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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 |
109
src/main.rs
109
src/main.rs
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@ -1,6 +1,5 @@
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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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@ -8,33 +7,49 @@ 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, RigidBodySet},
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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 = 10.0;
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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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window: WindowId,
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// particles: Vec<Particle>,
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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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let boundary = _app.window_rect();
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for _ in 0..PARTICLE_COUNT {
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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 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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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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/* 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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@ -46,7 +61,7 @@ fn model(app: &App) -> Model {
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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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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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@ -57,43 +72,79 @@ fn model(app: &App) -> Model {
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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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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(100.0, 10.0)
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.translation(vector![0.0, -200.0])
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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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// let mut particles = Vec::new();
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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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// fill_particles(app, &mut particles);
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fill_particles(app, &mut engine.state.colliders, &mut engine.state.bodies);
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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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Model {
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_window,
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// particles,
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engine,
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}
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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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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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// model.particles.clear();
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//
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// fill_particles(app, &mut model.particles);
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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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// println!("{:?}", event);
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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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@ -1,43 +0,0 @@
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use crate::drawable::Drawable;
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use crate::PARTICLE_SIZE;
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use nannou::prelude::*;
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#[derive(Debug)]
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pub struct Particle {
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pub pos: Vec2,
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pub start_pos: Vec2,
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pub radius: f32,
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pub time_offset: f32,
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}
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impl Particle {
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pub fn new(pos: Vec2) -> Self {
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Self {
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pos,
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start_pos: pos,
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..Default::default()
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}
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}
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}
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impl Default for Particle {
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fn default() -> Self {
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Self {
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pos: Default::default(),
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radius: PARTICLE_SIZE,
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start_pos: Default::default(),
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time_offset: random_range(-PI, PI),
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}
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}
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}
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impl Drawable for Particle {
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fn draw(&self, draw: &Draw) {
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draw.ellipse()
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.color(RED)
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.stroke_weight(1.0)
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.radius(self.radius)
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.xy(self.pos);
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}
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}
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