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EntityCurve

Struct EntityCurve 

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pub struct EntityCurve {
Show 13 fields pub curve_type: CurveType, pub control_points: Vec<Vec2>, pub base_points: Vec<Vec2>, pub color: Vec4, pub emission: f32, pub thickness: f32, pub stiffness: f32, pub segment_count: u32, pub alive: bool, pub point_velocities: Vec<Vec2>, pub closed: bool, pub dash_pattern: Option<(f32, f32)>, pub layer: u32,
}
Expand description

A single mathematical curve within an entity.

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§curve_type: CurveType

The mathematical definition.

§control_points: Vec<Vec2>

Control points (interpretation depends on curve_type). For Bezier: these ARE the control points. For others: these define offset/scale/anchor positions.

§base_points: Vec<Vec2>

Base (unmodified) control points for restoring after deformation.

§color: Vec4

RGBA color of this curve.

§emission: f32

Emission intensity (for glow/bloom).

§thickness: f32

Line thickness in world units.

§stiffness: f32

Stiffness: how much this curve resists external forces (higher = more rigid).

§segment_count: u32

Number of line segments to tessellate into.

§alive: bool

Whether this curve is still intact (false = broken by crit/death).

§point_velocities: Vec<Vec2>

Per-point velocity (for physics response and dissolution).

§closed: bool

Closed curve (connect last point back to first).

§dash_pattern: Option<(f32, f32)>

Dash pattern: None = solid, Some(on, off) = dashed.

§layer: u32

Layer priority for rendering order.

Implementations§

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impl EntityCurve

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pub fn new(curve_type: CurveType, control_points: Vec<Vec2>) -> Self

Create a new curve with the given type and initial control points.

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pub fn with_color(self, color: Vec4) -> Self

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pub fn with_emission(self, e: f32) -> Self

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pub fn with_thickness(self, t: f32) -> Self

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pub fn with_stiffness(self, s: f32) -> Self

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pub fn with_segments(self, n: u32) -> Self

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pub fn with_closed(self, c: bool) -> Self

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pub fn with_dash(self, on: f32, off: f32) -> Self

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pub fn with_layer(self, l: u32) -> Self

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pub fn apply_force(&mut self, force: Vec2)

Apply an external force impulse to all control points. Points with lower stiffness move more.

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pub fn apply_hit_recoil(&mut self, direction: Vec2, magnitude: f32)

Apply a directional impulse from a hit (recoil). Points closer to the impact side are affected more.

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pub fn step_physics(&mut self, dt: f32, damping: f32)

Step physics: apply velocity, spring-back toward base positions, damping.

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pub fn break_curve(&mut self)

Break this curve (from crit hit or death).

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pub fn kinetic_energy(&self) -> f32

Total energy (kinetic) in this curve’s control points.

Trait Implementations§

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impl Clone for EntityCurve

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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 EntityCurve

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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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