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bevy-rapie
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Author | SHA1 | Date |
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Zynh0722 | e259bf6019 | |
Zynh0722 | 4c36162aa5 | |
Zynh0722 | 8cde3ba399 | |
Zynh0722 | 1e90b2c514 | |
Zynh0722 | 5bba4f019e | |
Zynh0722 | b7a5277a11 | |
Zynh0722 | be7c6763f0 | |
Zynh0722 | 9d5ced0539 | |
Zynh0722 | 8d822448f8 | |
Zynh0722 | ab92ac9430 | |
Zynh0722 | 76758fa2a8 | |
Zynh0722 | d10985909b | |
Zynh0722 | a663efd150 | |
Zynh0722 | c8ae692c33 |
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@ -6,12 +6,9 @@ edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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bevy = { version = "0.12.1" }
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bevy_dylib = "0.12.1"
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bevy_rapier2d = "*"
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[profile.dev]
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opt-level = 1
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nalgebra = { version = "0.32.3", features = ["glam017"] }
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nannou = "0.19.0"
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rapier2d = "0.18.0"
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[profile.dev.package."*"]
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opt-level = 3
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@ -1,2 +0,0 @@
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[toolchain]
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channel = "nightly"
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@ -0,0 +1,56 @@
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use nannou::prelude::*;
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use rapier2d::geometry::{Collider, ColliderSet, TypedShape};
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pub(crate) trait Drawable {
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fn draw(&self, draw: &Draw);
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}
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impl<T> Drawable for Vec<T>
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where
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T: Drawable,
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{
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fn draw(&self, draw: &Draw) {
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self.iter().for_each(|s| s.draw(draw))
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}
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}
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impl Drawable for Collider {
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fn draw(&self, draw: &Draw) {
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match self.shape().as_typed_shape() {
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TypedShape::Ball(ball) => {
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draw.ellipse()
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.radius(ball.radius)
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.xy((*self.translation()).into());
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}
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TypedShape::Cuboid(cube) => {
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draw.rect()
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.w(cube.half_extents.x * 2.0)
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.h(cube.half_extents.y * 2.0)
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.xy((*self.translation()).into());
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}
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_ => eprintln!("Attempted to draw a shape with no draw impl"),
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}
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}
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}
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impl Drawable for ColliderSet {
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fn draw(&self, draw: &Draw) {
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self.iter().for_each(|(_, collider)| draw.draw(collider))
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}
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}
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pub(crate) trait DrawShape<T>
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where
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T: Drawable,
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{
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fn draw(&self, drawable: &T);
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}
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impl<T> DrawShape<T> for Draw
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where
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T: Drawable,
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{
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fn draw(&self, drawable: &T) {
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drawable.draw(self);
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}
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}
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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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194
src/main.rs
194
src/main.rs
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@ -1,44 +1,168 @@
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use bevy::prelude::*;
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use bevy_rapier2d::prelude::*;
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mod drawable;
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mod engine;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(100.0))
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.add_plugins(RapierDebugRenderPlugin::default())
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.add_systems(Startup, setup_graphics)
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.add_systems(Startup, setup_physics)
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.add_systems(Update, print_ball_altitude)
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.run();
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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 rapier2d::{
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dynamics::{RigidBodyBuilder, RigidBodyHandle, 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 = 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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window: WindowId,
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// particles: Vec<Particle>,
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engine: PhysicsEngine,
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}
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fn setup_graphics(mut commands: Commands) {
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// Add a camera so we can see the debug-render.
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commands.spawn(Camera2dBundle::default());
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fn random_vec_in_rect(boundary: &Rect) -> nalgebra::Vector2<f32> {
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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 setup_physics(mut commands: Commands) {
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/* Create the ground. */
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commands
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.spawn(Collider::cuboid(500.0, 50.0))
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.insert(TransformBundle::from(Transform::from_xyz(0.0, -100.0, 0.0)));
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fn fill_particles(boundary: &Rect, colliders: &mut ColliderSet, bodies: &mut RigidBodySet) {
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// Keeping track of already placed balls to avoid overlap
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// Need to look into a way to do this with rapier directly
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let mut positions: Vec<nalgebra::Vector2<f32>> = Vec::new();
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/* Create the bouncing ball. */
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commands
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.spawn(RigidBody::Dynamic)
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.insert(Collider::ball(10.0))
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.insert(Restitution::coefficient(2.0))
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.insert(TransformBundle::from(Transform::from_xyz(0.0, 400.0, 0.0)));
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for _ in 0..PARTICLE_COUNT {
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let mut xy = random_vec_in_rect(boundary);
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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_in_rect(boundary)
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}
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positions.push(xy);
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commands
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.spawn(RigidBody::Dynamic)
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.insert(Collider::ball(10.0))
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.insert(Restitution::coefficient(2.0))
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.insert(TransformBundle::from(Transform::from_xyz(0.0, 600.0, 0.0)));
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}
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fn print_ball_altitude(positions: Query<&Transform, With<RigidBody>>) {
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for transform in positions.iter() {
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println!("Ball altitude: {}", transform.translation.y);
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/* Create the bouncing ball. */
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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 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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fn model(app: &App) -> Model {
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// One thing that tripped me up when begginning nannou was realizing
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// that view and event methods are per window, and update functions are
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// per app
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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(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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.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., -9.81 * 10.],
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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 boundary = app.window(window).unwrap().rect();
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/* Create the ground. */
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let collider = ColliderBuilder::cuboid(boundary.w(), 4.)
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.translation(vector![0., boundary.bottom()])
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.build();
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engine.state.colliders.insert(collider);
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/* Create the walls. */
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let collider = ColliderBuilder::cuboid(4., boundary.h())
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.translation(vector![boundary.left(), 0.])
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.build();
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engine.state.colliders.insert(collider);
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let collider = ColliderBuilder::cuboid(4., boundary.h())
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.translation(vector![boundary.right(), 0.])
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.build();
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engine.state.colliders.insert(collider);
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/* Create the ceiling. */
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let collider = ColliderBuilder::cuboid(boundary.w(), 4.)
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.translation(vector![0., boundary.top()])
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.build();
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engine.state.colliders.insert(collider);
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fill_particles(
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&boundary,
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&mut engine.state.colliders,
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&mut engine.state.bodies,
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);
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Model { window, engine }
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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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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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// Rust borrowing rules means I need to first gather a list of handles,
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// then delete them all
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let handles: Vec<RigidBodyHandle> = model
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.engine
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.state
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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.window(model.window).unwrap().rect(),
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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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}
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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.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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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.engine.state.colliders);
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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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}
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fn main() {
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nannou::app(model).update(update).run();
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}
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