forked from enlightenment/efl
EPhysics: improve bodies group description documentation
SVN revision: 75509
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@ -108,7 +108,7 @@ EAPI int ephysics_init(void);
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* Shutdown Bullet physics engine. If init count reaches 0, all the existing
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* worlds will be deleted, and consequently all the bodies.
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*
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* @return Ephysics' init counter value.
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* @return EPhysics' init counter value.
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*
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* @see ephysics_init().
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*
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@ -1184,15 +1184,33 @@ EAPI void ephysics_world_simulation_get(const EPhysics_World *world, double *fix
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* @ref ephysics_body_resize();
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* @ref ephysics_body_geometry_set().
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*
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* Their rotation can be set directly with @ref ephysics_body_rotation_set().
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*
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* Also, they can have an associated evas object, done with
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* @ref ephysics_body_evas_object_set() function, being responsible for
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* updating its position and rotation, or letting a user callback be set
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* for this task with @ref ephysics_body_event_callback_add().
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*
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* Also, bodies can have impulses applied over them, and will be affected
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* by gravity. Impulses can be applied with:
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* Bodies can have velocity set with @ref ephysics_body_linear_velocity_set()
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* and @ref ephysics_body_angular_velocity_set().
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*
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* Also, bodies can have forces and impulses applied over them, and they will
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* be affected by gravity.
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*
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* Forces will be acting while they're set, changing bodies velocity over time.
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* Impulses are applied only once, modifying bodies velocity imediatelly to the
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* new value.
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*
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* Forces can be managed with:
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* @li @ref ephysics_body_central_force_apply();
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* @li @ref ephysics_body_torque_apply().
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* @li @ref ephysics_body_force_apply();
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* @li @ref ephysics_body_forces_clear();
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*
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* Impulses can be applied with:
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* @li @ref ephysics_body_central_impulse_apply();
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* @li @ref ephysics_body_torque_impulse_apply().
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* @li @ref ephysics_body_impulse_apply();
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*
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* Bodies can be removed from the world being directly deleted with
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* @ref ephysics_body_del() or when the world is deleted, case when all the
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