Central state/object manager and communications hub.
std::vector< BuoyDebugSubCab > buoy_debug_subcabs
std::vector< BuoyCachedNode > buoy_cached_nodes
BuoyCachedNodeID_t cacheBuoycabNode(node_t *n)
try adding the node to internal list (each node is only listed once).
Vec3 computePressureForce(Vec3 a, Vec3 b, Vec3 c, Vec3 vel, int type)
Vec3 computePressureForceSub(Vec3 a, Vec3 b, Vec3 c, Vec3 vel, int type)
void computeNodeForce(BuoyCachedNode *a, BuoyCachedNode *b, BuoyCachedNode *c, int type, float timeshift)
std::vector< BuoyCachedNode > buoy_projected_nodes
long long buoy_total_steps
float computeVolume(Vec3 o, Vec3 a, Vec3 b, Vec3 c)
long long buoy_last_sample_steps
static const NodeNum_t NODENUM_INVALID
uint16_t NodeNum_t
Node position within Actor::ar_nodes; use RoR::NODENUM_INVALID as empty value.
BuoyCachedNode(NodeNum_t _nodenum)
BuoyDebugSubCab(Vec3 _a, Vec3 _b, Vec3 _c, Vec3 _norm, Vec3 _drag, float _volume)
Designed to work smoothly with optimizations disabled.
Physics: A vertex in the softbody structure.