ephysics: doc clean up

remove wrong reference



SVN revision: 76979
This commit is contained in:
Bruno Dilly 2012-09-21 17:02:39 +00:00
parent b5944e9679
commit c62e06f738
1 changed files with 28 additions and 30 deletions

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@ -49,7 +49,7 @@
* @skip struct _Test_Data * @skip struct _Test_Data
* @until }; * @until };
* *
* @section world-new World Initialization * @section world-new World Initialization
* @dontinclude test_bouncing_ball.c * @dontinclude test_bouncing_ball.c
* *
* Calling ephysics_world_new() * Calling ephysics_world_new()
@ -95,20 +95,20 @@
* whenever it hits the ground. * whenever it hits the ground.
* *
* @skip ephysics_body_bottom_boundary_add * @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 * 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, * 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 * @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 * We also add a left boundary taking the same considerations for right
* boundary. * boundary.
* *
* @skip ephysics_body_left_boundary_add * @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 * 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. * 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 * 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 * 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 * 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 * @skipline ephysics_body_top_boundary_add
* @dontinclude test_bouncing_ball.c * @dontinclude test_bouncing_ball.c
@ -172,10 +172,10 @@
* function applies an inpulse on the center of a body. * function applies an inpulse on the center of a body.
* *
* Once pressed \<Up> key it applies a central impulse of 0 kilos on X axis and * Once pressed \<Up> 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 \<Down> key has been pressed we apply an impulse of 0 kilos on X axis and * If \<Down> 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 \<Right> key pressing it's applied an impulse of 10 kilos on X * In the case of \<Right> 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 * 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 * @example ephysics_logo.c
*/ */
/** /**
* @page tutorial_ephysics_bouncing_text EPhysics - Bouncing Text * @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. * For this example we'll have an EPhysics_World and one basic EPhysics_Body.
* *
* The basic concepts like - initializing an EPhysics_World, render geometry, * 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 * @ref tutorial_ephysics_bouncing_ball
* *
* @section add-text Creating the text * @section add-text Creating the text
@ -310,7 +310,7 @@
* @image latex camera.eps * @image latex camera.eps
* *
* For this example we'll have an EPhysics_World, two distant EPhysics_Bodys, * 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. * follows the moving body using an animator.
* *
* The basic concepts like - initializing an EPhysics_World, render geometry, * The basic concepts like - initializing an EPhysics_World, render geometry,
@ -335,7 +335,7 @@
* *
* @skipline camera_data->animator = ecore_animator_add * @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 * @ref EPhysics_Camera
* And also get the worlds rendered area width to define a limit to the 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 * @section add-camera Adding a Camera
* *
* In this example we'll use 3 kinds of tracking, to change this values we'll * In this example we'll use 3 kinds of tracking, to change this values we'll
* have an * have an Elementary spinner widget and handle it on this function.
* @ref Elm_Spinner
* and handle it on this function.
* *
* Every world has a camera, so here we get this camera used by our * Every world has a camera, so here we get this camera used by our
* EPhysics_World. * EPhysics_World.
@ -612,7 +610,7 @@
* The callback function will filter the collision to be sure if that body is * The callback function will filter the collision to be sure if that body is
* which we want and then show the effect. * 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 * @ref EPhysics_Body_Collision
* *
* @dontinclude test_collision_detection.c * @dontinclude test_collision_detection.c
@ -804,7 +802,7 @@
* @ref test_delete_c. * @ref test_delete_c.
* *
*/ */
/** /**
* @page test_delete_c test_delete.c * @page test_delete_c test_delete.c
* *
@ -838,7 +836,7 @@
* already covered in * already covered in
* @ref tutorial_ephysics_bouncing_ball * @ref tutorial_ephysics_bouncing_ball
* *
* You can use also a slider constraint: * You can use also a slider constraint:
* @ref tutorial_ephysics_slider * @ref tutorial_ephysics_slider
* *
* @section add-constraint Adding a constraint * @section add-constraint Adding a constraint
@ -915,7 +913,7 @@
* last parameters are responsible to set a relative position to apply the * 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 * 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 * 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(); * ephysics_body_central_force_apply();
* *
* @skipline ephysics_body_force_apply(box_body1 * @skipline ephysics_body_force_apply(box_body1
@ -1044,9 +1042,9 @@
* @ref tutorial_ephysics_bouncing_ball * @ref tutorial_ephysics_bouncing_ball
* *
* Concepts like velocity and sleeping threshold were already * Concepts like velocity and sleeping threshold were already
* covered in * covered in:
* @ref tutorial_ephysics_velocity and * @li @ref tutorial_ephysics_velocity
* @ref tutorial_ephysics_sleeping_threshold * @li @ref tutorial_ephysics_sleeping_threshold
* *
* @section add-gravity Setting Gravity * @section add-gravity Setting Gravity
* @dontinclude test_no_gravity.c * @dontinclude test_no_gravity.c
@ -1109,7 +1107,7 @@
* velocity and acceleration. * velocity and acceleration.
* *
* For this example we'll have an EPhysics_World and one basic EPhysics_Body, * 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 * @ref tutorial_ephysics_bouncing_ball
* *
* @section add-velstruct Velocity Data Struct * @section add-velstruct Velocity Data Struct
@ -1240,7 +1238,7 @@
* created later with ephysics_body_shape_add(). You can also save and load * created later with ephysics_body_shape_add(). You can also save and load
* it from a file. * 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 * @ref EPhysics_Shape
* *
* @skip _world_populate(Test_Data * @skip _world_populate(Test_Data
@ -1259,7 +1257,7 @@
* *
* Now we're setting the shape points (vertices) basing on the image that * 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 * 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 * @skip ephysics_shape_point_add(pentagon_shape
* @until , 1); * @until , 1);
@ -1407,7 +1405,7 @@
* @image html slider.png * @image html slider.png
* @image latex slider.eps * @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. * EPhysics_Bodys.
* *
* The basic concepts like - defining an EPhysics_World, render geometry, * The basic concepts like - defining an EPhysics_World, render geometry,
@ -1416,18 +1414,18 @@
* already covered in * already covered in
* @ref tutorial_ephysics_bouncing_ball * @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 * @ref tutorial_ephysics_constraint
* *
* @section add-slider Adding a Slider * @section add-slider Adding a Slider
* @dontinclude test_slider.c * @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. * a body.
* *
* We'll add three sliders on the cubes, starting with the highest purple. * 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 * constraint and create a new slider constraint passing the body which we
* want as parameter. * want as parameter.
* *
@ -1448,7 +1446,7 @@
* set the counter clockwise direction also. * 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 * When this cube falls by the gravity, the slider constraint will act limiting
* its linear and angular movings, giving the impression that its hanging. * its linear and angular movings, giving the impression that its hanging.