1 /******************************************************************************* 2 * Copyright 2011 See AUTHORS file. 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 ******************************************************************************/ 16 /* 17 * Copyright 2010 Mario Zechner (contact@badlogicgames.com), Nathan Sweet (admin@esotericsoftware.com) 18 * 19 * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the 20 * License. You may obtain a copy of the License at 21 * 22 * http://www.apache.org/licenses/LICENSE-2.0 23 * 24 * Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" 25 * BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language 26 * governing permissions and limitations under the License. 27 */ 28 29 package com.badlogic.gdx.tests.box2d; 30 31 import com.badlogic.gdx.math.Vector2; 32 import com.badlogic.gdx.physics.box2d.Body; 33 import com.badlogic.gdx.physics.box2d.BodyDef; 34 import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; 35 import com.badlogic.gdx.physics.box2d.CircleShape; 36 import com.badlogic.gdx.physics.box2d.EdgeShape; 37 import com.badlogic.gdx.physics.box2d.FixtureDef; 38 import com.badlogic.gdx.physics.box2d.World; 39 40 public class VaryingRestitution extends Box2DTest { 41 @Override createWorld(World world)42 protected void createWorld (World world) { 43 { 44 BodyDef bd = new BodyDef(); 45 Body ground = world.createBody(bd); 46 47 EdgeShape shape = new EdgeShape(); 48 shape.set(new Vector2(-40, 0), new Vector2(40, 0)); 49 ground.createFixture(shape, 0.0f); 50 shape.dispose(); 51 } 52 53 { 54 CircleShape shape = new CircleShape(); 55 shape.setRadius(1); 56 57 FixtureDef fd = new FixtureDef(); 58 fd.shape = shape; 59 fd.density = 1.0f; 60 61 float restitution[] = {0, 0.1f, 0.3f, 0.5f, 0.75f, 0.9f, 1.0f}; 62 63 for (int i = 0; i < restitution.length; i++) { 64 BodyDef bd = new BodyDef(); 65 bd.type = BodyType.DynamicBody; 66 bd.position.set(-10.0f + 3.0f * i, 20.0f); 67 68 Body body = world.createBody(bd); 69 fd.restitution = restitution[i]; 70 body.createFixture(fd); 71 } 72 73 shape.dispose(); 74 } 75 } 76 } 77