split main and app sources
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7f387cbaa0
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169
src/app.rs
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169
src/app.rs
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@ -0,0 +1,169 @@
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use emath::Vec2;
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use eframe::egui;
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use egui::Color32;
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use egui::Stroke;
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use rand::Rng;
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use crate::circle::Circle;
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pub struct Simulation {
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circles: Vec<Circle>,
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circles_count: usize,
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colors: Vec<egui::Color32>,
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}
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impl Default for Simulation {
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fn default() -> Self {
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Self {
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circles: Vec::new(),
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circles_count: 2,
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colors: Vec::new(),
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}
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}
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}
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impl eframe::App for Simulation {
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fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
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// Looks better on 4k montior
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ctx.set_pixels_per_point(1.5);
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egui::CentralPanel::default().show(ctx, |ui| {
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if ui.button("halt").clicked() {
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self.circles.iter_mut().for_each(|c| (*c).v = Vec2{x: 0.0, y: 0.0});
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};
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if ui.button("push").clicked() {
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self.circles.iter_mut().for_each(|c| (*c).v = Vec2{
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x: rand::thread_rng().gen_range(-2.0..2.0),
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y: rand::thread_rng().gen_range(-2.0..2.0)});
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};
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ui.add(egui::Slider::new(&mut self.circles_count, 0..=25).text("circles count"));
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let diff = (self.circles.len() as i32) - (self.circles_count as i32);
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if diff > 0 {
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self.circles.truncate(self.circles_count);
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} else {
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for _ in diff..0 {
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self.circles.push(Circle::default());
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self.colors.push(
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egui::Color32::from_rgba_premultiplied(
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rand::thread_rng().gen_range(0..255),
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rand::thread_rng().gen_range(0..255),
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rand::thread_rng().gen_range(0..255),
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64)
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);
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}
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}
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let painter = ui.painter();
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let (hover_pos, any_down, any_released) = ctx.input(|input| (
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input.pointer.hover_pos(),
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input.pointer.any_down(),
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input.pointer.any_released()
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));
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if let Some(mousepos) = hover_pos {
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self.circles.iter_mut().for_each(|circle|{
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let d = circle.c - mousepos;
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if d.length() < circle.r {
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if any_down {
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painter.line_segment(
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[circle.c, circle.c +d],
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Stroke{width: 1.0, color: Color32::from_rgb(128, 255, 255)});
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}
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if any_released {
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circle.v += d.normalized() * (d.length() / circle.r) * 8.0;
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}
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}
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});
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}
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for i in 0..self.circles_count {
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painter.circle(
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self.circles[i].c,
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self.circles[i].r,
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self.colors[i] /*Color32::TRANSPARENT*/,
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Stroke{width: 2.0, color: Color32::from_rgb(255, 255, 255)}
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);
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}
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});
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for circle in &mut self.circles {
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circle.apply_force(&ctx.used_rect());
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}
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// Naive N^2 Colition detection
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// Optimization https://en.wikipedia.org/wiki/Sweep_and_prune
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for i in 0..self.circles_count {
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for j in i+1..self.circles_count {
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if (i + j) % 3 == 0 {
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continue; // skip collsions for every third ball
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}
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let dc = self.circles[i].c - self.circles[j].c;
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let dr = self.circles[i].r + self.circles[j].r;
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if dc.length() < dr {
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(self.circles[i].v, self.circles[j].v) = collision(&self.circles[i], &self.circles[j]);
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}
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}
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}
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// This is how to go into continuous mode - uncomment this to see example of continuous mode
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ctx.request_repaint();
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}
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}
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fn collision(c1: &Circle, c2: &Circle) -> (Vec2, Vec2) {
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let m1 = c1.r;
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let m2 = c2.r;
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// collision normal
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let n = Vec2{
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x: c2.c.x - c1.c.x,
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y: c2.c.y - c1.c.y
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};
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// normal vector unit
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let un = n.normalized();
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// collision tangen
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let ut = Vec2{x: -un.y, y: un.x};
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// 3
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let v1n = un.dot(c1.v);
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let v1t = ut.dot(c1.v);
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let v2n = un.dot(c2.v);
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let v2t = ut.dot(c2.v);
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// 4
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let v1t_new = v1t;
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let v2t_new = v2t;
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// 5
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let v1n_new = (v1n * (m1 - m2) + 2.0 * m2 * v2n) / (m1 + m2);
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let v2n_new = (v2n * (m2 - m1) + 2.0 * m1 * v1n) / (m1 + m2);
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// 6
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let vec1n = v1n_new * un;
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let vec1t = v1t_new * ut;
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let vec2n = v2n_new * un;
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let vec2t = v2t_new * ut;
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return (
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vec1n + vec1t,
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vec2n + vec2t
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);
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}
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//}
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@ -1,5 +1,3 @@
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pub mod circle {
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use emath::Vec2;
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use emath::Pos2;
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use emath::Rect;
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@ -53,6 +51,5 @@ pub mod circle {
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}
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}
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}
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}
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}
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}
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186
src/main.rs
186
src/main.rs
@ -1,182 +1,24 @@
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use emath::Vec2;
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use eframe::egui;
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use egui::Color32;
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use egui::Stroke;
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use rand::Rng;
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mod app;
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mod circle;
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pub use circle::circle::Circle;
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struct ExampleApp {
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circles: Vec<Circle>,
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circles_count: usize,
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colors: Vec<egui::Color32>,
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}
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impl ExampleApp {
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fn name() -> &'static str {
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"egui-circles"
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}
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}
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impl Default for ExampleApp {
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fn default() -> Self {
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Self {
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circles: Vec::new(),
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circles_count: 2,
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colors: Vec::new(),
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}
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}
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}
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impl eframe::App for ExampleApp {
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fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
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// Looks better on 4k montior
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ctx.set_pixels_per_point(1.5);
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egui::CentralPanel::default().show(ctx, |ui| {
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if ui.button("halt").clicked() {
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//frame.quit()
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self.circles.iter_mut().for_each(|c| (*c).v = Vec2{x: 0.0, y: 0.0});
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};
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if ui.button("push").clicked() {
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self.circles.iter_mut().for_each(|c| (*c).v = Vec2{
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x: rand::thread_rng().gen_range(-2.0..2.0),
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y: rand::thread_rng().gen_range(-2.0..2.0)});
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};
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ui.add(egui::Slider::new(&mut self.circles_count, 0..=25).text("circles count"));
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let diff = (self.circles.len() as i32) - (self.circles_count as i32);
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if diff > 0 {
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self.circles.truncate(self.circles_count);
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} else {
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for _ in diff..0 {
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self.circles.push(Circle::default());
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self.colors.push(
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egui::Color32::from_rgba_premultiplied(
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rand::thread_rng().gen_range(0..255),
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rand::thread_rng().gen_range(0..255),
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rand::thread_rng().gen_range(0..255),
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64)
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);
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}
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}
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let painter = ui.painter();
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let (hover_pos, any_down, any_released) = ctx.input(|input| (input.pointer.hover_pos(), input.pointer.any_down(), input.pointer.any_released()));
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if let Some(mousepos) = hover_pos {
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self.circles.iter_mut().for_each(|circle|{
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let d = (*circle).c - mousepos;
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if d.length() < (*circle).r {
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if any_down {
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painter.line_segment(
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[(*circle).c, (*circle).c +d],
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Stroke{width: 1.0, color: Color32::from_rgb(128, 255, 255)});
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}
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if any_released {
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(*circle).v += d.normalized() * (d.length() / (*circle).r) *8.0;
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}
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}
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});
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}
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for i in 0..self.circles_count {
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painter.circle(
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self.circles[i].c,
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self.circles[i].r,
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self.colors[i] /*Color32::TRANSPARENT*/,
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Stroke{width: 2.0, color: Color32::from_rgb(255, 255, 255)}
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);
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}
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});
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for circle in &mut self.circles {
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(*circle).apply_force(&ctx.used_rect());
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}
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// Naive N^2 Colition detection
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// Optimization https://en.wikipedia.org/wiki/Sweep_and_prune
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for i in 0..self.circles_count {
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for j in i+1..self.circles_count {
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if (i + j) % 3 == 0 {
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continue; // skip collsions for every third ball
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}
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let dc = self.circles[i].c - self.circles[j].c;
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let dr = self.circles[i].r + self.circles[j].r;
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if dc.length() < dr {
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(self.circles[i].v, self.circles[j].v) = collision(&self.circles[i], &self.circles[j]);
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}
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}
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}
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// This is how to go into continuous mode - uncomment this to see example of continuous mode
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ctx.request_repaint();
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}
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}
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fn main() -> eframe::Result<()> {
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//env_logger::init(); // Log to stderr (if you run with `RUST_LOG=debug`).
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let native_options = eframe::NativeOptions {
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viewport: egui::ViewportBuilder::default().with_inner_size((800.0, 600.0)),
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..eframe::NativeOptions::default()
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viewport: eframe::egui::ViewportBuilder::default()
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.with_inner_size([800.0, 600.0])
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.with_min_inner_size([300.0, 220.0])
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.with_icon(
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// NOTE: Adding an icon is optional
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eframe::icon_data::from_png_bytes(&include_bytes!("../assets/icon-256.png")[..])
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.expect("Failed to load icon"),
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),
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..Default::default()
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};
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eframe::run_native(
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ExampleApp::name(),
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"egui-circles",
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native_options,
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Box::new(|_| Box::<ExampleApp>::default()),
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Box::new(|_| Box::<crate::app::Simulation>::default()),
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)
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}
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fn collision(c1: &Circle, c2: &Circle) -> (Vec2, Vec2) {
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let m1 = c1.r;
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let m2 = c2.r;
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// collision normal
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let n = Vec2{
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x: c2.c.x - c1.c.x,
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y: c2.c.y - c1.c.y
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};
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// normal vector unit
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let un = n.normalized();
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// collision tangen
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let ut = Vec2{x: -un.y, y: un.x};
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// 3
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let v1n = un.dot(c1.v);
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let v1t = ut.dot(c1.v);
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let v2n = un.dot(c2.v);
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let v2t = ut.dot(c2.v);
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// 4
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let v1t_new = v1t;
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let v2t_new = v2t;
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// 5
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let v1n_new = (v1n * (m1 - m2) + 2.0 * m2 * v2n) / (m1 + m2);
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let v2n_new = (v2n * (m2 - m1) + 2.0 * m1 * v1n) / (m1 + m2);
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// 6
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let vec1n = v1n_new * un;
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let vec1t = v1t_new * ut;
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let vec2n = v2n_new * un;
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let vec2t = v2t_new * ut;
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return (
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vec1n + vec1t,
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vec2n + vec2t
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);
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}
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