import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
import com.badlogic.gdx.physics.box2d.CircleShape;
import com.badlogic.gdx.physics.box2d.EdgeShape;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.World;
public class VaryingRestitution extends Box2DTest {
@Override
protected void createWorld (World world) {
{
BodyDef bd = new BodyDef();
Body ground = world.createBody(bd);
EdgeShape shape = new EdgeShape();
shape.set(new Vector2(-40, 0), new Vector2(40, 0));
ground.createFixture(shape, 0.0f);
shape.dispose();
}
{
CircleShape shape = new CircleShape();
shape.setRadius(1);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 1.0f;
float restitution[] = {0, 0.1f, 0.3f, 0.5f, 0.75f, 0.9f, 1.0f};
for (int i = 0; i < restitution.length; i++) {
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-10.0f + 3.0f * i, 20.0f);
Body body = world.createBody(bd);
fd.restitution = restitution[i];
body.createFixture(fd);
}
shape.dispose();
}
}
}
[LIBGDX学习]LibGDX代码详解(二十二)Box2D 弹性
最新推荐文章于 2021-11-19 21:37:05 发布