EPhysics: update docs regarding soft bodies

SVN revision: 75570
This commit is contained in:
Bruno Dilly 2012-08-22 20:05:14 +00:00
parent f5891500b0
commit e2534363a6
1 changed files with 30 additions and 7 deletions

View File

@ -285,8 +285,14 @@ EAPI Eina_Bool ephysics_shape_save(const EPhysics_Shape *shape, const char *file
*
* Body handle, represents an object on EPhysics world.
*
* Created with @ref ephysics_body_circle_add() or @ref ephysics_body_box_add()
* and deleted with @ref ephysics_body_del().
* Many types of bodies can be created:
* @li @ref ephysics_body_circle_add()
* @li @ref ephysics_body_box_add()
* @li @ref ephysics_body_shape_add()
* @li @ref ephysics_body_soft_circle_add()
* @li @ref ephysics_body_soft_box_add()
*
* and it can be deleted with @ref ephysics_body_del().
*
* @ingroup EPhysics_Body
*/
@ -1173,6 +1179,12 @@ EAPI void ephysics_world_simulation_get(const EPhysics_World *world, double *fix
* @li @ref ephysics_body_box_add();
* @li or @ref ephysics_body_shape_add().
*
* Also they can be soft bodies, that won't act as rigid bodies. They will
* deform its shape under certain circunstances, like under collisions.
* Soft bodies can be created with:
* @li @ref ephysics_body_soft_circle_add();
* @li @ref ephysics_body_soft_box_add();
*
* They can collide and have customizable properties, like:
* @li mass, set with @ref ephysics_body_mass_set();
* @li coefficient of restitution, set with
@ -1288,8 +1300,8 @@ typedef void (*EPhysics_Body_Event_Cb)(void *data, EPhysics_Body *body, void *ev
* @ref ephysics_body_evas_object_set(),
* and it will collide as a circle (even if you have an evas rectangle).
*
* Actually, since we're using a 3D backend, it will be a cylinder on
* z axis.
* If a circle that could have its shape deformed is required, use
* @ref ephysics_body_soft_box_add().
*
* @param world The world this body will belongs to.
* @return a new body or @c NULL, on errors.
@ -1309,10 +1321,13 @@ EAPI EPhysics_Body *ephysics_body_circle_add(EPhysics_World *world);
*
* Any evas object can be associated to it with
* @ref ephysics_body_evas_object_set(),
* and it will collide as a circle (even if you have an evas rectangle).
* and it will collide and deform as a circle (even if you have an evas
* rectangle).
*
* Actually, since we're using a 3D backend, it will be a cylinder on
* z axis.
* Just like rotation, deformation will be applied on associated
* evas object using evas map.
*
* For a rigid circle, check @ref ephysics_body_circle_add().
*
* @param world The world this body will belongs to.
* @return a new body or @c NULL, on errors.
@ -1330,6 +1345,9 @@ EAPI EPhysics_Body *ephysics_body_soft_circle_add(EPhysics_World *world);
* Its collision shape will be a box of dimensions 1 on all the axises.
* To change it's size @ref ephysics_body_geometry_set() should be used.
*
* If a box that could have its shape deformed is required, use
* @ref ephysics_body_soft_box_add().
*
* @param world The world this body will belongs to.
* @return a new body or @c NULL, on errors.
*
@ -1347,6 +1365,11 @@ EAPI EPhysics_Body *ephysics_body_box_add(EPhysics_World *world);
* Its collision shape will be a box of dimensions 1 on all the axises.
* To change it's size @ref ephysics_body_geometry_set() should be used.
*
* Just like rotation, deformation will be applied on associated
* evas object using evas map.
*
* For a rigid circle, check @ref ephysics_body_circle_add().
*
* @param world The world this body will belongs to.
* @return a new body or @c NULL, on errors.
*