-/**
- * \page dynamics-bodies Dynamics - Bodies
- * A Dali::DynamicsBody can be "Rigid" or "Soft". Rigid bodies require much less processing and should be used
- * in preference to a soft body.\n
- * All bodies are controlled by the simulation, the application developer can influence them by setting their
- * linear or angular velocities, but direct control of their position is not possible until the Dali::DynamicsBody is flagged
- * as a \ref kinematic-body "kinematic object".\n
- *
- * \section create-body Creating a body
- * <p>
- * Each Dali::DynamicsBody is created by an Dali::Actor through its Dali::Actor::EnableDynamics method using a
- * Dali::DynamicsBodyConfig object to specify options for the Dali::DynamicsBody.
- * \code
- * // Initialize and get a handle to the Dali::DynamicsWorld
- * Dali::DynamicsWorldConfig worldConfig( Dali::DynamicsWorldConfig::New() );
- * Dali::DynamicsWorld dynamicsWorld( Dali::Stage::GetCurrent().InitializeDynamics( worldConfig ) );
- * // Create an actor to represent the world
- * Dali::Actor dynamicsRootActor( Dali::Actor::New() );
- * dynamicsWorld.SetRootActor( dynamicsRootActor );
- * Dali::Stage::GetCurrent().Add( dynamicsRootActor );
- *
- * // create an actor to represent a rigid body
- * Dali::Actor actor( Dali::Actor::New() );
- * actor.SetParentOrigin( Dali::ParentOrigin::CENTER );
- * dynamicsRootActor.Add( actor );
- * // Enable dynamics for the actor, creating a rigid body with default configuration
- * actor.EnableDynamics( Dali::DynamicsBodyConfig::New() );
- * \endcode
- *
- * \section create-body-advanced Specifying options
- * <h4>Mass</h4>
- * Use Dali::DynamicsBodyConfig::SetMass to specify the mass of the body [default: 1].
- * <h4>Elasticity</h4>
- * Use Dali::DynamicsBodyConfig::SetElasticity to specify the elasticity of the body [default: 0.85].\n
- * This may also be known as the co-efficient of restitution or 'bounciness'.
- * <h4>Damping</h4>
- * Use Dali::DynamicsBodyConfig::SetLinearDamping to specify the linear damping coefficient [default: 0].\n
- * and Dali::DynamicsBodyConfig::SetAngularDamping to specify the angular damping coefficient [default: 0].\n
- * <h4>Friction</h4>
- * Use Dali::DynamicsBodyConfig::SetFriction to specify the friction of the body [default: 0.5].\n
- * <h4>Collision Filtering</h4>
- * See \link dynamics-collisions Collision Detection and Filtering \endlink\n\n
- * Use Dali::DynamicsBodyConfig::SetCollisionGroup to specify the collision filter group.\n
- * Use Dali::DynamicsBodyConfig::SetCollisionMask to specify the collision filter mask.\n
- * <h3>Soft body specific options</h3>
- * <h4>Stiffness</h4>
- * Use Dali::DynamicsBodyConfig::SetStiffness to specify the stiffness of the links between the mesh vertices used to
- * define the soft body. Values clamped between 0 and 1 [default: 1].\n
- * <h4>Anchor hardness</h4>
- * Use Dali::DynamicsBodyConfig::SetAnchorHardness to specify the hardness or drift correction applied to anchors.
- * Values clamped between 0 and 1 [default: 0.7]. Smaller values mean less drift correction.\n
- * <h4>Conservation</h4>
- * Use Dali::DynamicsBodyConfig::SetShapeConservation to specify the shape conservation coefficient,
- * or the magnitude of the force which will attempt to maintain the soft bodies shape (see \ref Dali::DynamicsBody::ConserveShape).\n
- * Use Dali::DynamicsBodyConfig::SetVolumeConservation to specify the volume conservation coefficient,
- * or the magnitude of the force which will attempt to maintain the soft bodies volume (see \ref Dali::DynamicsBody::ConserveVolume).
- * Smaller values mean less conservation.\n
- * <h4>Create a rigid body with advanced options</h4>
- * \code
- * Dali::DynamicsBodyConfig bodyConfig( Dali::DynamicsBodyConfig::New() );
- * // increase mass from the default
- * bodyConfig.SetMass( 2.5f );
- * // set elasticity so that the velocity of the object will be halved after a collision
- * // (assuming the other body has a mass = 1 and a velocity 0f 0).
- * bodyConfig.SetElasticity( 0.5f );
- * // increase the rate at which a bodies linear velocity will decrease
- * bodyConfig.SetLinearDamping( 0.5f );
- * // reduce the friction to zero
- * bodyConfig.SetFriction( 0.0f );
- * // Ignore all collisions
- * bodyConfig.SetCollisionGroup( 0 );
- * bodyConfig.SetCollisionMask( 0 );
- *
- * // create an actor for the Dali::DynamicsBody
- * Actor actor( Actor::New() );
- * actor.SetParentOrigin( Dali::ParentOrigin::CENTER );
- * // create the Dali::DynamicsBody
- * actor.EnableDynamics( bodyConfig );
- *
- * // add to the simulation
- * dynamicsRootActor.Add( actor );
- * \endcode
- * <h4>Create a soft body with advanced options</h4>
- * \code
- * // Create a unit mesh with 25 vertices
- * Dali::Mesh mesh( Dali::Mesh::NewPlane(1.0f, 1.0f, 5, 5) );
- *
- * Dali::DynamicsBodyConfig bodyConfig( Dali::DynamicsBodyConfig::New() );
- * // select a soft body
- * bodyConfig.SetType( Dali::DynamicsBodyConfig::SOFT );
- * // set the mesh as the soft body shape
- * bodyConfig.SetShape( Dali::DynamicsShape::NewMesh( mesh ) );
- * // decrease the stiffness of the links between the soft body vertices
- * bodyConfig.SetStiffness( 0.25f );
- * // Make anchors very loose/weak
- * bodyConfig.SetAnchorHardness( 0.1f );
- *
- * // create an actor for the Dali::DynamicsBody
- * Actor actor( MeshActor::New(mesh) );
- * actor.SetParentOrigin( Dali::ParentOrigin::CENTER );
- * // create the Dali::DynamicsBody
- * actor.EnableDynamics( bodyConfig );
- *
- * // add to the simulation
- * dynamicsRootActor.Add( actor );
- * \endcode
- * \image html dynamics/dynamics-soft.png "A soft body (with debug rendering enabled)"
- * \section kinematic-body Kinematic bodies
- * A kinematic body is not controlled by the simulation, there is a one-way interaction with other dynamic objects
- * under control of the simulation, where other objects will be pushed away, but the kinematic object will be unaffected.\n
- * Kinematic objects can be animated with DALi's \ref animation-example "animation system", each DALi update the simulation will
- * get the current position of associated DALi actor.\n Use Dali::DynamicsBody::SetKinematic to make a kinematic object.
- * <h3>Animating a kinematic object</h3>
- * Other dynamics enabled actors that collide with the kinematic object during the animation will be pushed
- * away.
- * \code
- * ...
- * // create an actor to represent a rigid body
- * Dali::Actor actor( Dali::Actor::New() );
- * dynamicsRootActor.Add( actor );
- * // Enable dynamics for the actor, creating a rigid body with default configuration
- * actor.EnableDynamics( Dali::DynamicsBodyConfig::New() );
- * // get the DynamicsBody handle
- * DynamicsBody body( actor.GetDynamicsBody() );
- * body.SetKinematic( true );
- * // create a second animation to move the actor 100 units to the right
- * Animation animation( Animation::New( 1 ) );
- * animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Vector3( 100, 0, 0 ), AlphaFunction::LINEAR );
- * animation.Play();
- * \endcode
- * <hr>
- * <p>See also
- * <ul>
- * <li>Dali::DynamicsBodyConfig</li>
- * <li>Dali::Actor::EnableDynamics</li>
- * <li>\link dynamics-initialization DynamicsWorld Initialization and Usage\endlink</li>
- * </ul>
- * </p>
- */
-