/*
 *   __               .__       .__  ._____.           
 * _/  |_  _______  __|__| ____ |  | |__\_ |__   ______
 * \   __\/  _ \  \/  /  |/ ___\|  | |  || __ \ /  ___/
 *  |  | (  <_> >    <|  \  \___|  |_|  || \_\ \\___ \ 
 *  |__|  \____/__/\_ \__|\___  >____/__||___  /____  >
 *                   \/       \/             \/     \/ 
 *
 * Copyright (c) 2006-2011 Karsten Schmidt
 * 
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 * 
 * http://creativecommons.org/licenses/LGPL/2.1/
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 * 
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
 */

package toxi.sim.dla;

import toxi.geom.Vec3D;

/**
 *
 * @author tux
 */
public class DLAParticle extends Vec3D {

    /**
     *
     */
    protected Vec3D opos;

    /**
     *
     */
    protected Vec3D dir;

    /**
     *
     */
    protected float escapeRadius;

    /**
     *
     */
    protected float particleSpeed;

    /**
     *
     */
    protected float searchSpeed;

    /**
     *
     * @param p
     * @param escapeRadius
     * @param particleSpeed
     * @param searchSpeed
     */
    public DLAParticle(Vec3D p, float escapeRadius, float particleSpeed,
            float searchSpeed) {
        super(p);
        this.escapeRadius = escapeRadius;
        this.particleSpeed = particleSpeed;
        this.searchSpeed = searchSpeed;
        opos = p.copy();
        reorientate();
    }

    /**
     *
     */
    public final void reorientate() {
        dir = Vec3D.randomVector();
    }

    /**
     *
     * @param target
     */
    public void update(Vec3D target) {
        Vec3D d = target.sub(this);
        if (d.magnitude() > escapeRadius) {
            set(opos);
            reorientate();
            d = target.sub(this);
        }
        Vec3D ndir = d.getNormalizedTo(searchSpeed);
        dir.interpolateToSelf(ndir, particleSpeed);
        addSelf(dir);
    }
}