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@ -6,9 +6,12 @@ edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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[dependencies]
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nalgebra = { version = "0.32.3", features = ["glam017"] }
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bevy = { version = "0.12.1" }
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nannou = "0.19.0"
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bevy_dylib = "0.12.1"
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rapier2d = "0.18.0"
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bevy_rapier2d = "*"
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[profile.dev]
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opt-level = 1
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[profile.dev.package."*"]
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[profile.dev.package."*"]
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opt-level = 3
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opt-level = 3
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@ -0,0 +1,2 @@
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[toolchain]
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channel = "nightly"
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@ -1,30 +0,0 @@
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use nannou::prelude::*;
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pub(crate) trait Drawable {
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fn draw(&self, draw: &Draw);
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}
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impl<T> Drawable for Vec<T>
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where
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T: Drawable,
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{
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fn draw(&self, draw: &Draw) {
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self.iter().for_each(|s| s.draw(draw))
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}
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}
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pub(crate) trait DrawShape<T>
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where
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T: Drawable,
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{
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fn draw(&self, drawable: &T);
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}
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impl<T> DrawShape<T> for Draw
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where
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T: Drawable,
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{
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fn draw(&self, drawable: &T) {
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drawable.draw(self);
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}
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}
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126
src/main.rs
126
src/main.rs
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@ -1,88 +1,44 @@
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mod drawable;
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use bevy::prelude::*;
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mod particle;
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use bevy_rapier2d::prelude::*;
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use drawable::DrawShape;
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use nannou::prelude::*;
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use particle::Particle;
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const PARTICLE_COUNT: u32 = 200;
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const PARTICLE_SIZE: f32 = 10.0;
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struct Model {
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// Store the window ID so we can refer to this specific window later if needed.
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_window: WindowId,
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particles: Vec<Particle>,
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}
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fn fill_particles(app: &App, particles: &mut Vec<Particle>) {
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let boundary = app.window_rect();
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for _ in 0..PARTICLE_COUNT {
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let x = random_range(boundary.left(), boundary.right());
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let y = random_range(boundary.top(), boundary.bottom());
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let particle = Particle::new(Vec2::new(x, y));
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particles.push(particle);
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}
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}
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fn model(app: &App) -> Model {
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// One thing that tripped me up when begginning nannou was realizing
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// that view and event methods are per window, and update functions are
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// per app
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// Create a new window! Store the ID so we can refer to it later.
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let _window = app
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.new_window()
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.size(512, 512)
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.title("nannou")
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.view(view) // The function that will be called for presenting graphics to a frame.
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.event(event) // The function that will be called when the window receives events.
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.build()
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.unwrap();
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let mut particles = Vec::new();
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fill_particles(app, &mut particles);
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Model { _window, particles }
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}
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// Handle events related to the window and update the model if necessary
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fn event(app: &App, model: &mut Model, event: WindowEvent) {
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if let KeyReleased(Key::Escape) = event {
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app.quit()
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}
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if let Resized(_) = event {
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model.particles.clear();
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fill_particles(app, &mut model.particles);
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}
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println!("{:?}", event);
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}
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// Update the state of your application here. By default, this gets called right before `view`.
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fn update(_app: &App, _model: &mut Model, _update: Update) {
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_model.particles.iter_mut().for_each(|particle| {
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let offset = (_app.time + particle.time_offset).sin() * 100.0;
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particle.pos.x = particle.start_pos.x + offset
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});
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}
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// Draw the state of your `Model` into the given `Frame` here.
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fn view(app: &App, model: &Model, frame: Frame) {
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let canvas = app.draw();
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canvas.background().color(CORNFLOWERBLUE);
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canvas.draw(&model.particles);
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// I don't think there is even a fail condition in this function, but it returns a result?
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canvas.to_frame(app, &frame).unwrap();
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}
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fn main() {
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fn main() {
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nannou::app(model).update(update).run();
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(100.0))
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.add_plugins(RapierDebugRenderPlugin::default())
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.add_systems(Startup, setup_graphics)
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.add_systems(Startup, setup_physics)
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.add_systems(Update, print_ball_altitude)
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.run();
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}
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fn setup_graphics(mut commands: Commands) {
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// Add a camera so we can see the debug-render.
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commands.spawn(Camera2dBundle::default());
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}
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fn setup_physics(mut commands: Commands) {
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/* Create the ground. */
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commands
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.spawn(Collider::cuboid(500.0, 50.0))
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.insert(TransformBundle::from(Transform::from_xyz(0.0, -100.0, 0.0)));
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/* Create the bouncing ball. */
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commands
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.spawn(RigidBody::Dynamic)
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.insert(Collider::ball(10.0))
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.insert(Restitution::coefficient(2.0))
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.insert(TransformBundle::from(Transform::from_xyz(0.0, 400.0, 0.0)));
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commands
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.spawn(RigidBody::Dynamic)
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.insert(Collider::ball(10.0))
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.insert(Restitution::coefficient(2.0))
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.insert(TransformBundle::from(Transform::from_xyz(0.0, 600.0, 0.0)));
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}
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fn print_ball_altitude(positions: Query<&Transform, With<RigidBody>>) {
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for transform in positions.iter() {
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println!("Ball altitude: {}", transform.translation.y);
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}
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}
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}
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use crate::drawable::Drawable;
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use crate::PARTICLE_SIZE;
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use nannou::prelude::*;
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#[derive(Debug)]
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pub struct Particle {
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pub pos: Vec2,
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pub start_pos: Vec2,
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pub radius: f32,
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pub time_offset: f32,
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}
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impl Particle {
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pub fn new(pos: Vec2) -> Self {
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Self {
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pos,
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start_pos: pos,
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..Default::default()
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}
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}
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}
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impl Default for Particle {
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fn default() -> Self {
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Self {
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pos: Default::default(),
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radius: PARTICLE_SIZE,
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start_pos: Default::default(),
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time_offset: random_range(-PI, PI),
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}
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}
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}
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impl Drawable for Particle {
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fn draw(&self, draw: &Draw) {
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draw.ellipse()
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.color(RED)
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.stroke_weight(1.0)
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.radius(self.radius)
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.xy(self.pos);
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}
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}
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