Beispiel #1
0
  /** Change the velocity with the force calculations * */
  private static void velChanges(Body b, ArrayList<Body> system) {
    double xAccel = 0;
    double yAccel = 0;
    for (Body body : system) {
      if (body.getSize() > 500) deletions.add(body);
      if (b != body) {

        /**
         * Check the entire system for collisions and make the necessary changes. This way will
         * prevent the ConcurrentModificationExceptions I've been fighting *
         */
        Body test = crash(b, body);
        if (test != null) {
          if (!body.getLocked())
            // Bodies get added to the list twice because a crashes
            // into b and b also crashes into a.
            // Added if statements to make sure that things aren't being
            // double counted.
            if (!deletions.contains(body)) deletions.add(body);
          if (!b.getLocked()) if (!deletions.contains(b)) deletions.add(b);
          if (!b.getLocked() || !body.getLocked()) {
            boolean add = true;
            for (int i = 0; i < additions.size(); i++) {
              if (test.equals(additions.get(i))) add = false;
            }
            if (add) additions.add(test);
          }
        }
        // If there's no collision, then just do the calculations.
        else {
          xAccel += calculateAcceleration(calculateGravity(b, body, true), b);
          yAccel += calculateAcceleration(calculateGravity(b, body, false), b);
        }
      }
    }
    xAccel = Multiplier * xAccel; // Static Multipliers to
    yAccel = Multiplier * yAccel; //  make things play nicer
    b.setvelx(b.getvelx() + xAccel);
    b.setvely(b.getvely() + yAccel);
  }
Beispiel #2
0
 private static double calculateAcceleration(double Force, Body m) {
   /** Force = Mass * Acceleration * */
   if (m.getLocked()) return 0;
   double Acc = Force / m.getMass();
   return Acc;
 }