forked from enlightenment/efl
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8079624030
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@ -1661,7 +1661,8 @@ EAPI EPhysics_Body *ephysics_body_soft_box_add(EPhysics_World *world);
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* @brief
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* Create a new deformable cloth physics body.
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*
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* A cloth has its points of deformation conceptually split into rows and columns
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* A cloth has its points of deformation conceptually split into rows and
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* columns
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* where every square is also split into two triangles - afore named nodes. To
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* fine tune the deformation one can increase this granularity by increasing the
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* @p granularity parameter.
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@ -1670,15 +1671,15 @@ EAPI EPhysics_Body *ephysics_body_soft_box_add(EPhysics_World *world);
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* example passing @p granularity of 20 will create a cloth with 20 rows and 20
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* columns.
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*
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* By default EPhysics creates a cloth with 10 rows and 10 columns, these default
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* values will generally fit the most common scenarios.
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* By default EPhysics creates a cloth with 10 rows and 10 columns, these
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* default values will generally fit the most common scenarios.
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*
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* If the informed @p granularity is of 0 then the default value - of 10 - is
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* assumed.
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*
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* @param world The world this body will belong to.
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* @granularity Define - proportionally - the number of rows and columns, if 0
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* the default value - of 10 - is assumed.
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* @param granularity Define - proportionally - the number of rows and columns,
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* if 0 the default value - of 10 - is assumed.
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* @return a bew body or @c NULL on erros.
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*
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* @see ephysics_body_del().
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@ -3056,7 +3057,7 @@ EAPI double ephysics_body_density_get(const EPhysics_Body *body);
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*
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* So, for example, if @ref EPHYSICS_BODY_MATERIAL_WOOD is set, it will
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* set body's density to @ref EPHYSICS_BODY_DENSITY_WOOD, restitution
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* to @ref EPHSYICS_BODY_RESTITUTION_WOOD and friction to
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* to @ref EPHYSICS_BODY_RESTITUTION_WOOD and friction to
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* @ref EPHYSICS_BODY_FRICTION_WOOD.
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*
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* If any of these values are later explicitely set, the material will
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