module sim pub struct SimState { mut: position Vector3D velocity Vector3D accel Vector3D } pub fn new_state(state SimState) SimState { return SimState{ ...state } } pub fn (mut state SimState) satisfy_rope_constraint(params SimParams) { mut rope_vector := params.get_rope_vector(state) rope_vector = rope_vector.scale(params.rope_length / rope_vector.norm()) state.position = vector(z: params.rope_length) + rope_vector } pub fn (mut state SimState) increment(delta_t f64, params SimParams) { // 1. add up all forces // 2. get an accelleration // 3. add to velocity // 4. ensure rope constraint is satisfied // sum up all forces forces_sum := params.get_forces_sum(state) // get the acceleration accel := forces_sum.scale(1.0 / params.bearing_mass) state.accel = accel // update the velocity state.velocity = state.velocity + accel.scale(delta_t) // update the position state.position = state.position + state.velocity.scale(delta_t) // ensure the position satisfies rope constraint state.satisfy_rope_constraint(params) } pub fn (state SimState) done() bool { return state.velocity.norm() < 0.05 && state.accel.norm() < 0.01 }