updates all spring connections based on new particle positions concode_field_sep List<ParticleConstraint3D> constraints concode_elem_sep float timeStep concode_elem_sep int numIterations concode_elem_sep List<VerletSpring3D> springs concode_elem_sep AABB worldBounds concode_elem_sep List<ParticleBehavior3D> behaviors concode_elem_sep float drag concode_elem_sep List<VerletParticle3D> particles concode_field_sep void removeConstraintFromAll concode_elem_sep void applyConstaints concode_elem_sep void addConstraint concode_elem_sep VerletPhysics3D update concode_elem_sep VerletPhysics3D addParticle concode_elem_sep int getNumIterations concode_elem_sep float getDrag concode_elem_sep AABB getCurrentBounds concode_elem_sep boolean removeSpring concode_elem_sep VerletPhysics3D setWorldBounds concode_elem_sep VerletPhysics3D addSpring concode_elem_sep boolean removeConstraint concode_elem_sep void setNumIterations concode_elem_sep AABB getWorldBounds concode_elem_sep VerletPhysics3D clear concode_elem_sep float getTimeStep concode_elem_sep void updateParticles concode_elem_sep void addBehavior concode_elem_sep boolean removeBehavior concode_elem_sep void addConstraintToAll concode_elem_sep VerletSpring3D getSpring concode_elem_sep boolean removeParticle concode_elem_sep boolean removeSpringElements concode_elem_sep void setTimeStep concode_elem_sep void setDrag
void function ( ) { if ( springs . size ( ) > 0 ) { for ( int loc0 = numIterations ; loc0 > 0 ; loc0 -- ) { for ( VerletSpring3D loc1 : springs ) { loc1 . update ( loc0 == 1 ) ; } } } }