forked from enlightenment/efl
ephysics: small fixes on docs
Spotted by gastal SVN revision: 76698
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@ -7,7 +7,7 @@
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* deform objects
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* improve docs
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* run simulation on other thread
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* support linear moves on Z axis and rotation on X and Y axises.
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* support linear moves on Z axis and rotation on X and Y axes.
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FAR FAR FUTURE:
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* support Box2d backend
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@ -250,7 +250,7 @@
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* @section text-binding Binding
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* @dontinclude test_bouncing_text.c
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*
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* After create the body and the text, now we need to bind them.
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* After creating the body and the text, now we need to bind them.
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*
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* We set the last parameter as EINA_FALSE because in this example we don't
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* want to set the physics body position to match evas object position.
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@ -623,7 +623,7 @@
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* @section add-gravity Setting Gravity
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* @dontinclude test_no_gravity.c
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*
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* Here we set EPhysics_worlds gravity in 2 axises (x, y) to (0, 0). Gravity
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* Here we set EPhysics_worlds gravity in 2 axes (x, y) to (0, 0). Gravity
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* will act over bodies with mass over all the time.
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*
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* @skipline ephysics_world_gravity_set
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@ -137,7 +137,7 @@ EAPI int ephysics_shutdown(void);
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* create many bodies. When done, it's required to delete the shape
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* with @ref ephysics_shape_del().
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*
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* A shape can be load from a file describing it with
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* A shape can be loaded from a file describing it with
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* @ref ephysics_shape_load(), and can be saved to a file with
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* @ref ephysics_shape_save(). With that shapes can be done or visualized
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* on design applications.
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@ -310,14 +310,14 @@ typedef struct _EPhysics_Body EPhysics_Body;
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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
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* Every world has a camera, that can be gotten 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() or
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* can be set to track a body, with @ref ephysics_camera_body_track();
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*
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*/
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typedef struct _EPhysics_Camera EPhysics_Camera; /**< Camera handle, used to change the position of the frame to be rendered. Every world have a camera that can be get with @ref ephysics_world_camera_get(). */
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typedef struct _EPhysics_Camera EPhysics_Camera; /**< Camera handle, used to change the position of the frame to be rendered. Every world have a camera that can be gotten with @ref ephysics_world_camera_get(). */
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/**
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* @brief
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@ -665,7 +665,7 @@ EAPI double ephysics_world_max_sleeping_time_get(const EPhysics_World *world);
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/**
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* @brief
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* Set world gravity in 2 axises (x, y).
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* Set world gravity in 2 axes (x, y).
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*
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* Gravity will act over bodies with mass over all the time.
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*
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@ -1379,7 +1379,7 @@ EAPI EPhysics_Body *ephysics_body_soft_circle_add(EPhysics_World *world);
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* @brief
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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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* Its collision shape will be a box of dimensions 1 on all the axes.
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* To change it's size @ref ephysics_body_geometry_set() should be used.
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*
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* If a box that could have its shape deformed is required, use
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@ -1399,7 +1399,7 @@ EAPI EPhysics_Body *ephysics_body_box_add(EPhysics_World *world);
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* @brief
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* Create a new deformable 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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* Its collision shape will be a box of dimensions 1 on all the axes.
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* To change it's size @ref ephysics_body_geometry_set() should be used.
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*
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* Just like rotation, deformation will be applied on associated
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@ -1426,7 +1426,7 @@ EAPI EPhysics_Body *ephysics_body_soft_box_add(EPhysics_World *world);
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* @ref ephysics_shape_new().
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*
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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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* so it can be deformed on x and y axes.
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*
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* The center of mass of this body can be get with
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* @ref ephysics_body_center_mass_get().
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@ -1602,7 +1602,7 @@ EAPI Evas_Object *ephysics_body_evas_object_get(const EPhysics_Body *body);
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*
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* All the physics bodies are and with canonical dimensions.
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* Circles have diameter 1, boxes have dimensions 1
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* on all the axises.
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* on all the axes.
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*
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* There are three direct ways of modifying it's size:
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* @li With @ref ephysics_body_resize();
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@ -1659,7 +1659,7 @@ EAPI void ephysics_body_move(EPhysics_Body *body, Evas_Coord x, Evas_Coord y);
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*
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* All the physics bodies are created centered on origin (0, 0) and with
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* canonical dimensions. Circles have diameter 1, boxes have dimensions 1
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* on all the axises.
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* on all the axes.
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*
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* There are four direct ways of modifying this geometry:
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* @li With @ref ephysics_body_geometry_set();
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@ -2278,7 +2278,7 @@ EAPI void ephysics_body_central_impulse_apply(EPhysics_Body *body, double x, dou
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*
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* @param body The physics body that will receive the impulse.
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* @param roll Impulse to rotate body around Z axis (rotate on x - y plane).
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* Negative values will impulse body on anti clock rotation.
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* Negative values will impulse body on counter clockwise rotation.
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*
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* @see ephysics_body_central_impulse_apply().
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* @see ephysics_body_impulse_apply().
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@ -2355,9 +2355,9 @@ EAPI Eina_Bool ephysics_body_rotation_on_z_axis_enable_get(const EPhysics_Body *
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/**
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* @brief
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* Enable or disable body's movement on x and y axises.
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* Enable or disable body's movement on x and y axes.
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*
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* Enabled by default on both axises.
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* Enabled by default on both axes.
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*
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* @param body The physics body.
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* @param enable_x If @c EINA_TRUE allow movement on x axis, if @c EINA_FALSE
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@ -2374,7 +2374,7 @@ EAPI void ephysics_body_linear_movement_enable_set(EPhysics_Body *body, Eina_Boo
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/**
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* @brief
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* Get body's movement on x and y axises behavior.
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* Get body's movement on x and y axes behavior.
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*
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* @param body The physics body.
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* @param enable_x @c EINA_TRUE if movement on x axis is allowed, or
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@ -2512,7 +2512,7 @@ EAPI void ephysics_body_central_force_apply(EPhysics_Body *body, double x, doubl
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* @param body The physics body that will receive the torque.
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* @param torque Torque to change angular acceleration of the body around Z
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* axis (rotate on x - y plane).
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* Negative values will accelerate it on anti clock rotation.
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* Negative values will accelerate it on counter clockwise rotation.
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*
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* @see ephysics_body_central_force_apply().
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* @see ephysics_body_force_apply().
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@ -2733,11 +2733,11 @@ EAPI void ephysics_constraint_slider_linear_limit_get(const EPhysics_Constraint
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* Set the angular moving limits of a slider @p constraint.
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*
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* The angular moving limits is defined in degrees and will limit the moving on
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* Z axis - counter clock and clock wise directions.
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* Z axis - counter clockwise and clockwise directions.
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*
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* @param constraint The constraint to be set.
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* @param counter_clock_z Amount of degrees from 0.0 to 360.0 to limit
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* counter clock rotation.
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* counter clockwise rotation.
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* @param clock_wise_z Amount of degrees from 0.0 to 360.0 to limit clockwise
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* rotation.
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*
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@ -2751,7 +2751,8 @@ EAPI void ephysics_constraint_slider_angular_limit_set(EPhysics_Constraint *cons
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* Get the angular moving limits of a slider @p constraint.
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*
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* @param constraint The constraint to get the angular limits from.
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* @param counter_clock_z Pointer to set with the counter clock limit degrees.
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* @param counter_clock_z Pointer to set with the counter clockwise limit
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* degrees.
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* @param clock_wise_z Pointer to set with the clockwise limit degrees.
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*
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* @see ephysics_constraint_slider_angular_limit_set()
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