rapier engine testing (don't like)
parent
a600ec9147
commit
c8ae692c33
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@ -0,0 +1,50 @@
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use rapier2d::{
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dynamics::{
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CCDSolver, ImpulseJointSet, IntegrationParameters, IslandManager, MultibodyJointSet,
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RigidBodySet,
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},
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geometry::{BroadPhase, ColliderSet, NarrowPhase},
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math::Vector,
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pipeline::{PhysicsPipeline, QueryPipeline},
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};
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#[derive(Default)]
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pub struct PhysicsEngine {
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pub state: PhysicsState,
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pub pipeline: PhysicsPipeline,
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}
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#[derive(Default)]
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pub struct PhysicsState {
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pub islands: IslandManager,
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pub broad_phase: BroadPhase,
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pub narrow_phase: NarrowPhase,
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pub bodies: RigidBodySet,
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pub colliders: ColliderSet,
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pub joints: ImpulseJointSet,
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pub multibody_joints: MultibodyJointSet,
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pub ccd_solver: CCDSolver,
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pub query_pipeline: QueryPipeline,
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pub integration_parameters: IntegrationParameters,
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pub gravity: Vector<f32>,
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}
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impl PhysicsEngine {
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pub fn step(&mut self) {
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self.pipeline.step(
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&self.state.gravity,
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&self.state.integration_parameters,
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&mut self.state.islands,
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&mut self.state.broad_phase,
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&mut self.state.narrow_phase,
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&mut self.state.bodies,
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&mut self.state.colliders,
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&mut self.state.joints,
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&mut self.state.multibody_joints,
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&mut self.state.ccd_solver,
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Some(&mut self.state.query_pipeline),
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&(),
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&(),
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)
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}
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}
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68
src/main.rs
68
src/main.rs
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@ -1,9 +1,17 @@
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mod drawable;
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mod engine;
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mod particle;
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use drawable::DrawShape;
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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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};
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const PARTICLE_COUNT: u32 = 200;
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const PARTICLE_SIZE: f32 = 10.0;
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@ -12,6 +20,8 @@ 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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engine: PhysicsEngine,
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handles: Vec<RigidBodyHandle>,
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}
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fn fill_particles(app: &App, particles: &mut Vec<Particle>) {
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@ -42,11 +52,45 @@ fn model(app: &App) -> Model {
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.build()
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.unwrap();
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let mut engine = PhysicsEngine {
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state: PhysicsState {
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gravity: vector![0.0, -9.81 * 10.0],
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..Default::default()
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},
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..Default::default()
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};
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let mut handles = Vec::new();
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/* Create the ground. */
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let collider = ColliderBuilder::cuboid(100.0, 0.1)
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.translation(vector![0.0, -200.0])
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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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handles.push(ball_body_handle);
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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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Model {
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_window,
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particles,
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engine,
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handles,
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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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@ -66,10 +110,12 @@ fn event(app: &App, model: &mut Model, event: WindowEvent) {
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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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// _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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_model.engine.step();
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}
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// Draw the state of your `Model` into the given `Frame` here.
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@ -77,7 +123,17 @@ 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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// canvas.draw(&model.particles);
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model
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.handles
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.iter()
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.map(|handle| model.engine.state.bodies.get(*handle).unwrap())
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.for_each(|body| {
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canvas
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.ellipse()
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.radius(10.0)
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.xy(std::convert::Into::<Vec2>::into(*body.translation()));
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});
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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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