forked from enlightenment/efl
ephysics: docs fixes (missing params / typos)
SVN revision: 78490
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@ -735,6 +735,9 @@ EAPI void ephysics_world_del(EPhysics_World *world);
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*
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* When a world is created it starts running.
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*
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* @param world The world to be played / paused.
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* @param running If @c EINA_TRUE it will play, otherwise it will pause.
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*
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* @see ephysics_world_running_get()
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*
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* @ingroup EPhysics_World
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@ -747,6 +750,10 @@ EAPI void ephysics_world_running_set(EPhysics_World *world, Eina_Bool running);
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*
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* By default a world starts running.
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*
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* @param world The physics world.
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* @return @c EINA_TRUE if it's running, or @c EINA_FALSE if it's paused or on
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* error.
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*
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* @see ephysics_world_running_set() for more details.
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*
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* @ingroup EPhysics_World
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@ -1917,13 +1924,14 @@ EAPI int ephysics_body_soft_body_triangle_index_get(EPhysics_Body *body, Evas_Co
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* Set the soft body number of position iterations.
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*
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* Both soft body and cloth can have its number of position iterations changed.
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* The number of position iterations will change how many time the physics engine
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* The number of position iterations will change how many time the physics
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* engine
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* will iterate the position solver, a greater value will change deformation
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* behaves and how hard the soft body looks like. The greater position iterations
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* the harder the soft body will be.
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* behaves and how hard the soft body looks like. The greater position
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* iterations the harder the soft body will be.
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*
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* @node For soft bodies the default value is set to 1, and for cloth it's set to
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* the number of rows / 5;
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* @note For soft bodies the default value is set to 1, and for cloth it's set
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* to the number of rows / 5;
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*
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* @param body The body to be set.
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* @param iterations The number of iterations.
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@ -2004,8 +2012,8 @@ EAPI EPhysics_Body *ephysics_body_circle_add(EPhysics_World *world);
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* Just like rotation, deformation will be applied on associated
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* evas object using evas map.
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*
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* @note When working with soft bodies it's importante to adjust the simulation's
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* fixed time step due its multi point nature.
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* @note When working with soft bodies it's importante to adjust the
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* simulation's fixed time step due its multi point nature.
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*
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* For a rigid circle, check @ref ephysics_body_circle_add().
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*
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@ -2049,8 +2057,8 @@ EAPI EPhysics_Body *ephysics_body_box_add(EPhysics_World *world);
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* Just like rotation, deformation will be applied on associated
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* evas object using evas map.
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*
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* @note When working with soft bodies it's importante to adjust the simulation's
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* fixed time step due its multi point nature.
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* @note When working with soft bodies it's importante to adjust the
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* simulation's fixed time step due its multi point nature.
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*
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* For a rigid circle, check @ref ephysics_body_circle_add().
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*
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