no more overlapping balls!
parent
be7c6763f0
commit
b7a5277a11
27
src/main.rs
27
src/main.rs
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@ -14,6 +14,7 @@ use rapier2d::{
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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 = 5.;
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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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@ -22,17 +23,33 @@ struct Model {
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engine: PhysicsEngine,
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}
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fn fill_particles(_app: &App, colliders: &mut ColliderSet, bodies: &mut RigidBodySet) {
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fn random_vec(_app: &App) -> nalgebra::Vector2<f32> {
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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(-100., 100.);
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let y = random_range(-150., boundary.top());
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vector![x, y]
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}
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fn fill_particles(app: &App, colliders: &mut ColliderSet, bodies: &mut RigidBodySet) {
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let mut positions: Vec<nalgebra::Vector2<f32>> = Vec::new();
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for _ in 0..PARTICLE_COUNT {
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let mut xy = random_vec(app);
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while !positions
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.iter()
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.all(|pos| pos.metric_distance(&xy) > PARTICLE_SIZE * 2.)
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{
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xy = random_vec(app)
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}
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positions.push(xy);
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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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let rigid_body = RigidBodyBuilder::dynamic().translation(xy).build();
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let collider = ColliderBuilder::ball(PARTICLE_SIZE)
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.restitution(0.1)
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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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