Physics simulation integration and visual effects. More...
| Modules | |
| EPhysics Quaternion | |
| Quaternions are used to perform linear algebra rotations. | |
| EPhysics Shape | |
| Shapes are used to create bodies with shapes that differ from primitive ones, like box and cylinder. | |
| EPhysics Camera | |
| A camera defines the region of the physics world that will be rendered on the canvas. | |
| EPhysics World | |
| A world is required to simulate physics between bodies. | |
| EPhysics Body | |
| A body is a representation of an object inside a physics world. | |
| EPhysics Constraint | |
| Constraints can be used to limit bodies movements, between bodies or between bodies and the world. | |
| Functions | |
| EAPI int | ephysics_init (void) | 
| Initialize EPhysics.  More... | |
| EAPI int | ephysics_shutdown (void) | 
| Shutdown EPhysics.  More... | |
Physics simulation integration and visual effects.
| EAPI int ephysics_init | ( | void | ) | 
Initialize EPhysics.
Initializes Bullet physics engine.
Referenced by edje_shutdown().
| EAPI int ephysics_shutdown | ( | void | ) | 
Shutdown EPhysics.
Shutdown Bullet physics engine. If init count reaches 0, all the existing worlds will be deleted, and consequently all the bodies.
Referenced by edje_shutdown().