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authorBruno Dilly <bdilly@profusion.mobi>2012-11-28 12:55:53 +0000
committerBruno Dilly <bdilly@profusion.mobi>2012-11-28 12:55:53 +0000
commit34fa1349ba244e1727ad846d2edbac346ef6ad97 (patch)
tree6bd8b7e79cde54c253e221d43a054247bca28f4a /legacy/ephysics/src/lib
parentd9f2439c5d42c45d41bddbf5377965ec4d2ad3d4 (diff)
downloadefl-34fa1349ba244e1727ad846d2edbac346ef6ad97.tar.gz
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ephysics: random doc fixes
SVN revision: 79781
Diffstat (limited to 'legacy/ephysics/src/lib')
-rw-r--r--legacy/ephysics/src/lib/EPhysics.h13
1 files changed, 6 insertions, 7 deletions
diff --git a/legacy/ephysics/src/lib/EPhysics.h b/legacy/ephysics/src/lib/EPhysics.h
index 9b238460a..f0c0b07e9 100644
--- a/legacy/ephysics/src/lib/EPhysics.h
+++ b/legacy/ephysics/src/lib/EPhysics.h
@@ -2302,8 +2302,8 @@ typedef void (*EPhysics_Body_Event_Cb)(void *data, EPhysics_Body *body, void *ev
*
* The hardness percentage will define how the soft body is supposed to deform,
* its default is set to 100%. The soft body mass will also interfere on soft
- * body deformation, so bare in mind that the bodies mass must also be changed to
- * have different deformation results.
+ * body deformation, so bare in mind that the bodies mass must also be changed
+ * to have different deformation results.
*
* Valid values vary from 0 to 100.
*
@@ -2340,8 +2340,8 @@ EAPI double ephysics_body_soft_body_hardness_get(const EPhysics_Body *body);
* ephysics_body_soft_body_dragging_unset().
*
* @note Freezing a specific trimesh face means no forces are applied to it, no
- * gravity enforced, that's @p triangle will have no mass untill it dragging gets
- * unset.
+ * gravity enforced, that's @p triangle will have no mass untill it dragging
+ * gets unset.
*
* @param body The body of interest.
* @param triangle The triangle to freeze.
@@ -2721,7 +2721,7 @@ EAPI EPhysics_Body *ephysics_body_cloth_add(EPhysics_World *world, unsigned shor
* @brief
* Anchors a cloth with a rigid body.
*
- * All the informed @p side of @p body1 will be anchored to @p body1 wherever
+ * All the informed @p side of @p body1 will be anchored to @p body2 wherever
* it's in time of anchoring. That is, all the nodes in the informed "edge".
*
* An anchor assumes the @p body1 positions, if it's 20px far from @p body2 then
@@ -3774,7 +3774,7 @@ EAPI void ephysics_body_central_impulse_apply(EPhysics_Body *body, double x, dou
* torque impulse and body's inertia.
*
* @param body The physics body that will receive the impulse.
- * @param pitch Impulse to rotate body around Z axis (rotate on y - z plane).
+ * @param pitch Impulse to rotate body around X axis (rotate on y - z plane).
* Negative values will impulse body on counter clockwise rotation.
* @param yaw Impulse to rotate body around Y axis (rotate on x - z plane).
* Negative values will impulse body on counter clockwise rotation.
@@ -4020,7 +4020,6 @@ EAPI void ephysics_body_central_force_apply(EPhysics_Body *body, double x, doubl
*
* A torque will be applied over the @p body to change the angular acceleration
* of this body. It will leads to a change on angular velocity over time.
- * And the body will rotate around Z axis considering this angular velocity.
*
* @param body The physics body that will receive the torque.
* @param torque_x Torque to change angular acceleration of the body around X