pub struct AnimatedObject {
pub displacements: Vec<Wire>,
pub velocities: Vec<Wire>,
pub positions: Vec<Wire>,
pub settled: Wire,
pub active: Wire,
}Fields§
§displacements: Vec<Wire>Each spring’s displacement from destination after this evaluation: write it back, with destination as
the next evaluation’s destination_during_steps.
velocities: Vec<Wire>§positions: Vec<Wire>What to draw, destination + displacement, rounded once. Not state, so the rounding never builds up.
settled: Wire1 when this evaluation checks settling and every spring is within both thresholds, or when every spring is exactly at rest (every displacement and velocity ±0).
active: Wire1 while the object keeps moving: not settled and not snapped. A host stops its clock once every object’s active bit is 0.
Trait Implementations§
Source§impl Clone for AnimatedObject
impl Clone for AnimatedObject
Auto Trait Implementations§
impl Freeze for AnimatedObject
impl RefUnwindSafe for AnimatedObject
impl Send for AnimatedObject
impl Sync for AnimatedObject
impl Unpin for AnimatedObject
impl UnsafeUnpin for AnimatedObject
impl UnwindSafe for AnimatedObject
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more