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SoftBody

Struct SoftBody 

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pub struct SoftBody {
    pub nodes: Vec<SoftNode>,
    pub springs: Vec<Spring>,
    pub damping: f32,
    pub restitution: f32,
    pub iterations: usize,
    pub label: String,
}
Expand description

A mass-spring soft body.

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§nodes: Vec<SoftNode>§springs: Vec<Spring>§damping: f32

Global friction / air drag coefficient.

§restitution: f32

Contact restitution (for floor/ceiling collisions).

§iterations: usize

Iteration count for constraint projection.

§label: String

User label.

Implementations§

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impl SoftBody

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pub fn new() -> Self

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pub fn rope(n: usize, length: f32, mass_per_node: f32, stiffness: f32) -> Self

Create a 1D rope of n nodes spanning length.

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pub fn grid(cols: usize, rows: usize, cell_size: f32) -> Self

Create a 2D cloth grid of cols × rows nodes, spaced cell_size.

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pub fn grid_with_params( cols: usize, rows: usize, cell_size: f32, mass: f32, stiffness: f32, ) -> Self

Create a cloth grid with custom mass and stiffness.

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pub fn blob(n: usize, radius: f32, mass: f32, stiffness: f32) -> Self

Create a circular blob of n nodes with internal cross-springs.

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pub fn add_node(&mut self, position: Vec2, mass: f32) -> usize

Add a node and return its index.

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pub fn add_spring(&mut self, a: usize, b: usize, stiffness: f32) -> usize

Add a spring between two nodes and return its index.

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pub fn pin(&mut self, node: usize)

Pin a node (fix it in space).

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pub fn unpin(&mut self, node: usize)

Unpin a node.

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pub fn apply_impulse(&mut self, node: usize, impulse: Vec2)

Apply an impulse to a node.

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pub fn apply_force_radius(&mut self, origin: Vec2, radius: f32, force: Vec2)

Apply force to all nodes in a radius.

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pub fn step(&mut self, dt: f32, gravity: Vec2)

Step the simulation by dt seconds.

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pub fn resolve_floor(&mut self, floor_y: f32)

Resolve simple floor collision (y >= floor_y, normal = up).

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pub fn resolve_ceiling(&mut self, ceiling_y: f32)

Resolve ceiling collision.

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pub fn resolve_wall_left(&mut self, x: f32)

Resolve left wall.

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pub fn resolve_wall_right(&mut self, x: f32)

Resolve right wall.

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pub fn resolve_circle_obstacle(&mut self, center: Vec2, radius: f32)

Push nodes out of a circle.

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pub fn aabb(&self) -> Option<(Vec2, Vec2)>

Axis-aligned bounding box of all nodes.

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pub fn centroid(&self) -> Vec2

Centroid of all node positions.

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pub fn kinetic_energy(&self) -> f32

Total kinetic energy.

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pub fn spring_potential_energy(&self) -> f32

Total potential energy from spring stretch.

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pub fn active_spring_count(&self) -> usize

Number of active (non-broken) springs.

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pub fn translate(&mut self, offset: Vec2)

Translate all nodes.

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pub fn scale(&mut self, factor: f32)

Scale positions around centroid.

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pub fn freeze(&mut self)

Zero all velocities (instant freeze).

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pub fn positions(&self) -> Vec<Vec2>

Collect all edge node positions (ring periphery for convex hulls or rendering).

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pub fn nearest_node(&self, point: Vec2) -> Option<usize>

Closest node index to a world position.

Trait Implementations§

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impl Clone for SoftBody

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fn clone(&self) -> SoftBody

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for SoftBody

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

Formats the value using the given formatter. Read more
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impl Default for SoftBody

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fn default() -> Self

Returns the “default value” for a type. Read more

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