emulate old reset behaviour
parent
ab92ac9430
commit
8d822448f8
35
src/main.rs
35
src/main.rs
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@ -8,7 +8,7 @@ use engine::{PhysicsEngine, PhysicsState};
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use nalgebra::vector;
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use nalgebra::vector;
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use nannou::prelude::*;
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use nannou::prelude::*;
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use rapier2d::{
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use rapier2d::{
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dynamics::{RigidBodyBuilder, RigidBodySet},
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dynamics::{RigidBodyBuilder, RigidBodyHandle, RigidBodySet},
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geometry::{ColliderBuilder, ColliderSet},
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geometry::{ColliderBuilder, ColliderSet},
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};
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};
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@ -82,16 +82,37 @@ fn model(app: &App) -> Model {
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}
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}
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// Handle events related to the window and update the model if necessary
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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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fn event(app: &App, model: &mut Model, event: WindowEvent) {
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if let KeyReleased(Key::Escape) = event {
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if let KeyReleased(Key::Escape) = event {
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app.quit()
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app.quit()
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}
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}
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// if let Resized(_) = event {
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if let Resized(_) = event {
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// model.particles.clear();
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let handles: Vec<RigidBodyHandle> = model
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//
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.engine
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// fill_particles(app, &mut model.particles);
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.state
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// }
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.bodies
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.iter()
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.map(|(handle, _)| handle)
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.collect();
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for handle in handles {
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model.engine.state.bodies.remove(
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handle,
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&mut model.engine.state.islands,
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&mut model.engine.state.colliders,
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&mut model.engine.state.joints,
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&mut model.engine.state.multibody_joints,
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true,
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);
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}
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fill_particles(
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app,
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&mut model.engine.state.colliders,
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&mut model.engine.state.bodies,
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);
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}
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// println!("{:?}", event);
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// println!("{:?}", event);
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}
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}
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@ -1,43 +0,0 @@
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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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