edje: add headers explaining all the physics examples.

SVN revision: 80679
This commit is contained in:
Bruno Dilly 2012-12-11 18:52:46 +00:00
parent 42b7ef900b
commit 72bd0b445e
5 changed files with 70 additions and 3 deletions

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/* It can be tested with edje_player slave mode
/* This example demonstrates the usage of physics faces.
*
* Faces references other groups of the collection. The same group
* can be used for many faces, but to illustrate it we are adding
* a rectangle of different color for each face of a cube.
* It will apply impulses on the cube when receiving messages, so
* it's possible to see the cube rotating and moving.
*
* It can be tested with edje_player slave mode
* $ edje_player -S -p -g example_group physics_3d.edj
*
* message 1 FLOAT_SET 3 80 -100 0 -> apply an impulse on red box with

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/* It can be tested with edje_player slave mode
/* This example demostrates physics actions, like applying impulses and forces
* to a body.
*
* There are two ways of interacting with bodies. One is using the wanted
* action in a program. E.g.:
*
* action: PHYSICS_VEL_SET 0 -200 0;
* target: "part_name";
*
* The other way is via script. The same action described above would be
* physics_set_velocity(PART:"part_name", 0, -200, 0);
*
* This a very extensive example, because it illustrate the usage of all
* the possible actions in the both ways.
*
* It can be tested with edje_player slave mode
* $ edje_player -S -p physics_actions.edj
*
* signal up impulse -> will throw both balls up

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/* It can be tested with edje_player slave mode
/* This example demonstrates how to customize movement freedom and backface
* culling.
*
* By default, bodies only will move on x and y axis, and rotate only
* aroud the z axis. To modify it, the block "movement freedom" should be used.
* This block consists of the "linear" and "angular" attributes, each one
* receiving 3 booleans, to set if movement in each axis is allowed or not.
*
* When a body has backface culling activated, it will be hidden when
* it's not facing the camera. It's deactivated by default.
*
* It can be tested with edje_player slave mode
* $ edje_player -S -p physics_backcull.edj
*
* signal on backcull -> allow movement in all axes, enable backface cull

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/* This example demonstrates the most basic usage of physics.
*
* To make a part behaves like a body in a physics simulation,
* all that is needed is to set its attribute part.physics_body
* to something different from NONE. For example, RIGID_BOX,
* or CLOTH. It will define the shape of the part, and how it
* will interact with the environment.
*
* The remaining body attributes should be set inside the physics
* block of description. In this example we are customizing
* the restitution, that is how much the body bounces, and friction.
*
* It can be tested with edje_player
* $ edje_player physics_basic.edj
*/
collections {
images {

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/* This example shows how to use soft bodies.
*
* Soft bodies have an attribute to change how much it will
* deforms when colliding. It's called "hardness", and can
* be set to any value between 0.0 (soft) and 1.0 (hard).
* By default, all the soft bodies are hard (1.0).
*
* This example will make a box and a sphere collide
* many times against the floor and will be placed at
* top of the screen again. They will have their hardness
* modified each time, going from the default to a very
* soft state.
*
* It can be tested with edje_player
* $ edje_player physics_soft_bodies.edj
*/
collections {
images {