/** * @page Examples Examples * * Here is a page with examples. * * @li @ref tutorial_ephysics_bouncing_ball * @li @ref tutorial_ephysics_delete_body */ /** * @page tutorial_ephysics_bouncing_ball EPhysics - Bouncing Ball * * The purpose of this example is to show how to write an simple application - * as the name suggests - with a small ball bouncing on the ground and * responding to users events by making it jump - applying a central impulse on * it. * * We'll guide you on defining a EPhysics world, defining its render geometry * and the physics limiting boundaries, you'll learn how to add EPhysics bodies * and how to associate it to evas objects. We also explain how to change * restitution and friction properties. We see how to apply central impulse on * a EPhysics_Body by implementing an elementary input event callback and * calling the proper function. * * @section test-structure A test struct * @dontinclude ephysics_test.h * * 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 _Test_Data * @until }; * * @section world-new World Initialization * @dontinclude test_bouncing_ball.c * * Calling ephysics_world_new() * will create a new physics world with its collision configuration, constraint * solver, broadphase interface and dispatcher. * * The default gravity is set to -9.81. It's possible to stop a running world * but its default status is running. Take a look at * ephysics_world_running_set() for further informations about world running * status. * * @skipline ephysics_world_new * * @section render-geometry Render geometry * * By setting the render geometry you tell ephysics the dimensions of rendered * area to be take on account by default updates. * * By default it starts with null x, y, width and height. Initially there's no * physics limits but - as we'll see later in this example - boundaries can be * added by issuing either ephysics_body_top_boundary_add(), * ephysics_body_bottom_boundary_add(), ephysics_body_left_boundary_add() and * ephysics_body_right_boundary_add(). * * While setting the worlds render geometry the first parameter is our just * created world, the following parameters indicate the x, y, width and height * of our area of interest. * * @skipline ephysics_world_render_geometry_set * * @section boundaries Adding boundaries * * Boundaries are physics limits added by EPhysics which you can use to limit * the area where your objects can move around. Bear in mind that those * boundaries are created by EPhysics taking in account the render geometry you * have previously defined by calling ephysics_world_render_geometry_set(). * * In our example we start by adding a bottom boundary. This EPhysics_Body * represents a physics limit under the world render geometry. * * The second line states the restitution factor for that bottom boundary, and * the third line its friction. These changes will make our ball to bounce * whenever it hits the ground. * * @skip ephysics_body_bottom_boundary_add * @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. * * @skip ephysics_body_right_boundary_add * @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 * * 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. * * 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. * * @skipline ephysics_body_top_boundary_add * @dontinclude test_bouncing_ball.c * * @section world-populate Adding a ball * * Since we have defined the physics limits with our boundaries it's time to * add some fun. Here we add a ball as an elementary image widget and tell * ephysics about it. * * After setting the file that will be used as the image's source of our elm * image we move it to the center of render geometry and resize it to 70x70 * pixels and show it. * * @skip elm_image_add * @until evas_object_show * * The evas object is just set and we must tell EPhysics about it, creating the * EPhysics_Body representing our ball and associating it to the just created * evas object. * * Once the ball has been moved to the center of render geometry it should * start falling after associating it to the EPhysics_Body. By default its mass * is initially set to 1 kilo, but it can be changed by calling * ephysics_body_mass_set(). Bear in mind that if you change its mass to 0 * kilos it becomes a static body and will not move at all, the body will * remain fixed in the initial position. * * In the following code the first line adds a circle body, then we associate * the evas object to EPhysics_Body, EPhysics will map every changes on physics * object simulation to its evas object. Some restitution and friction factors * are added as well. * * @skip ephysics_body_circle_add * @until ephysics_body_friction_set * * @section jumping-ball Making it jump * * The next step is to give us the ability to make our ball to jump - actually * apply some impulse whenever a key has been pressed. Then we add a elementary * input callback to the window widget. * * @skipline elm_object_event_callback_add * * @dontinclude test_bouncing_ball.c * * The jumping callback implementation consists on handling only key up events * and discarding any other input event we get. We're interested on keyboard * events only. All the operations done in the following lines are done on * sphere EPhysics_Body previously created. * * We mainly use the ephysics_body_central_impulse_apply() function. This * 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. * * 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. * * 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 * key being pressed is \ the opposite is done, and an impulse of -10 * kilos is applied on X and 0 kilos on Y - and the ball is forced to the left. * * @skip _on_keydown * @until } * * Here we finish the very simple bouncing ball example. The full source code * can be found at @ref test_bouncing_ball_c. * */ /** * @page test_bouncing_ball_c test_bouncing_ball.c * * @section ephysics-test-h ephysics_test.h * @include ephysics_test.h * * @section test-bouncing-ball-c test_bouncing_ball.c * @dontinclude test.c * @skip test_clean * @until } * * @skip test_data_new * @until } * * @skip test_win_add * @until } * * @include test_bouncing_ball.c * * * @example test_bouncing_ball.c */ /** * @page ephysics_logo_c ephysics_logo.c * * @section ephysics-logo-c ephysics_logo.c * @include ephysics_logo.c * * @example ephysics_logo.c */ /** * @page tutorial_ephysics_delete_body EPhysics - Delete Body * * The purpose of this example is to demonstrate the EPhysics Callbacks usage - * The code adds two balls, one with impulse and the second with a collision * detection callback, to delete the body. * * For this example we'll have an EPhysics_World and two basic EPhysics_Bodys, * we'll apply an impulse in one of then and the other will be stopped * "waiting" for a collision. * * 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-callbacks Adding Callbacks * @dontinclude test_delete.c * * Calling ephysics_body_event_callback_add() * registers a callback to a given EPhysics_Body event type. * * We'll use two types: * * @ref EPHYSICS_CALLBACK_BODY_DEL : called when a body deletion has been issued * and just before the deletion actually happens. In other words, to know that * body has been marked for * deletion. Typically to free some data associated with the body. * * @skipline ephysics_body_event_callback_add(sphere_body1, * @skip EPHYSICS_CALLBACK_BODY_DEL * @until ); * * The callback function will receive the collision_data and free some data * associated with the body. * * @dontinclude test_delete.c * * @skip _del_cb(void *data, * @until } * * @ref EPHYSICS_CALLBACK_BODY_COLLISION : called just after the collision has * been actually processed by the physics engine. In other words, to be notified * about a collision between two physical bodies. * * @skip ephysics_body_event_callback_add(collision_data->sphere, * @until ); * * The callback function will get the collision body and check if its body is * equal to which we want to delete. * * @dontinclude test_delete.c * * @skip _collision_cb(void *data, * @until } * * See * @ref _EPhysics_Callback_Body_Type * for more event types. * * Here we finish the example. The full source code can be found at * @ref test_delete_c. * */ /** * @page test_delete_c test_delete.c * * @section ephysics-test-h ephysics_test.h * @include ephysics_test.h * * @section test-delete-c test_delete.c * @dontinclude test.c * @skip test_clean * @until } * * @skip test_win_add * @until } * * @include test_delete.c * * @example test_delete.c */