pub struct Physics<T> {Show 20 fields
pub pos1: Vec<(T, T)>,
pub pos2: Vec<([T; 2], [T; 2])>,
pub pos3: Vec<([T; 3], [T; 3])>,
pub pos4: Vec<([T; 4], [T; 4])>,
pub eq_bones1: Vec<(usize, usize, T, T)>,
pub eq_bones2: Vec<(usize, usize, T, T)>,
pub eq_bones3: Vec<(usize, usize, T, T)>,
pub eq_bones4: Vec<(usize, usize, T, T)>,
pub less_bones1: Vec<(usize, usize, T, T)>,
pub less_bones2: Vec<(usize, usize, T, T)>,
pub less_bones3: Vec<(usize, usize, T, T)>,
pub less_bones4: Vec<(usize, usize, T, T)>,
pub more_bones1: Vec<(usize, usize, T, T)>,
pub more_bones2: Vec<(usize, usize, T, T)>,
pub more_bones3: Vec<(usize, usize, T, T)>,
pub more_bones4: Vec<(usize, usize, T, T)>,
pub map1: Vec<Point1<T>>,
pub map2: Vec<Point2<T>>,
pub map3: Vec<Point3<T>>,
pub map4: Vec<Point4<T>>,
}
Expand description
Stores intermediate data for physics simulation.
Fields§
§pos1: Vec<(T, T)>
Scalars connected to bones.
pos2: Vec<([T; 2], [T; 2])>
2D points connected to bones.
pos3: Vec<([T; 3], [T; 3])>
3D points connected to bones.
pos4: Vec<([T; 4], [T; 4])>
4D points connected to bones.
eq_bones1: Vec<(usize, usize, T, T)>
Scalar bones that keep constant distance.
eq_bones2: Vec<(usize, usize, T, T)>
2D bones that keep constant distance.
eq_bones3: Vec<(usize, usize, T, T)>
3D bones that keep constant distance.
eq_bones4: Vec<(usize, usize, T, T)>
4D bones that keep constant distance.
less_bones1: Vec<(usize, usize, T, T)>
Bones that keep a maximum distance.
less_bones2: Vec<(usize, usize, T, T)>
2D bones that keep maximum distance.
less_bones3: Vec<(usize, usize, T, T)>
3D bones that keep maximum distance.
less_bones4: Vec<(usize, usize, T, T)>
4D bones that keep maximum distance.
more_bones1: Vec<(usize, usize, T, T)>
Scalar bones that keep minimum distance.
more_bones2: Vec<(usize, usize, T, T)>
2D bones that keep minimum distance.
more_bones3: Vec<(usize, usize, T, T)>
3D bones that keep minimum distance.
more_bones4: Vec<(usize, usize, T, T)>
4D bones that keep minimum distance.
map1: Vec<Point1<T>>
Position map back to document for scalars. Sorted to enable binary search.
map2: Vec<Point2<T>>
Position map back to document for 2D points. Sorted to enable binary search.
map3: Vec<Point3<T>>
Position map back to document for 3D points. Sorted to enable binary search.
map4: Vec<Point4<T>>
Position map back to document for 4D points. Sorted to enable binary search.