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CohesionManager

Struct CohesionManager 

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pub struct CohesionManager {
    pub glyphs: Vec<GlyphCohesion>,
    pub cohesion: f32,
    pub dissolution: Option<f32>,
    pub burst_velocities: Vec<Vec3>,
}
Expand description

Manages cohesion for all glyphs in an entity.

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§glyphs: Vec<GlyphCohesion>§cohesion: f32

Entity-level cohesion [0, 1]. 0 = chaotic, 1 = perfectly bound.

§dissolution: Option<f32>

Dissolution state: None = intact, Some(t) = dissolving (t = time since start).

§burst_velocities: Vec<Vec3>

Velocity vectors set during dissolution burst.

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impl CohesionManager

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pub fn new(positions: &[Vec3], cohesion: f32) -> Self

Create with N glyphs at given positions.

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pub fn tick(&mut self, dt: f32) -> Vec<Vec3>

Tick all glyph springs by dt. Returns Vec of positions.

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pub fn damage_cohesion(&mut self, amount: f32)

Apply damage to cohesion (reduce it by amount).

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pub fn restore_cohesion(&mut self, amount: f32)

Restore cohesion (healing effect).

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pub fn heat_all(&mut self, temperature: f32, time: f32)

Apply thermal energy to all glyphs (makes them jitter).

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pub fn cool_all(&mut self, rate: f32, dt: f32)

Cool all glyphs down.

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pub fn apply_shockwave(&mut self, center: Vec3, strength: f32)

Apply an outward impulse from center (e.g. shockwave impact).

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pub fn apply_force(&mut self, force: Vec3)

Apply a directional force to all glyphs.

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pub fn update_targets(&mut self, new_positions: &[Vec3])

Update formation targets (e.g. entity moved, or formation changed).

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pub fn teleport_all(&mut self, positions: &[Vec3])

Teleport all glyphs instantly to formation positions (no animation).

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pub fn is_dissolving(&self) -> bool

Whether the entity is currently dissolving.

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pub fn is_dissolved(&self) -> bool

Whether dissolution is complete (> 2 seconds have elapsed).

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pub fn centroid(&self) -> Vec3

Average position of all glyphs.

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pub fn max_drift(&self) -> f32

Max drift across all glyphs (measures how chaotic the formation is).

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pub fn avg_temperature(&self) -> f32

Average temperature.

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