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14 Commits

Author SHA1 Message Date
Zynh0722 e259bf6019 better window bounding boxes
I also switch to using generalized Rect instead of an app for places where i was using the window boundary
2024-02-17 02:38:20 -08:00
Zynh0722 4c36162aa5 walls! 2024-02-17 02:29:06 -08:00
Zynh0722 8cde3ba399 switch to using a generic rect 2024-02-17 02:28:54 -08:00
Zynh0722 1e90b2c514 comments 2: electric boogaloo 2024-02-17 02:27:32 -08:00
Zynh0722 5bba4f019e comments 2024-02-17 02:15:33 -08:00
Zynh0722 b7a5277a11 no more overlapping balls! 2024-02-17 02:12:04 -08:00
Zynh0722 be7c6763f0 more cleanup 2024-02-17 01:51:56 -08:00
Zynh0722 9d5ced0539 actually remove particles 2024-02-17 01:13:02 -08:00
Zynh0722 8d822448f8 emulate old reset behaviour 2024-02-17 00:37:07 -08:00
Zynh0722 ab92ac9430 many balls 2024-02-16 23:34:02 -08:00
Zynh0722 76758fa2a8 removing an inaccurate underscore 2024-02-16 23:14:44 -08:00
Zynh0722 d10985909b deleting an old unused comment 2024-02-16 23:14:21 -08:00
Zynh0722 a663efd150 we have drawing physics 2024-02-16 23:13:40 -08:00
Zynh0722 c8ae692c33 rapier engine testing (don't like) 2024-02-16 19:18:24 -08:00
4 changed files with 184 additions and 71 deletions

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@ -1,4 +1,5 @@
use nannou::prelude::*; use nannou::prelude::*;
use rapier2d::geometry::{Collider, ColliderSet, TypedShape};
pub(crate) trait Drawable { pub(crate) trait Drawable {
fn draw(&self, draw: &Draw); fn draw(&self, draw: &Draw);
@ -13,6 +14,31 @@ where
} }
} }
impl Drawable for Collider {
fn draw(&self, draw: &Draw) {
match self.shape().as_typed_shape() {
TypedShape::Ball(ball) => {
draw.ellipse()
.radius(ball.radius)
.xy((*self.translation()).into());
}
TypedShape::Cuboid(cube) => {
draw.rect()
.w(cube.half_extents.x * 2.0)
.h(cube.half_extents.y * 2.0)
.xy((*self.translation()).into());
}
_ => eprintln!("Attempted to draw a shape with no draw impl"),
}
}
}
impl Drawable for ColliderSet {
fn draw(&self, draw: &Draw) {
self.iter().for_each(|(_, collider)| draw.draw(collider))
}
}
pub(crate) trait DrawShape<T> pub(crate) trait DrawShape<T>
where where
T: Drawable, T: Drawable,

50
src/engine.rs Normal file
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@ -0,0 +1,50 @@
use rapier2d::{
dynamics::{
CCDSolver, ImpulseJointSet, IntegrationParameters, IslandManager, MultibodyJointSet,
RigidBodySet,
},
geometry::{BroadPhase, ColliderSet, NarrowPhase},
math::Vector,
pipeline::{PhysicsPipeline, QueryPipeline},
};
#[derive(Default)]
pub struct PhysicsEngine {
pub state: PhysicsState,
pub pipeline: PhysicsPipeline,
}
#[derive(Default)]
pub struct PhysicsState {
pub islands: IslandManager,
pub broad_phase: BroadPhase,
pub narrow_phase: NarrowPhase,
pub bodies: RigidBodySet,
pub colliders: ColliderSet,
pub joints: ImpulseJointSet,
pub multibody_joints: MultibodyJointSet,
pub ccd_solver: CCDSolver,
pub query_pipeline: QueryPipeline,
pub integration_parameters: IntegrationParameters,
pub gravity: Vector<f32>,
}
impl PhysicsEngine {
pub fn step(&mut self) {
self.pipeline.step(
&self.state.gravity,
&self.state.integration_parameters,
&mut self.state.islands,
&mut self.state.broad_phase,
&mut self.state.narrow_phase,
&mut self.state.bodies,
&mut self.state.colliders,
&mut self.state.joints,
&mut self.state.multibody_joints,
&mut self.state.ccd_solver,
Some(&mut self.state.query_pipeline),
&(),
&(),
)
}
}

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@ -1,29 +1,57 @@
mod drawable; mod drawable;
mod particle; mod engine;
use drawable::DrawShape; use drawable::DrawShape;
use nannou::prelude::*; use engine::{PhysicsEngine, PhysicsState};
use particle::Particle;
use nalgebra::vector;
use nannou::prelude::*;
use rapier2d::{
dynamics::{RigidBodyBuilder, RigidBodyHandle, RigidBodySet},
geometry::{ColliderBuilder, ColliderSet},
};
const WINDOW_WIDTH: u32 = 512;
const WINDOW_HEIGHT: u32 = WINDOW_WIDTH;
const PARTICLE_COUNT: u32 = 200; const PARTICLE_COUNT: u32 = 200;
const PARTICLE_SIZE: f32 = 10.0; const PARTICLE_SIZE: f32 = 5.;
struct Model { struct Model {
// Store the window ID so we can refer to this specific window later if needed. // Store the window ID so we can refer to this specific window later if needed.
_window: WindowId, window: WindowId,
particles: Vec<Particle>, // particles: Vec<Particle>,
engine: PhysicsEngine,
} }
fn fill_particles(app: &App, particles: &mut Vec<Particle>) { fn random_vec_in_rect(boundary: &Rect) -> nalgebra::Vector2<f32> {
let boundary = app.window_rect(); let x = random_range(-100., 100.);
let y = random_range(-150., boundary.top());
vector![x, y]
}
fn fill_particles(boundary: &Rect, colliders: &mut ColliderSet, bodies: &mut RigidBodySet) {
// Keeping track of already placed balls to avoid overlap
// Need to look into a way to do this with rapier directly
let mut positions: Vec<nalgebra::Vector2<f32>> = Vec::new();
for _ in 0..PARTICLE_COUNT { for _ in 0..PARTICLE_COUNT {
let x = random_range(boundary.left(), boundary.right()); let mut xy = random_vec_in_rect(boundary);
let y = random_range(boundary.top(), boundary.bottom()); while !positions
.iter()
.all(|pos| pos.metric_distance(&xy) > PARTICLE_SIZE * 2.)
{
xy = random_vec_in_rect(boundary)
}
positions.push(xy);
let particle = Particle::new(Vec2::new(x, y)); /* Create the bouncing ball. */
let rigid_body = RigidBodyBuilder::dynamic().translation(xy).build();
particles.push(particle); let collider = ColliderBuilder::ball(PARTICLE_SIZE)
.restitution(0.1)
.build();
let ball_body_handle = bodies.insert(rigid_body);
colliders.insert_with_parent(collider, ball_body_handle, bodies);
} }
} }
@ -33,20 +61,54 @@ fn model(app: &App) -> Model {
// per app // per app
// Create a new window! Store the ID so we can refer to it later. // Create a new window! Store the ID so we can refer to it later.
let _window = app let window = app
.new_window() .new_window()
.size(512, 512) .size(WINDOW_WIDTH, WINDOW_HEIGHT)
.title("nannou") .title("nannou")
.view(view) // The function that will be called for presenting graphics to a frame. .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. .event(event) // The function that will be called when the window receives events.
.build() .build()
.unwrap(); .unwrap();
let mut particles = Vec::new(); let mut engine = PhysicsEngine {
state: PhysicsState {
gravity: vector![0., -9.81 * 10.],
..Default::default()
},
..Default::default()
};
fill_particles(app, &mut particles); let boundary = app.window(window).unwrap().rect();
Model { _window, particles } /* Create the ground. */
let collider = ColliderBuilder::cuboid(boundary.w(), 4.)
.translation(vector![0., boundary.bottom()])
.build();
engine.state.colliders.insert(collider);
/* Create the walls. */
let collider = ColliderBuilder::cuboid(4., boundary.h())
.translation(vector![boundary.left(), 0.])
.build();
engine.state.colliders.insert(collider);
let collider = ColliderBuilder::cuboid(4., boundary.h())
.translation(vector![boundary.right(), 0.])
.build();
engine.state.colliders.insert(collider);
/* Create the ceiling. */
let collider = ColliderBuilder::cuboid(boundary.w(), 4.)
.translation(vector![0., boundary.top()])
.build();
engine.state.colliders.insert(collider);
fill_particles(
&boundary,
&mut engine.state.colliders,
&mut engine.state.bodies,
);
Model { window, engine }
} }
// Handle events related to the window and update the model if necessary // Handle events related to the window and update the model if necessary
@ -56,20 +118,38 @@ fn event(app: &App, model: &mut Model, event: WindowEvent) {
} }
if let Resized(_) = event { if let Resized(_) = event {
model.particles.clear(); // Rust borrowing rules means I need to first gather a list of handles,
// then delete them all
let handles: Vec<RigidBodyHandle> = model
.engine
.state
.bodies
.iter()
.map(|(handle, _)| handle)
.collect();
fill_particles(app, &mut model.particles); for handle in handles {
model.engine.state.bodies.remove(
handle,
&mut model.engine.state.islands,
&mut model.engine.state.colliders,
&mut model.engine.state.joints,
&mut model.engine.state.multibody_joints,
true,
);
}
fill_particles(
&app.window(model.window).unwrap().rect(),
&mut model.engine.state.colliders,
&mut model.engine.state.bodies,
);
} }
println!("{:?}", event);
} }
// Update the state of your application here. By default, this gets called right before `view`. // Update the state of your application here. By default, this gets called right before `view`.
fn update(_app: &App, _model: &mut Model, _update: Update) { fn update(_app: &App, model: &mut Model, _update: Update) {
_model.particles.iter_mut().for_each(|particle| { model.engine.step();
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. // Draw the state of your `Model` into the given `Frame` here.
@ -77,7 +157,7 @@ fn view(app: &App, model: &Model, frame: Frame) {
let canvas = app.draw(); let canvas = app.draw();
canvas.background().color(CORNFLOWERBLUE); canvas.background().color(CORNFLOWERBLUE);
canvas.draw(&model.particles); canvas.draw(&model.engine.state.colliders);
// I don't think there is even a fail condition in this function, but it returns a result? // I don't think there is even a fail condition in this function, but it returns a result?
canvas.to_frame(app, &frame).unwrap(); canvas.to_frame(app, &frame).unwrap();

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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);
}
}