many balls
parent
76758fa2a8
commit
ab92ac9430
62
src/main.rs
62
src/main.rs
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@ -7,32 +7,36 @@ use engine::{PhysicsEngine, PhysicsState};
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use nalgebra::vector;
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use nannou::prelude::*;
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use particle::Particle;
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use rapier2d::{
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dynamics::{RigidBodyBuilder, RigidBodyHandle},
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geometry::ColliderBuilder,
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dynamics::{RigidBodyBuilder, RigidBodySet},
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geometry::{ColliderBuilder, ColliderSet},
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};
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const WINDOW_WIDTH: u32 = 512;
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const WINDOW_HEIGHT: u32 = WINDOW_WIDTH;
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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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// particles: Vec<Particle>,
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engine: PhysicsEngine,
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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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fn fill_particles(_app: &App, colliders: &mut ColliderSet, bodies: &mut RigidBodySet) {
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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 x = random_range(-100., 100.);
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let y = random_range(-150., boundary.top());
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let particle = Particle::new(Vec2::new(x, y));
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particles.push(particle);
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/* Create the bouncing ball. */
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let rigid_body = RigidBodyBuilder::dynamic()
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.translation(vector![x, y])
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.build();
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let collider = ColliderBuilder::ball(5.).restitution(0.1).build();
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let ball_body_handle = bodies.insert(rigid_body);
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colliders.insert_with_parent(collider, ball_body_handle, bodies);
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}
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}
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@ -44,7 +48,7 @@ fn model(app: &App) -> Model {
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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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.size(WINDOW_WIDTH, WINDOW_HEIGHT)
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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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@ -65,41 +69,31 @@ fn model(app: &App) -> Model {
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.build();
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engine.state.colliders.insert(collider);
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/* Create the bouncing ball. */
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let rigid_body = RigidBodyBuilder::dynamic()
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.translation(vector![0.0, 10.0])
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.build();
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let collider = ColliderBuilder::ball(10.0).restitution(0.7).build();
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let ball_body_handle = engine.state.bodies.insert(rigid_body);
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engine
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.state
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.colliders
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.insert_with_parent(collider, ball_body_handle, &mut engine.state.bodies);
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// let mut particles = Vec::new();
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let mut particles = Vec::new();
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fill_particles(app, &mut particles);
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// fill_particles(app, &mut particles);
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fill_particles(app, &mut engine.state.colliders, &mut engine.state.bodies);
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Model {
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_window,
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particles,
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// particles,
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engine,
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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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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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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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// if let Resized(_) = event {
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// model.particles.clear();
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//
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// fill_particles(app, &mut model.particles);
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// }
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fill_particles(app, &mut model.particles);
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}
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println!("{:?}", event);
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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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