/* * Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net * * 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 class VaryingRestitution : public Test { public: VaryingRestitution() { { b3BodyDef bd; b3Body* ground = m_world.CreateBody(bd); b3HullShape hs; hs.m_hull = &m_groundHull; b3ShapeDef sd; sd.shape = &hs; ground->CreateShape(sd); } { b3BodyDef bd; bd.type = b3BodyType::e_dynamicBody; bd.position.Set(-10.0f, 10.0f, 0.0f); b3Body* body = m_world.CreateBody(bd); b3SphereShape ball; ball.m_center.SetZero(); ball.m_radius = 1.0f; b3ShapeDef sd; sd.shape = &ball; sd.density = 1.0f; sd.restitution = 0.2f; body->CreateShape(sd); } { b3BodyDef bd; bd.type = b3BodyType::e_dynamicBody; bd.position.Set(-5.0f, 10.0f, 0.0f); b3Body* body = m_world.CreateBody(bd); b3SphereShape ball; ball.m_center.SetZero(); ball.m_radius = 1.0f; b3ShapeDef sd; sd.shape = &ball; sd.density = 1.0f; sd.restitution = 0.4f; body->CreateShape(sd); } { b3BodyDef bd; bd.type = b3BodyType::e_dynamicBody; bd.position.Set(0.0f, 10.0f, 0.0f); b3Body* body = m_world.CreateBody(bd); b3SphereShape ball; ball.m_center.SetZero(); ball.m_radius = 1.0f; b3ShapeDef sd; sd.shape = &ball; sd.density = 1.0f; sd.restitution = 0.6f; body->CreateShape(sd); } { b3BodyDef bd; bd.type = b3BodyType::e_dynamicBody; bd.position.Set(5.0f, 10.0f, 0.0f); b3Body* body = m_world.CreateBody(bd); b3SphereShape ball; ball.m_center.SetZero(); ball.m_radius = 1.0f; b3ShapeDef sd; sd.shape = &ball; sd.density = 1.0f; sd.restitution = 0.8f; body->CreateShape(sd); } { b3BodyDef bd; bd.type = b3BodyType::e_dynamicBody; bd.position.Set(10.0f, 10.0f, 0.0f); b3Body* body = m_world.CreateBody(bd); b3SphereShape ball; ball.m_center.SetZero(); ball.m_radius = 1.0f; b3ShapeDef sd; sd.shape = &ball; sd.density = 1.0f; sd.restitution = 1.0f; body->CreateShape(sd); } } static Test* Create() { return new VaryingRestitution(); } }; #endif