/* * 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; import com.almasb.fxgl.core.pool.Pools; import com.almasb.fxgl.ecs.Entity; /** * @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com) */ public class Spring { private final PointMass end1; private final PointMass end2; private final double lengthAtRest; private final float stiffness; private final float damping; public Spring(PointMass end1, PointMass end2, double stiffness, double damping, boolean visible, Entity gridEntity) { this.end1 = end1; this.end2 = end2; this.stiffness = (float) stiffness; this.damping = (float) damping / 10; lengthAtRest = end1.getPosition().distance(end2.getPosition().x, end2.getPosition().y) * 0.95f; if (visible) { gridEntity.getControlUnsafe(GridControl.class).addControl(new LineControl(end1, end2)); } } public void update() { Vec2 current = Pools.obtain(Vec2.class) .set(end1.getPosition()) .subLocal(end2.getPosition()); float currentLength = current.length(); if (currentLength > lengthAtRest) { Vec2 dv = Pools.obtain(Vec2.class) .set(end2.getVelocity()) .subLocal(end1.getVelocity()) .mulLocal(damping); Vec2 force = current.normalizeLocal() .mulLocal(currentLength - lengthAtRest) .mulLocal(stiffness) .subLocal(dv); end2.applyForce(force); end1.applyForce(force.negateLocal()); Pools.free(dv); } Pools.free(current); } }