ephysics: add a new example doc: Camera Track -

test_camera_track.c



Patch by: Ricardo de Almeida Gonzaga <ricardo@profusion.mobi>



SVN revision: 76977
This commit is contained in:
Ricardo de Almeida Gonzaga 2012-09-21 17:02:07 +00:00 committed by Bruno Dilly
parent 8ac96ab8e7
commit 38395758ab
1 changed files with 134 additions and 0 deletions

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@ -6,6 +6,7 @@
* @li @ref tutorial_ephysics_bouncing_ball
* @li @ref tutorial_ephysics_bouncing_text
* @li @ref tutorial_ephysics_camera
* @li @ref tutorial_ephysics_camera_track
* @li @ref tutorial_ephysics_collision_detection
* @li @ref tutorial_ephysics_collision_filter
* @li @ref tutorial_ephysics_delete_body
@ -421,6 +422,139 @@
* @example test_camera.c
*/
/**
* @page tutorial_ephysics_camera_track EPhysics - Camera Track
*
* The purpose of this example is to demonstrate the EPhysics_Camera Track
* usage.
*
* The EPhysics_Camera facilitates the usage of scenarios bigger than the
* viewport, thats because the EPhysics handles the position of objects
* which has control.
*
* For this example we'll have an EPhysics_World, one main EPhysics_Body that
* will be tracked by an EPhysics_Camera on three ways, horizontal, vertical
* and full tracking. Also nine EPhysics_Bodys with mass 0, that will be used
* as scenario in order to our main body change its position on x and y axes
* when passes through this scenario.
*
* The basic concepts like - initializing an EPhysics_World, render geometry,
* physics limiting boundaries, add an Ephysics_Body, associate it to evas
* objects, change restitution, friction and impulse properties, were
* already covered in
* @ref tutorial_ephysics_bouncing_ball
*
* @section add-trkstruct Track Data Struct
* @dontinclude test_camera_track.c
*
* While in this example we'll be working with a struct to hold some objects
* in our code. For clarity sake we present you the struct declaration in the
* following block.
*
* @skip struct _Track_Data {
* @until };
*
* @section add-camera Adding a Camera
*
* In this example we'll use 3 kinds of tracking, to change this values we'll
* have an
* @ref Elm_Spinner
* and handle it on this function.
*
* Every world has a camera, so here we get this camera used by our
* EPhysics_World.
*
* @skip _track_apply(Track_Data *track
* @until camera = ephysics_world_camera_get(track_data->base.world
*
* Here we'll get the elm_spinner value to the tracking base on this
* value
*
* @skip mode =
* @until }
*
* Here we'll set the camera to track the body, when a body is tracked,
* the camera will move automatically, following this body. It will keeps the
* body centralized on rendered area. If it will be centralized horizontally
* and / or vertically depends if parameters horizontal and vertical are set
* to EINA_TRUE, in this case we based these values on elm_spinner.
*
* @skip ephysics_camera_body_track(camera, body
* @until }
*
* @section add-uptfloor Updating the floor
*
* Here we'll use 2 floor images to give the impression of an infinite ground.
*
* Calling ephysics_world_event_callback_add()
* will register a callback to a type of physics world event.
*
* @ref EPHYSICS_CALLBACK_WORLD_CAMERA_MOVED : called if the camera position
* changed on physics simulation tick.
*
* @skip ephysics_world_event_callback_add(world,
* @until _camera_moved_cb, track_data);
*
* In the function, we'll get the cameras position to know how much the camera
* moved and move the same value to the floor passing it as delta_x to the
* function, note that we use an old_x variable to do this calculation.
*
* We'll get also if the body is being tracked on x and y axes. If the body
* isn't being tracked on x axis the floors x position won't change, delta_x
* will be zero.
*
* @dontinclude test_camera_track.c
*
* @skip _camera_moved_cb(void *data
* @until }
*
* Here we get the floors position and plus the delta_x value to move the
* floor in the same "velocity".
*
* @dontinclude test_camera_track.c
*
* @skip _update_floor
* @until fx = x + delta
*
* We use 2 floor images because whenever one exits the screen by the left
* side, another is being shown, when it happens the one which exit the screen
* is sent to the right side, entering into an infinite loop, giving the
* impression of an infinite ground image. Its important to note that we need
* to use the fx to don't gap the images.
*
* Note that the fy is being defined considering its offsets, -20 is to the
* floor image be above the floor, thus having an border above the collision
* point, +40 is the render area height, to offset the cameras y, basically
* to draw in the correct position in the canvas.
*
* @skip if (fx < -FLOOR_WIDTH
* @until }
*
* Here we finish the example. The full source code can be found at
* @ref test_camera_track_c.
*
*/
/**
* @page test_camera_track_c test_camera_track.c
*
* @section ephysics-test-h ephysics_test.h
* @include ephysics_test.h
*
* @section test-camera-track-c test_camera_track.c
* @dontinclude test.c
*
* @skip test_clean
* @until }
*
* @skip test_win_add
* @until }
*
* @include test_camera_track.c
*
* @example test_camera_track.c
*/
/**
* @page tutorial_ephysics_collision_detection EPhysics - Collision Detection
*