bleh no like

bevy-rapier
Zynh0722 2024-02-16 22:10:52 -08:00
parent a600ec9147
commit 5e5aec6c19
6 changed files with 2059 additions and 989 deletions

2838
Cargo.lock generated

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@ -6,9 +6,12 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html # See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies] [dependencies]
nalgebra = { version = "0.32.3", features = ["glam017"] } bevy = { version = "0.12.1" }
nannou = "0.19.0" bevy_dylib = "0.12.1"
rapier2d = "0.18.0" bevy_rapier2d = "*"
[profile.dev]
opt-level = 1
[profile.dev.package."*"] [profile.dev.package."*"]
opt-level = 3 opt-level = 3

2
rust-toolchain.toml Normal file
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@ -0,0 +1,2 @@
[toolchain]
channel = "nightly"

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@ -1,30 +0,0 @@
use nannou::prelude::*;
pub(crate) trait Drawable {
fn draw(&self, draw: &Draw);
}
impl<T> Drawable for Vec<T>
where
T: Drawable,
{
fn draw(&self, draw: &Draw) {
self.iter().for_each(|s| s.draw(draw))
}
}
pub(crate) trait DrawShape<T>
where
T: Drawable,
{
fn draw(&self, drawable: &T);
}
impl<T> DrawShape<T> for Draw
where
T: Drawable,
{
fn draw(&self, drawable: &T) {
drawable.draw(self);
}
}

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@ -1,88 +1,44 @@
mod drawable; use bevy::prelude::*;
mod particle; use bevy_rapier2d::prelude::*;
use drawable::DrawShape;
use nannou::prelude::*;
use particle::Particle;
const PARTICLE_COUNT: u32 = 200;
const PARTICLE_SIZE: f32 = 10.0;
struct Model {
// Store the window ID so we can refer to this specific window later if needed.
_window: WindowId,
particles: Vec<Particle>,
}
fn fill_particles(app: &App, particles: &mut Vec<Particle>) {
let boundary = app.window_rect();
for _ in 0..PARTICLE_COUNT {
let x = random_range(boundary.left(), boundary.right());
let y = random_range(boundary.top(), boundary.bottom());
let particle = Particle::new(Vec2::new(x, y));
particles.push(particle);
}
}
fn model(app: &App) -> Model {
// One thing that tripped me up when begginning nannou was realizing
// that view and event methods are per window, and update functions are
// per app
// Create a new window! Store the ID so we can refer to it later.
let _window = app
.new_window()
.size(512, 512)
.title("nannou")
.view(view) // The function that will be called for presenting graphics to a frame.
.event(event) // The function that will be called when the window receives events.
.build()
.unwrap();
let mut particles = Vec::new();
fill_particles(app, &mut particles);
Model { _window, particles }
}
// Handle events related to the window and update the model if necessary
fn event(app: &App, model: &mut Model, event: WindowEvent) {
if let KeyReleased(Key::Escape) = event {
app.quit()
}
if let Resized(_) = event {
model.particles.clear();
fill_particles(app, &mut model.particles);
}
println!("{:?}", event);
}
// Update the state of your application here. By default, this gets called right before `view`.
fn update(_app: &App, _model: &mut Model, _update: Update) {
_model.particles.iter_mut().for_each(|particle| {
let offset = (_app.time + particle.time_offset).sin() * 100.0;
particle.pos.x = particle.start_pos.x + offset
});
}
// Draw the state of your `Model` into the given `Frame` here.
fn view(app: &App, model: &Model, frame: Frame) {
let canvas = app.draw();
canvas.background().color(CORNFLOWERBLUE);
canvas.draw(&model.particles);
// I don't think there is even a fail condition in this function, but it returns a result?
canvas.to_frame(app, &frame).unwrap();
}
fn main() { fn main() {
nannou::app(model).update(update).run(); App::new()
.add_plugins(DefaultPlugins)
.add_plugins(RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(100.0))
.add_plugins(RapierDebugRenderPlugin::default())
.add_systems(Startup, setup_graphics)
.add_systems(Startup, setup_physics)
.add_systems(Update, print_ball_altitude)
.run();
}
fn setup_graphics(mut commands: Commands) {
// Add a camera so we can see the debug-render.
commands.spawn(Camera2dBundle::default());
}
fn setup_physics(mut commands: Commands) {
/* Create the ground. */
commands
.spawn(Collider::cuboid(500.0, 50.0))
.insert(TransformBundle::from(Transform::from_xyz(0.0, -100.0, 0.0)));
/* Create the bouncing ball. */
commands
.spawn(RigidBody::Dynamic)
.insert(Collider::ball(10.0))
.insert(Restitution::coefficient(2.0))
.insert(TransformBundle::from(Transform::from_xyz(0.0, 400.0, 0.0)));
commands
.spawn(RigidBody::Dynamic)
.insert(Collider::ball(10.0))
.insert(Restitution::coefficient(2.0))
.insert(TransformBundle::from(Transform::from_xyz(0.0, 600.0, 0.0)));
}
fn print_ball_altitude(positions: Query<&Transform, With<RigidBody>>) {
for transform in positions.iter() {
println!("Ball altitude: {}", transform.translation.y);
}
} }

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@ -1,43 +0,0 @@
use crate::drawable::Drawable;
use crate::PARTICLE_SIZE;
use nannou::prelude::*;
#[derive(Debug)]
pub struct Particle {
pub pos: Vec2,
pub start_pos: Vec2,
pub radius: f32,
pub time_offset: f32,
}
impl Particle {
pub fn new(pos: Vec2) -> Self {
Self {
pos,
start_pos: pos,
..Default::default()
}
}
}
impl Default for Particle {
fn default() -> Self {
Self {
pos: Default::default(),
radius: PARTICLE_SIZE,
start_pos: Default::default(),
time_offset: random_range(-PI, PI),
}
}
}
impl Drawable for Particle {
fn draw(&self, draw: &Draw) {
draw.ellipse()
.color(RED)
.stroke_weight(1.0)
.radius(self.radius)
.xy(self.pos);
}
}