double[] info = displacementInfo.get(i);
double dist = info[0];
double xComp = info[1];
double yComp = info[2];
double touchDist = (radius + a.radius) - dist;
double force = OverlapFun.CalcForce(touchDist, a); //This line refers to an input parameter, which in my code is given as force = k * overlap
xVel += (xComp / dist) * force;
yVel += (yComp / dist) * force;
There does not appear to be any form of acceleration, which is likely why I can not find a mass property. I would like to have different types of the same agent react to the same force differently, which is why I thought to give them different mass properties so their motion would be different. If anyone can think of a way where I can make differentiated types of the same agent move differently under the same force calculation, I would love to hear it. I suspect giving them different values for the friction they experience may be the easiest solution, but I would very much appreciate some insight.