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edje: add headers explaining all the physics examples.
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/* It can be tested with edje_player slave mode
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/* This example demonstrates the usage of physics faces.
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*
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* Faces references other groups of the collection. The same group
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* can be used for many faces, but to illustrate it we are adding
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* a rectangle of different color for each face of a cube.
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* It will apply impulses on the cube when receiving messages, so
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* it's possible to see the cube rotating and moving.
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*
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* It can be tested with edje_player slave mode
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* $ edje_player -S -p -g example_group physics_3d.edj
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*
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* message 1 FLOAT_SET 3 80 -100 0 -> apply an impulse on red box with
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/* It can be tested with edje_player slave mode
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/* This example demostrates physics actions, like applying impulses and forces
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* to a body.
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*
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* There are two ways of interacting with bodies. One is using the wanted
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* action in a program. E.g.:
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*
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* action: PHYSICS_VEL_SET 0 -200 0;
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* target: "part_name";
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*
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* The other way is via script. The same action described above would be
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* physics_set_velocity(PART:"part_name", 0, -200, 0);
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*
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* This a very extensive example, because it illustrate the usage of all
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* the possible actions in the both ways.
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*
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* It can be tested with edje_player slave mode
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* $ edje_player -S -p physics_actions.edj
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*
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* signal up impulse -> will throw both balls up
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/* It can be tested with edje_player slave mode
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/* This example demonstrates how to customize movement freedom and backface
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* culling.
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*
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* By default, bodies only will move on x and y axis, and rotate only
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* aroud the z axis. To modify it, the block "movement freedom" should be used.
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* This block consists of the "linear" and "angular" attributes, each one
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* receiving 3 booleans, to set if movement in each axis is allowed or not.
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*
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* When a body has backface culling activated, it will be hidden when
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* it's not facing the camera. It's deactivated by default.
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*
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* It can be tested with edje_player slave mode
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* $ edje_player -S -p physics_backcull.edj
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*
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* signal on backcull -> allow movement in all axes, enable backface cull
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/* This example demonstrates the most basic usage of physics.
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*
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* To make a part behaves like a body in a physics simulation,
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* all that is needed is to set its attribute part.physics_body
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* to something different from NONE. For example, RIGID_BOX,
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* or CLOTH. It will define the shape of the part, and how it
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* will interact with the environment.
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*
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* The remaining body attributes should be set inside the physics
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* block of description. In this example we are customizing
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* the restitution, that is how much the body bounces, and friction.
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*
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* It can be tested with edje_player
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* $ edje_player physics_basic.edj
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*/
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collections {
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images {
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/* This example shows how to use soft bodies.
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*
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* Soft bodies have an attribute to change how much it will
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* deforms when colliding. It's called "hardness", and can
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* be set to any value between 0.0 (soft) and 1.0 (hard).
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* By default, all the soft bodies are hard (1.0).
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*
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* This example will make a box and a sphere collide
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* many times against the floor and will be placed at
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* top of the screen again. They will have their hardness
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* modified each time, going from the default to a very
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* soft state.
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*
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* It can be tested with edje_player
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* $ edje_player physics_soft_bodies.edj
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*/
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collections {
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images {
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