mark an additional mass point as fixed . concode_field_sep double TOTAL_SIMULATION_TIME concode_elem_sep double TOLERANCE concode_elem_sep CgNode animationNode concode_elem_sep double currentSimulationTime concode_elem_sep List<Vector> v concode_elem_sep CgNode supplementNode concode_elem_sep List<Vector> x concode_elem_sep double VIS_TIME_INTERVAL concode_elem_sep int currentSimulationStep concode_elem_sep Thread simulationThread concode_elem_sep List<Vector> newX concode_elem_sep List<Vector> newV concode_elem_sep List<Integer> boundaryPoints concode_elem_sep double nextVisTime concode_elem_sep List<Collidable> sceneObjects concode_elem_sep Solver solver concode_field_sep Collidable getSceneObject concode_elem_sep void run concode_elem_sep Vector getMassPointPosition concode_elem_sep void setSolver concode_elem_sep void postSimulationStep concode_elem_sep void preSimulationStep concode_elem_sep void createOutput concode_elem_sep void setStepSize concode_elem_sep int getCurrentSimulationStep concode_elem_sep double getCurrentTime concode_elem_sep Integer getBoundaryPoint concode_elem_sep double getStepSize concode_elem_sep CgNode getAnimationNode concode_elem_sep void createBoundaryPointNodes concode_elem_sep void resetSimulation concode_elem_sep Solver getSolver concode_elem_sep void addSceneObject concode_elem_sep int getNumberOfBoundaryPoints concode_elem_sep int getNumberOfSceneObjects concode_elem_sep void createColliderNode concode_elem_sep void createColliderNode concode_elem_sep void stop concode_elem_sep Accelleration getAcceleration concode_elem_sep void reset concode_elem_sep void simulationStep concode_elem_sep void createColliderNodes
void function ( int arg0 ) { boundaryPoints . add ( arg0 ) ; }