code: @Pure
  	@Inline(value = "PhysicsUtil.getPhysicsEngine().motionNewtonLaw1D5(($1), ($2), ($3), ($4), ($5), ($6), ($7), ($8))",
  			imported = {PhysicsUtil.class})
  	public static void motionNewtonLaw1D5(
  			Vector2D<?, ?> velocity,
  			double minSpeed,
  			double maxSpeed,
  			Vector2D<?, ?> acceleration,
  			double minAcceleration,
  			double maxAcceleration,
  			double dt,
  			Vector2D<?, ?> result) {
  		engine.motionNewtonLaw1D5(velocity, minSpeed, maxSpeed, acceleration, minAcceleration, maxAcceleration, dt, result);
  	}
docs: Compute and replies a motion according
  to high school physics Newton's equations for motion.
  
  <p>This function allows to clamp acceleration and velocity.
  
  <p><code>clamped_acceleration = clamp(acceleration, minAcceleration, maxAcceleration)</code><br>
  <code>new_velocity = velocity + 0.5 * clamped_acceleration * dt</code><br>
  <code>clamped_velocity = clamp(new_velocity, minSpeed, maxSpeed)</code><br>
  <code>motion = clamped_velocity * dt</code><br>
  
  @param velocity is the current velocity of the object. Norm of vector is speed in m/s for example.
  @param minSpeed is the minimal speed allowed.
  @param maxSpeed is the maximal speed allowed.
  @param acceleration is the current acceleration of the object. Norm of vector is acceleration
  amount in m/s<sup>2</sup> for example.
  @param minAcceleration is the minimal acceleration allowed.
  @param maxAcceleration is the maximal  acceleration allowed.
  Length of this vector is the acceleration amount. Direction of this
  vector becomes movement direction.
  @param dt is the time.
  @param result the motion.
  @see "http://en.wikibooks.org/wiki/High_School_Physics/Velocity"