/*
* 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);
}
}