[LIBGDX学习]LibGDX代码详解(二十二)Box2D 弹性

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();
		}
	}
}

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