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SpringSystem

Struct SpringSystem 

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pub struct SpringSystem {
    pub rest_positions: Vec<[f32; 3]>,
    pub positions: Vec<[f32; 3]>,
    pub velocities: Vec<[f32; 3]>,
    pub springs: Vec<(usize, usize, f32)>,
    pub fixed: Vec<bool>,
    pub params: SpringParams,
}
Expand description

A spring-mass system attached to mesh vertices for soft-body simulation.

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§rest_positions: Vec<[f32; 3]>

Rest positions (used to reset).

§positions: Vec<[f32; 3]>

Current positions.

§velocities: Vec<[f32; 3]>

Current velocities.

§springs: Vec<(usize, usize, f32)>

Springs: (vertex_a, vertex_b, rest_length).

§fixed: Vec<bool>

Fixed (pinned) vertices that do not move.

§params: SpringParams

Simulation parameters.

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impl SpringSystem

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pub fn from_mesh(mesh: &MeshBuffers, params: SpringParams) -> Self

Construct from a mesh and simulation parameters.

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pub fn vertex_count(&self) -> usize

Number of vertices in the system.

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pub fn spring_count(&self) -> usize

Number of springs in the system.

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pub fn kinetic_energy(&self) -> f32

Total kinetic energy: sum of 0.5 * mass * |v|^2 over all vertices.

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pub fn is_settled(&self, threshold: f32) -> bool

Returns true when the kinetic energy is below threshold.

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pub fn set_fixed(&mut self, vertex: usize, fixed: bool)

Pin or unpin a single vertex.

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pub fn apply_impulse(&mut self, vertex: usize, force: [f32; 3])

Apply an instantaneous velocity impulse to a vertex.

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pub fn apply_gravity_impulse(&mut self, dt: f32)

Accumulate gravity into all non-fixed vertex velocities.

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pub fn step(&mut self, dt: f32)

Advance the simulation by dt seconds (uses params.substeps substeps).

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pub fn step_n(&mut self, dt: f32, n: usize)

Advance the simulation by n steps of dt seconds each.

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pub fn reset(&mut self)

Return all vertices to their rest positions and zero all velocities.

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pub fn to_mesh(&self, template: &MeshBuffers) -> MeshBuffers

Build a new MeshBuffers from the template, with positions replaced by the current simulated positions, and normals recomputed.

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