forked from enlightenment/efl
EPhysics: fix function references on docs
discomfitor spotted some issues, so now all the functions are marked with @ref, so it will warn if they couldn't be found on project. Except functions on @see section, since we are already warned about them. SVN revision: 73013
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@ -103,7 +103,7 @@ typedef enum _EPhysics_Callback_Type
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{
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/*
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* The following events are only for use with EPhysics world objects, with
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* ephysics_world_event_callback_add():
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* @ref ephysics_world_event_callback_add():
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*/
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EPHYSICS_CALLBACK_WORLD_FIRST, /**< kept as sentinel, not really an event */
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EPHYSICS_CALLBACK_WORLD_DEL, /**< World being deleted (called before free) */
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@ -112,7 +112,7 @@ typedef enum _EPhysics_Callback_Type
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/*
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* The following events are only for use with EPhysics body objects, with
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* ephysics_body_event_callback_add():
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* @ref ephysics_body_event_callback_add():
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*/
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EPHYSICS_CALLBACK_BODY_FIRST, /**< kept as sentinel, not really an event */
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EPHYSICS_CALLBACK_BODY_UPDATE, /**< Body being updated */
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@ -164,14 +164,15 @@ EAPI int ephysics_shutdown(void);
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* A camera defines the region of the physics world that will be rendered
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* on the canvas. It sets the point of view.
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*
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* Every world has a camera, that can be get with ephysics_world_camera_get().
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* Its position can be set with ephysics_camera_position_set() and zoom
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* in / zoom out can be done with ephysics_camera_zoom_set().
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* Every world has a camera, that can be get with
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* @ref ephysics_world_camera_get().
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* Its position can be set with @ref ephysics_camera_position_set() and zoom
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* in / zoom out can be done with @ref ephysics_camera_zoom_set().
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*
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* @note WIP: IT'S NOT WORKING YET!!
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*/
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typedef struct _EPhysics_Camera EPhysics_Camera; /**< Camera handle, used to zoom in / out a scene, or change the frame position to be rendered. Every world have a camera that can be get with ephysics_world_camera_get(). */
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typedef struct _EPhysics_Camera EPhysics_Camera; /**< Camera handle, used to zoom in / out a scene, or change the frame position to be rendered. Every world have a camera that can be get with @ref ephysics_world_camera_get(). */
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/**
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* @brief
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@ -277,14 +278,14 @@ EAPI double ephysics_camera_zoom_get(const EPhysics_Camera *camera);
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* broadphase interface and a dispatcher to dispatch calculations
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* for overlapping pairs.
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*
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* A new world can be created with ephysics_world_new() and deleted with
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* ephysics_world_del(). It can have its gravity changed with
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* ephysics_world_gravity_set() and play / paused with
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* ephysics_world_running_set(). When running, the simulation will be gradually
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* stepped.
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* A new world can be created with @ref ephysics_world_new() and deleted with
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* @ref ephysics_world_del(). It can have its gravity changed with
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* @ref ephysics_world_gravity_set() and play / paused with
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* @ref ephysics_world_running_set(). When running, the simulation will be
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* gradually stepped.
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*/
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typedef struct _EPhysics_World EPhysics_World; /**< World handle, most basic type of EPhysics. Created with ephysics_world_new() and deleted with ephysics_world_del(). */
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typedef struct _EPhysics_World EPhysics_World; /**< World handle, most basic type of EPhysics. Created with @ref ephysics_world_new() and deleted with @ref ephysics_world_del(). */
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/**
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* @typedef EPhysics_World_Event_Cb
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@ -311,14 +312,14 @@ typedef void (*EPhysics_World_Event_Cb)(void *data, EPhysics_World *world, void
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* A new world will be created with set collision configuration,
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* constraint solver, broadphase interface and dispatcher.
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*
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* It can be paused / unpaused with ephysics_world_running_set() and its
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* gravity can be changed with ephysics_world_gravity_set().
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* It can be paused / unpaused with @ref ephysics_world_running_set() and its
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* gravity can be changed with @ref ephysics_world_gravity_set().
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*
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* By default it starts with gravity y = -9.81 and playing.
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*
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* If default updates between physics bodies and evas objects will be used
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* it's mandatory to set the size of the area to be rendered with
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* ephysics_world_geometry_size_set().
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* @ref ephysics_world_render_geometry_set().
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*
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* @return A new world or @c NULL, on errors.
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*
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@ -335,10 +336,10 @@ EAPI EPhysics_World *ephysics_world_new(void);
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* By default it starts with null x, y, width and height.
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*
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* The physics world won't be limited, but boundaries can be added with:
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* @li ephysics_world_top_boundary_add(),
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* @li ephysics_world_bottom_boundary_add(),
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* @li ephysics_world_left_boundary_add(),
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* @li ephysics_world_right_boundary_add().
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* @li @ref ephysics_body_top_boundary_add(),
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* @li @ref ephysics_body_bottom_boundary_add(),
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* @li @ref ephysics_body_left_boundary_add(),
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* @li @ref ephysics_body_right_boundary_add().
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*
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* @param world the world to be configured.
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* @param x Coordinate x of the top left point of rendered area, in pixels.
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@ -577,35 +578,36 @@ EAPI void *ephysics_world_event_callback_del(EPhysics_World *world, EPhysics_Cal
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* A body is a representation of an object inside a physics world.
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*
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* Bodies can have different shapes that can be created with:
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* @li ephysics_body_circle_add();
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* @li or ephysics_body_box_add().
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* @li @ref ephysics_body_circle_add();
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* @li or @ref ephysics_body_box_add().
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*
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* They can collide and have customizable properties, like:
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* @li mass, set with ephysics_body_mass_set();
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* @li coefficient of restitution, set with ephysics_body_restitution_set();
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* @li and friction, set with ephysics_body_friction_set().
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* @li mass, set with @ref ephysics_body_mass_set();
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* @li coefficient of restitution, set with
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* @ref ephysics_body_restitution_set();
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* @li and friction, set with @ref ephysics_body_friction_set().
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*
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* Bodies can have its position and size directly set by
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* ephysics_body_geometry_set().
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* @ref ephysics_body_geometry_set().
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*
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* Also, they can have an associated evas object, done with
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* ephysics_body_evas_object_set() function, being responsible for updating
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* @ref ephysics_body_evas_object_set() function, being responsible for updating
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* its position and rotation, or letting a user callback be set
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* for this task with ephysics_body_event_callback_add().
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* for this task with @ref ephysics_body_event_callback_add().
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*
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* Also, bodies can have impulses applied over them, and will be affected
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* by gravity. Impulses can be applied with:
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* @li ephysics_body_central_impulse_apply();
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* @li ephysics_body_torque_impulse_apply().
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* @li @ref ephysics_body_central_impulse_apply();
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* @li @ref ephysics_body_torque_impulse_apply().
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*
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* Bodies can be removed from the world being directly deleted with
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* ephysics_body_del() or when the world is deleted, case when all the
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* @ref ephysics_body_del() or when the world is deleted, case when all the
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* bodies belonging to it will be deleted as well. Evas objects associated
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* to these bodies won't be affected in any way, but they will stop being
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* moved or rotated.
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*/
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typedef struct _EPhysics_Body EPhysics_Body; /**< Body handle, represents an object on EPhysics world. Created with ephysics_body_circle_add() or ephysics_body_box_add() and deleted with ephysics_body_del(). */
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typedef struct _EPhysics_Body EPhysics_Body; /**< Body handle, represents an object on EPhysics world. Created with @ref ephysics_body_circle_add() or @ref ephysics_body_box_add() and deleted with @ref ephysics_body_del(). */
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/**
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* @typedef EPhysics_Body_Event_Cb
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@ -630,9 +632,10 @@ typedef void (*EPhysics_Body_Event_Cb)(void *data, EPhysics_Body *body, void *ev
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* Create a new circle physics body.
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*
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* Its collision shape will be a circle of diameter 1. To change it's size
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* ephysics_body_geometry_set() should be used, so it can be deformed
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* @ref ephysics_body_geometry_set() should be used, so it can be deformed
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* on x and y axises.
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* Any evas object can be associated to it with ephysics_body_evas_object_set(),
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* Any evas object can be associated to it with
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* @ref ephysics_body_evas_object_set(),
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* and it will collide as a circle (even if you have an evas rectangle).
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*
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* Actually, since we're using a 3D backend, it will be a cylinder on
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@ -652,7 +655,7 @@ EAPI EPhysics_Body *ephysics_body_circle_add(EPhysics_World *world);
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* Create a new box physics body.
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*
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* Its collision shape will be a box of dimensions 1 on all the axises.
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* To change it's size ephysics_body_geometry_set() should be used,
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* To change it's size @ref ephysics_body_geometry_set() should be used,
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* so it can be deformed on x and y axises.
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*
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* @param world The world this body will belongs to.
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@ -670,7 +673,8 @@ EAPI EPhysics_Body *ephysics_body_box_add(EPhysics_World *world);
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* Create a physic top boundary.
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*
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* A physic top boundary will limit the bodies area and placed on top edge of
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* worlds render geometry - defined with ephysics_world_render_geometry_set().
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* worlds render geometry - defined with
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* @ref ephysics_world_render_geometry_set().
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*
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* @param world The world this body will belong to.
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* @return a new body or @c NULL, on erros.
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@ -686,7 +690,7 @@ EAPI EPhysics_Body *ephysics_body_top_boundary_add(EPhysics_World *world);
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*
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* A physic bottom boundary will limit the bodies area and placed on bottom
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* edge of worlds render geometry - defined with
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* ephysics_world_render_geometry_set().
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* @ref ephysics_world_render_geometry_set().
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*
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* @param world The world this body will belong to.
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* @return a new body or @c NULL, on erros.
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@ -702,7 +706,7 @@ EAPI EPhysics_Body *ephysics_body_bottom_boundary_add(EPhysics_World *world);
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*
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* A physic left boundary will limit the bodies area and placed right o the
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* left edge of worlds render geometry - defined with
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* ephysics_world_render_geometry_set().
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* @ref ephysics_world_render_geometry_set().
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*
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* @param world The world this body will belong to.
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* @return a new body or @c NULL, on erros.
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@ -718,7 +722,7 @@ EAPI EPhysics_Body *ephysics_body_left_boundary_add(EPhysics_World *world);
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*
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* A physic right boundary will limit the bodies area and placed right o the
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* right edge of worlds render geometry - defined with
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* ephysics_world_render_geometry_set().
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* @ref ephysics_world_render_geometry_set().
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*
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* @param world The world this body will belong to.
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* @return a new body or @c NULL, on erros.
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@ -734,7 +738,7 @@ EAPI EPhysics_Body *ephysics_body_right_boundary_add(EPhysics_World *world);
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*
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* This function will remove this body from its world and will
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* free all the memory used. It won't delete or modify an associated evas
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* object, what can be done with ephysics_body_evas_object_set(). So after
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* object, what can be done with @ref ephysics_body_evas_object_set(). So after
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* it is removed the evas object will stop being updated, but will continue
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* to be rendered on canvas.
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*
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@ -771,7 +775,7 @@ EAPI EPhysics_World *ephysics_body_world_get(const EPhysics_Body *body);
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* This association should be 1:1. You can have physics bodies without evas
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* objects, but you can't have more than an evas object directly associated
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* to this body. If you want more, you can use
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* ephysics_body_event_callback_add() to register a callback that
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* @ref ephysics_body_event_callback_add() to register a callback that
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* will update the other evas objects. This function can be used to disable
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* updates of associated evas objects, or complement updates, like changing
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* evas objects properties under certain conditions of position or rotation.
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@ -829,8 +833,9 @@ EAPI Evas_Object *ephysics_body_evas_object_get(const EPhysics_Body *body);
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* on all the axises.
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*
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* There are two direct ways of modifying this geometry:
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* @li With ephysics_body_geometry_set();
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* @li When associating an evas object with ephysics_body_evas_object_set().
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* @li With @ref ephysics_body_geometry_set();
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* @li When associating an evas object with
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* @ref ephysics_body_evas_object_set().
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*
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* When the world is simulated forces will be applied on objects
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* with mass and position will be modified too.
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@ -904,12 +909,13 @@ EAPI double ephysics_body_mass_get(const EPhysics_Body *body);
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* Update the evas object associated to the body.
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*
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* This function should be called to update position and rotation of
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* the evas object associated to the body with ephysics_body_evas_object_set().
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* the evas object associated to the body with
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* @ref ephysics_body_evas_object_set().
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* It will take rate between pixels and meters set with
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* ephysics_world_rate_set() in account.
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* @ref ephysics_world_rate_set() in account.
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*
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* If an update callback wasn't set with
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* ephysics_body_event_callback_add(), this function will be executed
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* @ref ephysics_body_event_callback_add(), this function will be executed
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* after each physics simulation tick. If a callback was set, it won't be
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* called automatically. So inside this callback it could be called, or
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* a customized update could be implemented.
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@ -926,9 +932,9 @@ EAPI void ephysics_body_evas_object_update(EPhysics_Body *body);
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*
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* The registered callback will receives the body and extra user data that
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* can be passed. From body it's possible to get the world it belongs to
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* with ephysics_body_world_get(), the rate between pixels and meters
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* with ephysics_world_rate_get() and the associated evas object with
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* ephysics_body_evas_object_get().
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* with @ref ephysics_body_world_get(), the rate between pixels and meters
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* with @ref ephysics_world_rate_get() and the associated evas object with
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* @ref ephysics_body_evas_object_get().
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*
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* So it's enough to do customized updates or fix pointers in your program.
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*
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@ -944,11 +950,11 @@ EAPI void ephysics_body_evas_object_update(EPhysics_Body *body);
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*
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* If no callback is registered, the evas object associated to physics body
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* will be automatically moved and rotated, taking rate between meters and
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* pixels on account. This rate is set by ephysics_world_rate_set().
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* pixels on account. This rate is set by @ref ephysics_world_rate_set().
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*
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* If callbacks are registered, these function will be called and will
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* be responsible for updating the evas object. If the default update
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* is wanted, function ephysics_body_evas_object_update() can be called
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* is wanted, function @ref ephysics_body_evas_object_update() can be called
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* inside the callback. So you could make changes before and after
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* the evas object is updated.
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*
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@ -1089,7 +1095,7 @@ EAPI double ephysics_body_friction_get(const EPhysics_Body *body);
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* When a impulse is applied over a body it will has its velocity changed.
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* This impulse will be applied on body's center, so it won't implies in
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* rotating the body. For that is possible to apply a torque impulse with
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* ephysics_body_torque_impulse_apply().
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* @ref ephysics_body_torque_impulse_apply().
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*
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* @note Impulse is measured in Ns (Newton seconds).
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*
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@ -1178,12 +1184,12 @@ EAPI double ephysics_body_rotation_get(EPhysics_Body *body);
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* between bodies and the world. Constraints can limit movement angle,
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* translation, or work like a motor.
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*
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* Constraints can be created with ephysics_constraint_add() and removed with
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* ephysics_constraint_del(). Can be applied between two bodies or between
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* a body and the world.
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* Constraints can be created with @ref ephysics_constraint_add() and removed
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* with @ref ephysics_constraint_del().
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* Can be applied between two bodies or between a body and the world.
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*/
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typedef struct _EPhysics_Constraint EPhysics_Constraint; /**< Constraint handle, used to limit bodies movements. Created with ephysics_constraint_add() and deleted with ephysics_constraint_del(). */
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typedef struct _EPhysics_Constraint EPhysics_Constraint; /**< Constraint handle, used to limit bodies movements. Created with @ref ephysics_constraint_add() and deleted with @ref ephysics_constraint_del(). */
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/**
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* @brief
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