// spring:
//mState.force += -15.0 * x - 1.5 * mState.velocity;
- force = SCALAR(-10.0) * (mag - d) * (x / mag) -
- SCALAR(2.0) * state.velocity;
+ force = SCALAR(-10.0) * (mag - d) * (x / mag);// - SCALAR(2.0) * state.velocity;
return force;
}
// forces
mState.force = Mf::Vector2(0.0, 0.0);
- //mState.forces.push_back(SpringForce(Mf::Vector2(20.0, 4.0)));
+ //mState.forces.push_back(SpringForce(Mf::Vector2(5.0, 4.0)));
mState.forces.push_back(ResistanceForce(2.0));
//mState.forces.push_back(Mf::LinearState<2>::GravityForce(-9.8));