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GlyphCohesion

Struct GlyphCohesion 

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pub struct GlyphCohesion {
    pub spring: SpringDamper3,
    pub temperature: f32,
    pub thermal_vel: Vec3,
    pub drift: f32,
    pub phase: f32,
    pub bind_stiffness: f32,
    pub bind_damping: f32,
}
Expand description

Per-glyph cohesion spring connecting the glyph to its formation slot.

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§spring: SpringDamper3

The spring driving this glyph toward its target slot.

§temperature: f32

Current temperature (0 = cold/calm, 1 = hot/jittery).

§thermal_vel: Vec3

Thermal velocity — random drift added to spring velocity each frame.

§drift: f32

How much this glyph has drifted from its slot (0 = at rest, 1 = maximum drift).

§phase: f32

Phase offset for independent oscillation (prevents lockstep movement).

§bind_stiffness: f32

Multipliers on the spring constants cohesion would otherwise give.

Cohesion says how strongly matter wants to hold its shape, which is a property of the thing. How fast it gets there, and whether it overshoots on the way, is a property of the shot: a body settling into an idle and a title card snapping into place want very different springs at the same cohesion. 1.0, 1.0 is the default cohesion curve.

§bind_damping: f32

Implementations§

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impl GlyphCohesion

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pub fn new(slot_position: Vec3, cohesion_strength: f32, phase: f32) -> Self

Create a new cohesion spring at a formation slot position.

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

Step the cohesion spring by dt seconds.

Returns the new glyph position including thermal jitter.

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pub fn heat(&mut self, temperature: f32, seed: f32)

Apply thermal energy to this glyph (increases jitter).

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

Cool this glyph down (reduces jitter).

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pub fn set_target(&mut self, new_slot: Vec3)

Move the target formation slot (animated spring follow).

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pub fn teleport(&mut self, pos: Vec3)

Teleport position (no spring animation, instant).

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pub fn position(&self) -> Vec3

Current position (without ticking).

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pub fn velocity(&self) -> Vec3

Current velocity.

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pub fn apply_impulse(&mut self, impulse: Vec3)

Apply an impulse (adds to spring velocity).

An impulse is a change in momentum, so the same blow moves a light glyph further than a heavy one: dv = J / m.

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pub fn mass(&self) -> f32

This glyph’s inertia.

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pub fn set_mass(&mut self, mass: f32)

Set this glyph’s inertia. Heavy glyphs form the core of a figure and swing slowly; light ones fly off first when the binding fails.

Trait Implementations§

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impl Clone for GlyphCohesion

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more

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