Control layer for the impact model, generating (irregular) bouncing sonic textures. The output should be used to control the impact velocity between two resonators.
Single iteration of the whole buncing process. Call this routine in a loop to simulate the bouncing process. The loop should end when SDTBouncing_hasFinished() returns true.
- Returns
- Impact velocity of the bounce
Object destructor.
- Parameters
-
| [in] | x | Pointer to the instance to destroy |
Checks if the bouncing process is finished, i.e. if the remaining energy is 0.
- Returns
- 1 (true) if the remaining energy is <= 0, 0 (false) otherwise.
Object constructor.
- Returns
- Pointer to the new instance
| void SDTBouncing_setHeight |
( |
SDTBouncing * |
x, |
|
|
double |
f |
|
) |
| |
Sets the initial height of the falling object.
- Parameters
-
| [in] | f | Object height, in m. |
| void SDTBouncing_setIrregularity |
( |
SDTBouncing * |
x, |
|
|
double |
f |
|
) |
| |
Sets the irregularity of the shape of the object.
- Parameters
-
| [in] | f | Object shape irregularity (deviation from a spherical shape) [0,1] |
| void SDTBouncing_setRestitution |
( |
SDTBouncing * |
x, |
|
|
double |
f |
|
) |
| |
Sets the coefficient of restitution.
- Parameters
-
| [in] | f | Coefficient of restitution of the bouncing process |