// Adds an internal spring to the character protected void AddInternalSpring(int springIndex, int particle1Index, int particle2Index) { internalSprings[springIndex] = new PSBInternalSpring(); internalSprings[springIndex].i = particle1Index; particles[particle1Index].nextInternalSpring = springIndex; predictedParticles[particle1Index].nextInternalSpring = springIndex; internalSprings[springIndex].j = particle2Index; particles[particle2Index].prevInternalSpring = springIndex; predictedParticles[particle2Index].prevInternalSpring = springIndex; internalSprings[springIndex].length = Mathf.Sqrt( (particles[particle1Index].position.x - particles[particle2Index].position.x) * (particles[particle1Index].position.x - particles[particle2Index].position.x) + (particles[particle1Index].position.y - particles[particle2Index].position.y) * (particles[particle1Index].position.y - particles[particle2Index].position.y) ); }