138 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			138 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty.  In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef VARYING_RESTITUTION_H
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#define VARYING_RESTITUTION_H
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class VaryingRestitution : public Test
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{
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public:
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	VaryingRestitution()
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	{
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		{
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			b3BodyDef bd;
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			b3Body* ground = m_world.CreateBody(bd);
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			b3HullShape hs;
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			hs.m_hull = &m_groundHull;
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			b3ShapeDef sd;
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			sd.shape = &hs;
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			ground->CreateShape(sd);
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		}
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		{
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			b3BodyDef bd;
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			bd.type = b3BodyType::e_dynamicBody;
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			bd.position.Set(-10.0f, 10.0f, 0.0f);
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			b3Body* body = m_world.CreateBody(bd);
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			b3SphereShape ball;
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			ball.m_center.SetZero();
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			ball.m_radius = 1.0f;
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			b3ShapeDef sd;
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			sd.shape = &ball;
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			sd.density = 1.0f;
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			sd.restitution = 0.2f;
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			body->CreateShape(sd);
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		}
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		{
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			b3BodyDef bd;
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			bd.type = b3BodyType::e_dynamicBody;
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			bd.position.Set(-5.0f, 10.0f, 0.0f);
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			b3Body* body = m_world.CreateBody(bd);
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			b3SphereShape ball;
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			ball.m_center.SetZero();
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			ball.m_radius = 1.0f;
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			b3ShapeDef sd;
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			sd.shape = &ball;
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			sd.density = 1.0f;
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			sd.restitution = 0.4f;
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			body->CreateShape(sd);
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		}
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		{
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			b3BodyDef bd;
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			bd.type = b3BodyType::e_dynamicBody;
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			bd.position.Set(0.0f, 10.0f, 0.0f);
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			b3Body* body = m_world.CreateBody(bd);
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			b3SphereShape ball;
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			ball.m_center.SetZero();
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			ball.m_radius = 1.0f;
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			b3ShapeDef sd;
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			sd.shape = &ball;
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			sd.density = 1.0f;
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			sd.restitution = 0.6f;
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			body->CreateShape(sd);
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		}
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		{
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			b3BodyDef bd;
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			bd.type = b3BodyType::e_dynamicBody;
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			bd.position.Set(5.0f, 10.0f, 0.0f);
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			b3Body* body = m_world.CreateBody(bd);
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			b3SphereShape ball;
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			ball.m_center.SetZero();
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			ball.m_radius = 1.0f;
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			b3ShapeDef sd;
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			sd.shape = &ball;
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			sd.density = 1.0f;
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			sd.restitution = 0.8f;
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			body->CreateShape(sd);
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		}
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		{
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			b3BodyDef bd;
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			bd.type = b3BodyType::e_dynamicBody;
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			bd.position.Set(10.0f, 10.0f, 0.0f);
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			b3Body* body = m_world.CreateBody(bd);
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			b3SphereShape ball;
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			ball.m_center.SetZero();
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			ball.m_radius = 1.0f;
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			b3ShapeDef sd;
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			sd.shape = &ball;
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			sd.density = 1.0f;
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			sd.restitution = 1.0f;
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			body->CreateShape(sd);
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		}
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	}
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	static Test* Create()
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	{
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		return new VaryingRestitution();
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	}
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};
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#endif
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