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rapier ... main

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
2 changed files with 81 additions and 73 deletions

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@ -1,6 +1,5 @@
mod drawable; mod drawable;
mod engine; mod engine;
mod particle;
use drawable::DrawShape; use drawable::DrawShape;
use engine::{PhysicsEngine, PhysicsState}; use engine::{PhysicsEngine, PhysicsState};
@ -8,33 +7,49 @@ use engine::{PhysicsEngine, PhysicsState};
use nalgebra::vector; use nalgebra::vector;
use nannou::prelude::*; use nannou::prelude::*;
use rapier2d::{ use rapier2d::{
dynamics::{RigidBodyBuilder, RigidBodySet}, dynamics::{RigidBodyBuilder, RigidBodyHandle, RigidBodySet},
geometry::{ColliderBuilder, ColliderSet}, geometry::{ColliderBuilder, ColliderSet},
}; };
const WINDOW_WIDTH: u32 = 512; const WINDOW_WIDTH: u32 = 512;
const WINDOW_HEIGHT: u32 = WINDOW_WIDTH; 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, engine: PhysicsEngine,
} }
fn fill_particles(_app: &App, colliders: &mut ColliderSet, bodies: &mut RigidBodySet) { fn random_vec_in_rect(boundary: &Rect) -> nalgebra::Vector2<f32> {
let boundary = _app.window_rect();
for _ in 0..PARTICLE_COUNT {
let x = random_range(-100., 100.); let x = random_range(-100., 100.);
let y = random_range(-150., boundary.top()); 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 {
let mut xy = random_vec_in_rect(boundary);
while !positions
.iter()
.all(|pos| pos.metric_distance(&xy) > PARTICLE_SIZE * 2.)
{
xy = random_vec_in_rect(boundary)
}
positions.push(xy);
/* Create the bouncing ball. */ /* Create the bouncing ball. */
let rigid_body = RigidBodyBuilder::dynamic() let rigid_body = RigidBodyBuilder::dynamic().translation(xy).build();
.translation(vector![x, y]) let collider = ColliderBuilder::ball(PARTICLE_SIZE)
.restitution(0.1)
.build(); .build();
let collider = ColliderBuilder::ball(5.).restitution(0.1).build();
let ball_body_handle = bodies.insert(rigid_body); let ball_body_handle = bodies.insert(rigid_body);
colliders.insert_with_parent(collider, ball_body_handle, bodies); colliders.insert_with_parent(collider, ball_body_handle, bodies);
} }
@ -46,7 +61,7 @@ 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(WINDOW_WIDTH, WINDOW_HEIGHT) .size(WINDOW_WIDTH, WINDOW_HEIGHT)
.title("nannou") .title("nannou")
@ -57,43 +72,79 @@ fn model(app: &App) -> Model {
let mut engine = PhysicsEngine { let mut engine = PhysicsEngine {
state: PhysicsState { state: PhysicsState {
gravity: vector![0.0, -9.81 * 10.0], gravity: vector![0., -9.81 * 10.],
..Default::default() ..Default::default()
}, },
..Default::default() ..Default::default()
}; };
let boundary = app.window(window).unwrap().rect();
/* Create the ground. */ /* Create the ground. */
let collider = ColliderBuilder::cuboid(100.0, 10.0) let collider = ColliderBuilder::cuboid(boundary.w(), 4.)
.translation(vector![0.0, -200.0]) .translation(vector![0., boundary.bottom()])
.build(); .build();
engine.state.colliders.insert(collider); engine.state.colliders.insert(collider);
// let mut particles = Vec::new(); /* 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);
// fill_particles(app, &mut particles); /* Create the ceiling. */
fill_particles(app, &mut engine.state.colliders, &mut engine.state.bodies); let collider = ColliderBuilder::cuboid(boundary.w(), 4.)
.translation(vector![0., boundary.top()])
.build();
engine.state.colliders.insert(collider);
Model { fill_particles(
_window, &boundary,
// particles, &mut engine.state.colliders,
engine, &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
fn event(app: &App, _model: &mut Model, event: WindowEvent) { fn event(app: &App, model: &mut Model, event: WindowEvent) {
if let KeyReleased(Key::Escape) = event { if let KeyReleased(Key::Escape) = event {
app.quit() app.quit()
} }
// 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
// fill_particles(app, &mut model.particles); let handles: Vec<RigidBodyHandle> = model
// } .engine
.state
.bodies
.iter()
.map(|(handle, _)| handle)
.collect();
// println!("{:?}", event); 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,
);
}
} }
// 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`.

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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);
}
}