/**
* @see net.phys2d.raw.test.AbstractDemo#init(net.phys2d.raw.World)
*/
protected void init(World world) {
// world.setGravity(0, 0);
final Body b1 = new Body(new Circle(5), Body.INFINITE_MASS);
b1.setPosition(100, 50);
world.add(b1);
final Body b2 = new Body(new Circle(5), Body.INFINITE_MASS);
b2.setPosition(300, 250);
world.add(b2);
final Body b3 = new Body(new Circle(5), Body.INFINITE_MASS);
b3.setPosition(450, 400);
world.add(b3);
final Body b4 = new Body(new Circle(5), Body.INFINITE_MASS);
b4.setPosition(150, 380);
world.add(b4);
final Body b5 = new Body(new Circle(10), 130);
b5.setDamping(0.1f);
b5.setPosition(0, 350);
world.add(b5);
chain(b1, b2, new Vector2f(), new Vector2f(0, -5), 14, world, 0.3f);
chain(b5, b3, new Vector2f(10, 0), new Vector2f(-5, 0), 20, world, 0f);
final Body b6 = new Body(new Circle(5), Body.INFINITE_MASS);
b6.setPosition(440, 50);
world.add(b6);
final Body b7 = new Body(new Circle(5), Body.INFINITE_MASS);
b7.setPosition(440, 340);
world.add(b7);
chain(b6, b7, new Vector2f(), new Vector2f(), 15, world,
(float) Math.PI / 2f);
for (int i = 0; i < 30; i++) {
final Body b = new Body(new Circle(10), 10);
b.setPosition(110, -i * 30-50);
world.add(b);
}
//world.setGravity(0, 100);
}