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ParticleBuffer

Struct ParticleBuffer 

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pub struct ParticleBuffer {
    pub positions_x: Vec<f32>,
    pub positions_y: Vec<f32>,
    pub positions_z: Vec<f32>,
    pub velocities_x: Vec<f32>,
    pub velocities_y: Vec<f32>,
    pub velocities_z: Vec<f32>,
    pub masses: Vec<f32>,
    pub lifetimes: Vec<f32>,
    pub ages: Vec<f32>,
    pub count: usize,
}
Expand description

Structure-of-Arrays particle buffer, optimised for GPU upload.

Fields§

§positions_x: Vec<f32>

X positions of each particle slot.

§positions_y: Vec<f32>

Y positions of each particle slot.

§positions_z: Vec<f32>

Z positions of each particle slot.

§velocities_x: Vec<f32>

X velocities.

§velocities_y: Vec<f32>

Y velocities.

§velocities_z: Vec<f32>

Z velocities.

§masses: Vec<f32>

Per-particle mass.

§lifetimes: Vec<f32>

Remaining lifetime; negative means the slot is dead.

§ages: Vec<f32>

Elapsed age since spawn.

§count: usize

Number of slots allocated (alive + dead).

Implementations§

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impl ParticleBuffer

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pub fn new(capacity: usize) -> Self

Allocate a buffer with capacity slots (all dead initially).

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pub fn add_particle( &mut self, pos: [f32; 3], vel: [f32; 3], mass: f32, lifetime: f32, ) -> Option<usize>

Spawn a new particle in the first dead slot. Returns its index or None if the buffer is full.

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pub fn get_position(&self, i: usize) -> [f32; 3]

Get the position of slot i as \[x, y, z\].

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pub fn get_velocity(&self, i: usize) -> [f32; 3]

Get the velocity of slot i as \[vx, vy, vz\].

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pub fn set_position(&mut self, i: usize, p: [f32; 3])

Set the position of slot i.

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pub fn set_velocity(&mut self, i: usize, v: [f32; 3])

Set the velocity of slot i.

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pub fn is_alive(&self, i: usize) -> bool

Return true if the slot at i holds a live particle.

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pub fn kill(&mut self, i: usize)

Kill the particle at slot i by setting its lifetime negative.

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pub fn active_count(&self) -> usize

Count how many slots are currently alive.

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