/* * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #ifndef VARYING_RESTITUTION_H #define VARYING_RESTITUTION_H // Note: even with a restitution of 1.0, there is some energy change // due to position correction. class VaryingRestitution : public Test { public: VaryingRestitution() { { b2BodyDef bd; b2Body* ground = m_world->CreateBody(&bd); b2EdgeShape shape; shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f)); ground->CreateFixture(&shape, 0.0f); } { b2CircleShape shape; shape.m_radius = 1.0f; b2FixtureDef fd; fd.shape = &shape; fd.density = 1.0f; float32 restitution[7] = {0.0f, 0.1f, 0.3f, 0.5f, 0.75f, 0.9f, 1.0f}; for (int32 i = 0; i < 7; ++i) { b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(-10.0f + 3.0f * i, 20.0f); b2Body* body = m_world->CreateBody(&bd); fd.restitution = restitution[i]; body->CreateFixture(&fd); } } } static Test* Create() { return new VaryingRestitution; } }; #endif