setRadius(radius);
}
public void apply(VerletParticle3D p) {
Vec3D delta = attractor.sub(p);
float dist = delta.magSquared();
if (dist < radiusSquared) {
Vec3D f = delta.normalizeTo((1.0f - dist / radiusSquared))
.jitter(jitter).scaleSelf(attrStrength);
p.addForce(f);
}