class DynamicsShape;
/**
- * DynamicsWorld gives the application developer an alternative method of moving and rotating
+ * @brief DynamicsWorld gives the application developer an alternative method of moving and rotating.
* actors in the DALi scene.
+ *
* Actors are represented by DynamicsBody objects in the dynamics simulation and are moved by
* forces (eg gravity). Dynamics also allows collisions between objects to be
* detected and responded to in signal handlers.
public:
// Signal Names
- static const char* const SIGNAL_COLLISION;
+ static const char* const SIGNAL_COLLISION; ///< name "collision"
// signals
- typedef SignalV2< void (DynamicsWorld, const DynamicsCollision) > CollisionSignalV2;
+ typedef SignalV2< void (DynamicsWorld, const DynamicsCollision) > CollisionSignalV2; ///< Type of collision signal
public:
- // enums
+ /**
+ * @brief Debug modes
+ */
enum DEBUG_MODES
{
DEBUG_MODE_NONE = 0,
public:
/**
- * Create an uninitialized DynamicsWorld handle.
+ * @brief Create an uninitialized DynamicsWorld handle.
*/
DynamicsWorld();
/**
- * Virtual destructor.
+ * @brief Virtual destructor.
*/
virtual ~DynamicsWorld();
public:
/**
- * Set the gravity for the world
+ * @brief Set the gravity for the world.
+ *
* @param[in] gravity a Vector3 specifying the applicable gravity for the world.
*/
void SetGravity( const Vector3& gravity );
/**
- * Get the gravity for the world
+ * @brief Get the gravity for the world.
+ *
* @return A Vector3 specifying the gravity that will be applied in the world.
*/
const Vector3& GetGravity() const;
/**
- * Get the current debug drawmode
+ * @brief Get the current debug drawmode.
+ *
* @return A combination of the flags in DEBUG_MODES or 0 if debug drawing is currently disabled.
*/
int GetDebugDrawMode() const;
/**
- * Set the debug drawmode for the simulation
+ * @brief Set the debug drawmode for the simulation.
+ *
* @param[in] mode A combination of the flags in DEBUG_MODES or 0 to disable debug drawing
*/
void SetDebugDrawMode(const int mode);
/**
- * Set the actor which will represent the dynamics world
+ * @brief Set the actor which will represent the dynamics world.
+ *
* All actors that will participate in the dynamics simulation must be direct children of this actor
* @param[in] actor The root actor for the dynamics simulation
*/
void SetRootActor(Actor actor);
/**
- * Get the root actor for the simulation
+ * @brief Get the root actor for the simulation.
+ *
* @return The root actor for the dynamics simulation
*/
Actor GetRootActor() const;
public: // Signals
/**
- * This signal is emitted when a collision is detected between two DynamicsBodies
+ * @brief This signal is emitted when a collision is detected between two DynamicsBodies.
+ *
* A callback of the following type may be connected:
* @code
* void YourCollisionHandler(Dali::DynamicsWorld world, const Dali::DynamicsCollision collisionData);
public: // Not intended for application developers
/**
- * This constructor is used internally by Dali
+ * @brief This constructor is used internally by Dali.
+ *
* @param [in] internal A pointer to a newly allocated Dali resource
*/
explicit DALI_INTERNAL DynamicsWorld( Internal::DynamicsWorld* internal );