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Update documentation.[ci skip]

aster2013 11 jaren geleden
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1 gewijzigde bestanden met toevoegingen van 25 en 14 verwijderingen
  1. 25 14
      Docs/Reference.dox

+ 25 - 14
Docs/Reference.dox

@@ -1610,20 +1610,32 @@ In order to make 2D Game in Urho3D, Urho2D is provided. Urho2D include 2D graphi
 - Sprite2D: a sprite is defined with texture and texture rectangle and hot spot.
 - Sprite2D: a sprite is defined with texture and texture rectangle and hot spot.
 - SpriteSheet2D: a sprite sheet(texture atlas) include some sprites in it.
 - SpriteSheet2D: a sprite sheet(texture atlas) include some sprites in it.
 - StaticSprite2D: a drawable component to display a sprite.
 - StaticSprite2D: a drawable component to display a sprite.
-- Animation2D: two-demensional animation with some frames, a frame include duration and a sprite.
+- Animation2D: 2D animation with some frames, a frame include duration and a sprite.
 - AnimatedSprite2D : a drawable component to display an animation.
 - AnimatedSprite2D : a drawable component to display an animation.
-- ParticleModel2D: two-demensional particle model file.
-- ParticleEmitter2D: a two-dimensional particle effect.
-- PhysicsWorld2D: implements two-dimensional physics simulation. Two-demensional physics components such as RigidBody2D or CollisionShape2D can not function properly without this.
-- RigidBody2D: a two-demensional physics object instance.
-- CollisionShape2D: defines two-dimensional physics collision geometry. 
-- CollisionBox2D: defines two-dimensional physics collision box.
-- CollisionCircle2D: defines two-dimensional physics collision circle.
-- CollisionEdge2D: defines two-dimensional physics collision edge.
-- CollisionChain2D: defines two-dimensional physics collision chain.
-- CollisionPolygon2D: defines two-dimensional physics collision polygon.
-
-In order to use Urho2D, it is need set camera to 2D mode first, it can be done with following code:
+- ParticleEffect2D: 2D particle model file.
+- ParticleEmitter2D: a 2D particle effect.
+- PhysicsWorld2D: implements 2D physics simulation. 2D physics components such as RigidBody2D or CollisionShape2D can not function properly without this.
+- RigidBody2D: a 2D physics object instance.
+- CollisionShape2D: base class for 2D physics collision shape. 
+- CollisionBox2D: defines 2D physics collision box.
+- CollisionCircle2D: defines 2D physics collision circle.
+- CollisionEdge2D: defines 2D physics collision edge.
+- CollisionChain2D: defines 2D physics collision chain.
+- CollisionPolygon2D: defines 2D physics collision polygon.
+- Constraint2D: base class for 2D physics constraint.
+- ConstraintDistance2D: define 2D physics distance constraint.
+- ConstraintFriction2D: define 2D physics friction constraint.
+- ConstraintGear2D: define 2D physics gear constraint.
+- ConstraintMotor2D: define 2D physics motor constraint.
+- ConstraintMouse2D: define 2D physics mouse constraint.
+- ConstraintPrismatic2D: define 2D physics prismatic constraint.
+- ConstraintPulley2D: define 2D physics pulley constraint.
+- ConstraintRevolute2D: define 2D physics revolute constraint.
+- ConstraintRope2D: define 2D physics rope constraint.
+- ConstraintWeld2D: define 2D physics weld constraint.
+- ConstraintWheel2D: define 2D physics wheel constraint.
+
+In order to use Urho2D, it is need set camera to orthographic mode first, it can be done with following code:
 
 
 C++:
 C++:
 \code
 \code
@@ -1673,7 +1685,6 @@ Lua:
     camera:SetOrthoSize(Vector2(graphics.width, graphics.height) * PIXEL_SIZE)
     camera:SetOrthoSize(Vector2(graphics.width, graphics.height) * PIXEL_SIZE)
 \endcode 
 \endcode 
 
 
-
 \page Serialization Serialization
 \page Serialization Serialization
 
 
 Classes that derive from Serializable can perform automatic serialization to binary or XML format by defining \ref AttributeInfo "attributes". Attributes are stored to the Context per class. %Scene load/save and network replication are both implemented by having the Node and Component classes derive from Serializable.
 Classes that derive from Serializable can perform automatic serialization to binary or XML format by defining \ref AttributeInfo "attributes". Attributes are stored to the Context per class. %Scene load/save and network replication are both implemented by having the Node and Component classes derive from Serializable.