forked from enlightenment/efl
ephysics: add some images to documented examples
SVN revision: 76702
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@ -22,6 +22,9 @@
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* responding to users events by making it jump - applying a central impulse on
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* responding to users events by making it jump - applying a central impulse on
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* it.
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* it.
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*
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*
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* @image html bouncing_ball.png
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* @image latex bouncing_ball.eps
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*
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* We'll guide you on defining a EPhysics world, defining its render geometry
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* We'll guide you on defining a EPhysics world, defining its render geometry
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* and the physics limiting boundaries, you'll learn how to add EPhysics bodies
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* and the physics limiting boundaries, you'll learn how to add EPhysics bodies
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* and how to associate it to evas objects. We also explain how to change
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* and how to associate it to evas objects. We also explain how to change
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@ -219,6 +222,9 @@
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* The purpose of this example is to demonstrate the EPhysics_Body binding to
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* The purpose of this example is to demonstrate the EPhysics_Body binding to
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* a text (Evas_Object)
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* a text (Evas_Object)
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*
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*
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* @image html bouncing_text.png
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* @image latex bouncing_text.eps
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*
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* For this example we'll have an EPhysics_World and one basic EPhysics_Body.
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* For this example we'll have an EPhysics_World and one basic EPhysics_Body.
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*
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*
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* The basic concepts like - initializing an EPhysics_World, render geometry,
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* The basic concepts like - initializing an EPhysics_World, render geometry,
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@ -292,6 +298,9 @@
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* Detection usage - The code adds two balls, one with impulse and the second
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* Detection usage - The code adds two balls, one with impulse and the second
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* with a collision detection callback, to show an effect.
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* with a collision detection callback, to show an effect.
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*
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*
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* @image html collision_detection.png
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* @image latex collision_detection.eps
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*
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* For this example we'll have an EPhysics_World, and two basic EPhysics_Bodys,
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* For this example we'll have an EPhysics_World, and two basic EPhysics_Bodys,
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* we'll apply an impulse in one of then and the other will be stopped
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* we'll apply an impulse in one of then and the other will be stopped
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* "waiting" for a collision.
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* "waiting" for a collision.
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@ -387,6 +396,9 @@
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* same group (row),to make it easier, balls in the same group has the same
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* same group (row),to make it easier, balls in the same group has the same
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* color and size.
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* color and size.
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*
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*
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* @image html collision_filter.png
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* @image latex collision_filter.eps
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*
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* For this example we'll have an EPhysics_World and four basic EPhysics_Bodys,
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* For this example we'll have an EPhysics_World and four basic EPhysics_Bodys,
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* we'll apply an impulse on then and see what happens when they're in other
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* we'll apply an impulse on then and see what happens when they're in other
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* collision group.
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* collision group.
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@ -607,6 +619,9 @@
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* The purpose of this example is to demonstrate the EPhysics Gravity usage -
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* The purpose of this example is to demonstrate the EPhysics Gravity usage -
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* The code apply gravity in an EPhysics_World with two cubes in movement.
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* The code apply gravity in an EPhysics_World with two cubes in movement.
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*
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*
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* @image html no_gravity.png
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* @image latex no_gravity.eps
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*
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* For this example we'll have an EPhysics_World, and two basic EPhysics_Bodys.
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* For this example we'll have an EPhysics_World, and two basic EPhysics_Bodys.
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*
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*
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* The basic concepts like - defining an EPhysics_World, render geometry,
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* The basic concepts like - defining an EPhysics_World, render geometry,
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