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authorBruno Dilly <bdilly@profusion.mobi>2012-08-22 20:05:14 +0000
committerBruno Dilly <bdilly@profusion.mobi>2012-08-22 20:05:14 +0000
commite2534363a67167c9d6398570f30ed5a2d7d05204 (patch)
tree4898168795a788b7162e5bf992745143a160f268 /legacy
parentf5891500b0cf957c4821c204365970db0ea6bc05 (diff)
EPhysics: update docs regarding soft bodies
SVN revision: 75570
Diffstat (limited to 'legacy')
-rw-r--r--legacy/ephysics/src/lib/EPhysics.h37
1 files changed, 30 insertions, 7 deletions
diff --git a/legacy/ephysics/src/lib/EPhysics.h b/legacy/ephysics/src/lib/EPhysics.h
index da9f61c63f..3372c1c2e4 100644
--- a/legacy/ephysics/src/lib/EPhysics.h
+++ b/legacy/ephysics/src/lib/EPhysics.h
@@ -285,8 +285,14 @@ EAPI Eina_Bool ephysics_shape_save(const EPhysics_Shape *shape, const char *file
285 * 285 *
286 * Body handle, represents an object on EPhysics world. 286 * Body handle, represents an object on EPhysics world.
287 * 287 *
288 * Created with @ref ephysics_body_circle_add() or @ref ephysics_body_box_add() 288 * Many types of bodies can be created:
289 * and deleted with @ref ephysics_body_del(). 289 * @li @ref ephysics_body_circle_add()
290 * @li @ref ephysics_body_box_add()
291 * @li @ref ephysics_body_shape_add()
292 * @li @ref ephysics_body_soft_circle_add()
293 * @li @ref ephysics_body_soft_box_add()
294 *
295 * and it can be deleted with @ref ephysics_body_del().
290 * 296 *
291 * @ingroup EPhysics_Body 297 * @ingroup EPhysics_Body
292 */ 298 */
@@ -1173,6 +1179,12 @@ EAPI void ephysics_world_simulation_get(const EPhysics_World *world, double *fix
1173 * @li @ref ephysics_body_box_add(); 1179 * @li @ref ephysics_body_box_add();
1174 * @li or @ref ephysics_body_shape_add(). 1180 * @li or @ref ephysics_body_shape_add().
1175 * 1181 *
1182 * Also they can be soft bodies, that won't act as rigid bodies. They will
1183 * deform its shape under certain circunstances, like under collisions.
1184 * Soft bodies can be created with:
1185 * @li @ref ephysics_body_soft_circle_add();
1186 * @li @ref ephysics_body_soft_box_add();
1187 *
1176 * They can collide and have customizable properties, like: 1188 * They can collide and have customizable properties, like:
1177 * @li mass, set with @ref ephysics_body_mass_set(); 1189 * @li mass, set with @ref ephysics_body_mass_set();
1178 * @li coefficient of restitution, set with 1190 * @li coefficient of restitution, set with
@@ -1288,8 +1300,8 @@ typedef void (*EPhysics_Body_Event_Cb)(void *data, EPhysics_Body *body, void *ev
1288 * @ref ephysics_body_evas_object_set(), 1300 * @ref ephysics_body_evas_object_set(),
1289 * and it will collide as a circle (even if you have an evas rectangle). 1301 * and it will collide as a circle (even if you have an evas rectangle).
1290 * 1302 *
1291 * Actually, since we're using a 3D backend, it will be a cylinder on 1303 * If a circle that could have its shape deformed is required, use
1292 * z axis. 1304 * @ref ephysics_body_soft_box_add().
1293 * 1305 *
1294 * @param world The world this body will belongs to. 1306 * @param world The world this body will belongs to.
1295 * @return a new body or @c NULL, on errors. 1307 * @return a new body or @c NULL, on errors.
@@ -1309,10 +1321,13 @@ EAPI EPhysics_Body *ephysics_body_circle_add(EPhysics_World *world);
1309 * 1321 *
1310 * Any evas object can be associated to it with 1322 * Any evas object can be associated to it with
1311 * @ref ephysics_body_evas_object_set(), 1323 * @ref ephysics_body_evas_object_set(),
1312 * and it will collide as a circle (even if you have an evas rectangle). 1324 * and it will collide and deform as a circle (even if you have an evas
1325 * rectangle).
1326 *
1327 * Just like rotation, deformation will be applied on associated
1328 * evas object using evas map.
1313 * 1329 *
1314 * Actually, since we're using a 3D backend, it will be a cylinder on 1330 * For a rigid circle, check @ref ephysics_body_circle_add().
1315 * z axis.
1316 * 1331 *
1317 * @param world The world this body will belongs to. 1332 * @param world The world this body will belongs to.
1318 * @return a new body or @c NULL, on errors. 1333 * @return a new body or @c NULL, on errors.
@@ -1330,6 +1345,9 @@ EAPI EPhysics_Body *ephysics_body_soft_circle_add(EPhysics_World *world);
1330 * Its collision shape will be a box of dimensions 1 on all the axises. 1345 * Its collision shape will be a box of dimensions 1 on all the axises.
1331 * To change it's size @ref ephysics_body_geometry_set() should be used. 1346 * To change it's size @ref ephysics_body_geometry_set() should be used.
1332 * 1347 *
1348 * If a box that could have its shape deformed is required, use
1349 * @ref ephysics_body_soft_box_add().
1350 *
1333 * @param world The world this body will belongs to. 1351 * @param world The world this body will belongs to.
1334 * @return a new body or @c NULL, on errors. 1352 * @return a new body or @c NULL, on errors.
1335 * 1353 *
@@ -1347,6 +1365,11 @@ EAPI EPhysics_Body *ephysics_body_box_add(EPhysics_World *world);
1347 * Its collision shape will be a box of dimensions 1 on all the axises. 1365 * Its collision shape will be a box of dimensions 1 on all the axises.
1348 * To change it's size @ref ephysics_body_geometry_set() should be used. 1366 * To change it's size @ref ephysics_body_geometry_set() should be used.
1349 * 1367 *
1368 * Just like rotation, deformation will be applied on associated
1369 * evas object using evas map.
1370 *
1371 * For a rigid circle, check @ref ephysics_body_circle_add().
1372 *
1350 * @param world The world this body will belongs to. 1373 * @param world The world this body will belongs to.
1351 * @return a new body or @c NULL, on errors. 1374 * @return a new body or @c NULL, on errors.
1352 * 1375 *