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DensityEntity

Struct DensityEntity 

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pub struct DensityEntity {
Show 19 fields pub particles: Vec<DensityParticle>, pub shape_field: ShapeField, pub position: Vec3, pub hp_ratio: f32, pub binding_strength: f32, pub base_binding: f32, pub max_particles: u32, pub breath_phase: f32, pub breath_rate: f32, pub breath_amplitude: f32, pub damping: f32, pub jitter: f32, pub base_color: Vec4, pub alive: bool, pub death_time: f32, pub time: f32, pub name: String, pub id: u32, pub center_of_mass: Vec2,
}
Expand description

An entity composed of thousands of particles forming a shape through density.

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§particles: Vec<DensityParticle>

All particles in the cloud.

§shape_field: ShapeField

Shape definition (bones).

§position: Vec3

World position.

§hp_ratio: f32

HP ratio (1.0 = full, 0.0 = dead).

§binding_strength: f32

Global binding strength (spring constant toward target).

§base_binding: f32

Base binding strength (full HP value).

§max_particles: u32

Maximum particle count (decreases permanently on crits).

§breath_phase: f32

Breathing phase.

§breath_rate: f32

Breathing rate.

§breath_amplitude: f32

Breathing amplitude.

§damping: f32

Global damping.

§jitter: f32

Jitter strength (shimmer).

§base_color: Vec4

Base color for the entity.

§alive: bool

Whether the entity is alive.

§death_time: f32

Time since death.

§time: f32

Accumulated time.

§name: String

Entity name.

§id: u32

Unique ID.

§center_of_mass: Vec2

Center of mass (computed).

Implementations§

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impl DensityEntity

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pub fn new( name: &str, position: Vec3, shape: ShapeField, particle_count: u32, color: Vec4, ) -> Self

Create a new density entity from a shape field and particle count.

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

Tick the entity (physics, breathing, HP effects).

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pub fn compute_center_of_mass(&mut self)

Compute center of mass of alive particles.

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pub fn alive_count(&self) -> u32

Count alive particles.

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pub fn apply_hit(&mut self, impact_pos: Vec2, damage: f32, radius: f32)

Apply a hit: particles near impact receive impulse, binding temporarily reduced.

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pub fn apply_crit(&mut self, impact_pos: Vec2, damage: f32)

Crit hit: permanently kill some particles.

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pub fn die(&mut self)

Trigger death: all particles scatter.

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pub fn is_dissolved(&self) -> bool

Whether the entity has fully dissolved (all emission faded).

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pub fn bounds(&self) -> (Vec2, Vec2)

Bounding box of alive particles.

Trait Implementations§

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impl Clone for DensityEntity

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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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impl Debug for DensityEntity

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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