[LIBGDX学习]LibGDX代码详解(二十二)Box2D 弹性
2018-02-24 16:00
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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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