pub struct Particle {
pub position: Vector3<f32>,
pub previous_position: Vector3<f32>,
pub velocity: Vector3<f32>,
pub mass: f32,
pub inv_mass: f32,
pub pinned: bool,
pub force: Vector3<f32>,
pub radius: f32,
}Expand description
A particle in a soft body system.
Particles have mass, position, velocity, and can be pinned in place.
Fields§
§position: Vector3<f32>Current position
previous_position: Vector3<f32>Previous position (for Verlet integration)
velocity: Vector3<f32>Current velocity
mass: f32Mass of the particle
inv_mass: f32Inverse mass (0.0 for infinite mass/pinned particles)
pinned: boolIf true, particle won’t move (infinite mass)
force: Vector3<f32>Accumulated forces for this timestep
radius: f32Radius for collision detection
Implementations§
Source§impl Particle
impl Particle
Sourcepub fn new(position: Vector3<f32>, mass: f32) -> Self
pub fn new(position: Vector3<f32>, mass: f32) -> Self
Create a new particle at the given position with the given mass.
Sourcepub fn new_pinned(position: Vector3<f32>) -> Self
pub fn new_pinned(position: Vector3<f32>) -> Self
Create a pinned particle (infinite mass, won’t move).
Sourcepub fn apply_force(&mut self, force: Vector3<f32>)
pub fn apply_force(&mut self, force: Vector3<f32>)
Apply a force to this particle.
Sourcepub fn with_radius(self, radius: f32) -> Self
pub fn with_radius(self, radius: f32) -> Self
Set the particle’s radius for collision detection.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Particle
impl RefUnwindSafe for Particle
impl Send for Particle
impl Sync for Particle
impl Unpin for Particle
impl UnsafeUnpin for Particle
impl UnwindSafe for Particle
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