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VaryingRestitution.js
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/*
* Copyright (c) 2016-2018 Ali Shakiba http://shakiba.me/planck.js
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
// Note: even with a restitution of 1.0, there is some energy change
// due to position correction.
planck.testbed('VaryingRestitution', function(testbed) {
var pl = planck, Vec2 = pl.Vec2;
var world = new pl.World(Vec2(0, -10))
world.createBody().createFixture(pl.Edge(Vec2(-40.0, 0.0), Vec2(40.0, 0.0)));
var restitution = [ 0.0, 0.1, 0.3, 0.5, 0.75, 0.9, 1.0 ];
var circle = pl.Circle(1.0);
var fd = {};
fd.density = 1.0;
var bd = {};
bd.type = 'dynamic';
for (var i = 0; i < restitution.length; ++i) {
bd.position = Vec2(-10.0 + 3.0 * i, 20.0);
fd.restitution = restitution[i];
world.createBody(bd).createFixture(circle, fd);
}
return world;
});