add-callbacks Adding the Callback
*
* Calling ephysics_body_event_callback_add()
* will register a callback to a type of physics body event.
*
* @ref EPHYSICS_CALLBACK_BODY_COLLISION : called just after the collision has
* been actually processed by the physics engine. In other words, to be
* notified about a collision between two physical bodies.
*
* @skip ephysics_body_event_callback_add(collision_data->sphere
* @until );
*
* See
* @ref _EPhysics_Callback_Body_Type
* for more event types.
*
* @section add-collcb Collision Function
*
* The callback function will filter the collision to be sure if that body is
* which we want and then show the effect.
*
* First we need to create a specific variable type to get collision infos:
* @ref EPhysics_Body_Collision
*
* @dontinclude test_collision_detection.c
*
* @skip _collision_cb
* @until int x, y;
*
* Now we want to know which body collides with and filter it.
*
* @skip contact_body =
* @until return;
*
* We just get the collision position, move the impact effect to this
* coordinate and send a signal to edje to show it.
*
* @skip ephysics_body_collision_position_get
* @until "ephysics_test");
* @skipline }
*
* Here we finish the example. The full source code can be found at
* @ref test_collision_detection_c.
*
*/
/**
* @page test_collision_detection_c test_collision_detection.c
*
* @section ephysics-test-h ephysics_test.h
* @include ephysics_test.h
*
* @section test-collision_detection-c test_collision_detection.c
* @dontinclude test.c
*
* @skip test_clean
* @until }
*
* @skip test_win_add
* @until }
*
* @include test_collision_detection.c
*
* @example test_collision_detection.c
*/
/**
* @page tutorial_ephysics_delete_body EPhysics - Delete Body
*