private VaryingRestitutionTest() { //Ground BodyFactory.CreateEdge(World, new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f)); { CircleShape shape = new CircleShape(1.0f, 1); float[] restitution = new[] { 0.0f, 0.1f, 0.3f, 0.5f, 0.75f, 0.9f, 1.0f }; for (int i = 0; i < 7; ++i) { Body body = BodyFactory.CreateBody(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(-10.0f + 3.0f * i, 20.0f); Fixture fixture = body.CreateFixture(shape); fixture.Restitution = restitution[i]; } } }
private VaryingFrictionTest() { //Ground BodyFactory.CreateEdge(World, new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f)); { Vertices box = PolygonTools.CreateRectangle(13.0f, 0.25f); PolygonShape shape = new PolygonShape(box, 0); Body ground = BodyFactory.CreateBody(World); ground.Position = new Vector2(-4.0f, 22.0f); ground.Rotation = -0.25f; ground.CreateFixture(shape); } { Vertices box = PolygonTools.CreateRectangle(0.25f, 1.0f); PolygonShape shape = new PolygonShape(box, 0); Body ground = BodyFactory.CreateBody(World); ground.Position = new Vector2(10.5f, 19.0f); ground.CreateFixture(shape); } { Vertices box = PolygonTools.CreateRectangle(13.0f, 0.25f); PolygonShape shape = new PolygonShape(box, 0); Body ground = BodyFactory.CreateBody(World); ground.Position = new Vector2(4.0f, 14.0f); ground.Rotation = 0.25f; ground.CreateFixture(shape); } { Vertices box = PolygonTools.CreateRectangle(0.25f, 1.0f); PolygonShape shape = new PolygonShape(box, 0); Body ground = BodyFactory.CreateBody(World); ground.Position = new Vector2(-10.5f, 11.0f); ground.CreateFixture(shape); } { Vertices box = PolygonTools.CreateRectangle(13f, 0.25f); PolygonShape shape = new PolygonShape(box, 0); Body ground = BodyFactory.CreateBody(World); ground.Position = new Vector2(-4.0f, 6.0f); ground.Rotation = -0.25f; ground.CreateFixture(shape); } { Vertices box = PolygonTools.CreateRectangle(0.5f, 0.5f); PolygonShape shape = new PolygonShape(box, 25); float[] friction = new[] { 0.75f, 0.5f, 0.35f, 0.1f, 0.0f }; for (int i = 0; i < 5; ++i) { Body body = BodyFactory.CreateBody(World); body.BodyType = BodyType.Dynamic; body.Position = new Vector2(-15.0f + 4.0f * i, 28.0f); Fixture fixture = body.CreateFixture(shape); fixture.Friction = friction[i]; } } }