diff --git a/legacy/ephysics/doc/examples.dox b/legacy/ephysics/doc/examples.dox index a7ec765a7c..6e0df16fd6 100644 --- a/legacy/ephysics/doc/examples.dox +++ b/legacy/ephysics/doc/examples.dox @@ -49,7 +49,7 @@ * @skip struct _Test_Data * @until }; * - * @section world-new World Initialization + * @section world-new World Initialization * @dontinclude test_bouncing_ball.c * * Calling ephysics_world_new() @@ -95,20 +95,20 @@ * whenever it hits the ground. * * @skip ephysics_body_bottom_boundary_add - * @until ephysics_body_friction_set + * @until ephysics_body_friction_set * * Then we add a right boundary limiting the physics world on the left side, we * also change its restitution and friction factors but with a smaller value, - * we don't want to make it bounce as much as it is when hits the ground. + * we don't want to make it bounce as much as it is when hits the ground. * * @skip ephysics_body_right_boundary_add - * @until ephysics_body_friction_set + * @until ephysics_body_friction_set * * We also add a left boundary taking the same considerations for right * boundary. * * @skip ephysics_body_left_boundary_add - * @until ephysics_body_friction_set + * @until ephysics_body_friction_set * * One of this examples requirements is to make the ball jump after a specific * user event, so the ball can suffer an impulse for any direction. @@ -116,7 +116,7 @@ * With an upper impulse we don't want our ball to fly all over there, we want * to limit its upper movements, it's intended to limit the ball movement * within a box, it should not leave the render geometry area, for that purpose - * we must define a top boundary. + * we must define a top boundary. * * @skipline ephysics_body_top_boundary_add * @dontinclude test_bouncing_ball.c @@ -172,10 +172,10 @@ * function applies an inpulse on the center of a body. * * Once pressed \ key it applies a central impulse of 0 kilos on X axis and - * 10 kilos on Y - so the ball is forced up. + * 10 kilos on Y - so the ball is forced up. * * If \ key has been pressed we apply an impulse of 0 kilos on X axis and - * -10 on Y - here the ball is forced down. + * -10 on Y - here the ball is forced down. * * In the case of \ key pressing it's applied an impulse of 10 kilos on X * axis and 0 kilos on Y - which applies a force to the right side. But if the @@ -221,7 +221,7 @@ * * @example ephysics_logo.c */ - + /** * @page tutorial_ephysics_bouncing_text EPhysics - Bouncing Text * @@ -234,7 +234,7 @@ * For this example we'll have an EPhysics_World and one basic EPhysics_Body. * * The basic concepts like - initializing an EPhysics_World, render geometry, - * physics limiting boundaries, were already covered in + * physics limiting boundaries, were already covered in * @ref tutorial_ephysics_bouncing_ball * * @section add-text Creating the text @@ -310,7 +310,7 @@ * @image latex camera.eps * * For this example we'll have an EPhysics_World, two distant EPhysics_Bodys, - * one with an impulse to collide each other and an EPhysics_Camera that + * one with an impulse to collide each other and an EPhysics_Camera that * follows the moving body using an animator. * * The basic concepts like - initializing an EPhysics_World, render geometry, @@ -335,7 +335,7 @@ * * @skipline camera_data->animator = ecore_animator_add * - * In the animators function, we'll have to create a specific type of variable: + * In the animators function, we'll have to create a specific type of variable: * @ref EPhysics_Camera * And also get the worlds rendered area width to define a limit to the camera. * @@ -463,9 +463,7 @@ * @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. + * have an Elementary spinner widget and handle it on this function. * * Every world has a camera, so here we get this camera used by our * EPhysics_World. @@ -612,7 +610,7 @@ * The callback function will filter the collision to be sure if that body is * which we want and then show the effect. * - * First we need to create a specific variable type to get collision infos: + * First we need to create a specific variable type to get collision infos: * @ref EPhysics_Body_Collision * * @dontinclude test_collision_detection.c @@ -804,7 +802,7 @@ * @ref test_delete_c. * */ - + /** * @page test_delete_c test_delete.c * @@ -838,7 +836,7 @@ * already covered in * @ref tutorial_ephysics_bouncing_ball * - * You can use also a slider constraint: + * You can use also a slider constraint: * @ref tutorial_ephysics_slider * * @section add-constraint Adding a constraint @@ -915,7 +913,7 @@ * last parameters are responsible to set a relative position to apply the * force.In other words, the force applied with an offset will make the body * rotates. Otherwise (0, 0) the force would be applied on the center of the - * body, in this case its recomended use the + * body, in this case its recomended use the * ephysics_body_central_force_apply(); * * @skipline ephysics_body_force_apply(box_body1 @@ -1044,9 +1042,9 @@ * @ref tutorial_ephysics_bouncing_ball * * Concepts like velocity and sleeping threshold were already - * covered in - * @ref tutorial_ephysics_velocity and - * @ref tutorial_ephysics_sleeping_threshold + * covered in: + * @li @ref tutorial_ephysics_velocity + * @li @ref tutorial_ephysics_sleeping_threshold * * @section add-gravity Setting Gravity * @dontinclude test_no_gravity.c @@ -1109,7 +1107,7 @@ * velocity and acceleration. * * For this example we'll have an EPhysics_World and one basic EPhysics_Body, - * we'll apply impulses that follows user events, it were already covered in + * we'll apply impulses that follows user events, it were already covered in * @ref tutorial_ephysics_bouncing_ball * * @section add-velstruct Velocity Data Struct @@ -1240,7 +1238,7 @@ * created later with ephysics_body_shape_add(). You can also save and load * it from a file. * - * We'll have to create a specific type of variable: + * We'll have to create a specific type of variable: * @ref EPhysics_Shape * * @skip _world_populate(Test_Data @@ -1259,7 +1257,7 @@ * * Now we're setting the shape points (vertices) basing on the image that * we added, two vertices form a link between them, an edge, so with some - * vertices is possible to create polygons, in this case a pentagon. + * vertices is possible to create polygons, in this case a pentagon. * * @skip ephysics_shape_point_add(pentagon_shape * @until , 1); @@ -1407,7 +1405,7 @@ * @image html slider.png * @image latex slider.eps * - * For this example we'll have an EPhysics_World, and four basic + * For this example we'll have an EPhysics_World, and four basic * EPhysics_Bodys. * * The basic concepts like - defining an EPhysics_World, render geometry, @@ -1416,18 +1414,18 @@ * already covered in * @ref tutorial_ephysics_bouncing_ball * - * You can use also a P2P (point to point) constraint: + * You can use also a P2P (point to point) constraint: * @ref tutorial_ephysics_constraint * * @section add-slider Adding a Slider * @dontinclude test_slider.c * - * Slider is a constraint that will limit the linear and angular moving of + * Slider is a constraint that will limit the linear and angular moving of * a body. * * We'll add three sliders on the cubes, starting with the highest purple. * - * First we need to create a specific variable type to get EPhysics_Body + * First we need to create a specific variable type to get EPhysics_Body * constraint and create a new slider constraint passing the body which we * want as parameter. * @@ -1448,7 +1446,7 @@ * set the counter clockwise direction also. * * - * @skipline ephysics_constraint_slider_angular_limit_set(constraint, 0, 45 + * @skipline ephysics_constraint_slider_angular_limit_set(constraint, 0, 45 * * When this cube falls by the gravity, the slider constraint will act limiting * its linear and angular movings, giving the impression that its hanging.