forked from enlightenment/efl
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@ -2302,8 +2302,8 @@ typedef void (*EPhysics_Body_Event_Cb)(void *data, EPhysics_Body *body, void *ev
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*
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* The hardness percentage will define how the soft body is supposed to deform,
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* its default is set to 100%. The soft body mass will also interfere on soft
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* body deformation, so bare in mind that the bodies mass must also be changed to
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* have different deformation results.
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* body deformation, so bare in mind that the bodies mass must also be changed
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* to have different deformation results.
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*
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* Valid values vary from 0 to 100.
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*
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@ -2340,8 +2340,8 @@ EAPI double ephysics_body_soft_body_hardness_get(const EPhysics_Body *body);
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* ephysics_body_soft_body_dragging_unset().
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*
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* @note Freezing a specific trimesh face means no forces are applied to it, no
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* gravity enforced, that's @p triangle will have no mass untill it dragging gets
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* unset.
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* gravity enforced, that's @p triangle will have no mass untill it dragging
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* gets unset.
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*
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* @param body The body of interest.
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* @param triangle The triangle to freeze.
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@ -2721,7 +2721,7 @@ EAPI EPhysics_Body *ephysics_body_cloth_add(EPhysics_World *world, unsigned shor
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* @brief
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* Anchors a cloth with a rigid body.
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*
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* All the informed @p side of @p body1 will be anchored to @p body1 wherever
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* All the informed @p side of @p body1 will be anchored to @p body2 wherever
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* it's in time of anchoring. That is, all the nodes in the informed "edge".
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*
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* An anchor assumes the @p body1 positions, if it's 20px far from @p body2 then
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@ -3774,7 +3774,7 @@ EAPI void ephysics_body_central_impulse_apply(EPhysics_Body *body, double x, dou
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* torque impulse and body's inertia.
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*
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* @param body The physics body that will receive the impulse.
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* @param pitch Impulse to rotate body around Z axis (rotate on y - z plane).
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* @param pitch Impulse to rotate body around X axis (rotate on y - z plane).
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* Negative values will impulse body on counter clockwise rotation.
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* @param yaw Impulse to rotate body around Y axis (rotate on x - z plane).
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* Negative values will impulse body on counter clockwise rotation.
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@ -4020,7 +4020,6 @@ EAPI void ephysics_body_central_force_apply(EPhysics_Body *body, double x, doubl
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*
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* A torque will be applied over the @p body to change the angular acceleration
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* of this body. It will leads to a change on angular velocity over time.
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* And the body will rotate around Z axis considering this angular velocity.
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*
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* @param body The physics body that will receive the torque.
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* @param torque_x Torque to change angular acceleration of the body around X
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