/* * The MIT License (MIT) * * FXGL - JavaFX Game Library * * Copyright (c) 2015-2017 AlmasB (almaslvl@gmail.com) * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ package com.almasb.fxglgames.geowars.grid; import com.almasb.fxgl.core.math.Vec2; /** * @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com) */ public class PointMass { private Vec2 position; private Vec2 velocity = new Vec2(); private Vec2 acceleration = new Vec2(); private final float initialDamping; private float damping; private float inverseMass; public PointMass(Vec2 position, double damping, double inverseMass) { this.position = position; this.damping = (float) damping; this.initialDamping = (float) damping; this.inverseMass = (float) inverseMass; } public void applyForce(Vec2 force) { acceleration.addLocal(force.mul(inverseMass)); } public void increaseDamping(double factor) { damping *= factor; } public void update() { applyAcceleration(); applyVelocity(); damping = initialDamping; } public Vec2 getPosition() { return position; } public Vec2 getVelocity() { return velocity; } private void applyAcceleration() { velocity = velocity.add(acceleration); acceleration.setZero(); } private void applyVelocity() { position.addLocal(velocity.mul(0.6f)); if (velocity.lengthSquared() < 0.0001) { velocity.setZero(); } velocity.mulLocal(damping); } }