split main and app sources

This commit is contained in:
djmil 2024-07-03 20:31:14 +02:00
parent 7f387cbaa0
commit 433ee08f66
3 changed files with 231 additions and 223 deletions

169
src/app.rs Normal file
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@ -0,0 +1,169 @@
use emath::Vec2;
use eframe::egui;
use egui::Color32;
use egui::Stroke;
use rand::Rng;
use crate::circle::Circle;
pub struct Simulation {
circles: Vec<Circle>,
circles_count: usize,
colors: Vec<egui::Color32>,
}
impl Default for Simulation {
fn default() -> Self {
Self {
circles: Vec::new(),
circles_count: 2,
colors: Vec::new(),
}
}
}
impl eframe::App for Simulation {
fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
// Looks better on 4k montior
ctx.set_pixels_per_point(1.5);
egui::CentralPanel::default().show(ctx, |ui| {
if ui.button("halt").clicked() {
self.circles.iter_mut().for_each(|c| (*c).v = Vec2{x: 0.0, y: 0.0});
};
if ui.button("push").clicked() {
self.circles.iter_mut().for_each(|c| (*c).v = Vec2{
x: rand::thread_rng().gen_range(-2.0..2.0),
y: rand::thread_rng().gen_range(-2.0..2.0)});
};
ui.add(egui::Slider::new(&mut self.circles_count, 0..=25).text("circles count"));
let diff = (self.circles.len() as i32) - (self.circles_count as i32);
if diff > 0 {
self.circles.truncate(self.circles_count);
} else {
for _ in diff..0 {
self.circles.push(Circle::default());
self.colors.push(
egui::Color32::from_rgba_premultiplied(
rand::thread_rng().gen_range(0..255),
rand::thread_rng().gen_range(0..255),
rand::thread_rng().gen_range(0..255),
64)
);
}
}
let painter = ui.painter();
let (hover_pos, any_down, any_released) = ctx.input(|input| (
input.pointer.hover_pos(),
input.pointer.any_down(),
input.pointer.any_released()
));
if let Some(mousepos) = hover_pos {
self.circles.iter_mut().for_each(|circle|{
let d = circle.c - mousepos;
if d.length() < circle.r {
if any_down {
painter.line_segment(
[circle.c, circle.c +d],
Stroke{width: 1.0, color: Color32::from_rgb(128, 255, 255)});
}
if any_released {
circle.v += d.normalized() * (d.length() / circle.r) * 8.0;
}
}
});
}
for i in 0..self.circles_count {
painter.circle(
self.circles[i].c,
self.circles[i].r,
self.colors[i] /*Color32::TRANSPARENT*/,
Stroke{width: 2.0, color: Color32::from_rgb(255, 255, 255)}
);
}
});
for circle in &mut self.circles {
circle.apply_force(&ctx.used_rect());
}
// Naive N^2 Colition detection
// Optimization https://en.wikipedia.org/wiki/Sweep_and_prune
for i in 0..self.circles_count {
for j in i+1..self.circles_count {
if (i + j) % 3 == 0 {
continue; // skip collsions for every third ball
}
let dc = self.circles[i].c - self.circles[j].c;
let dr = self.circles[i].r + self.circles[j].r;
if dc.length() < dr {
(self.circles[i].v, self.circles[j].v) = collision(&self.circles[i], &self.circles[j]);
}
}
}
// This is how to go into continuous mode - uncomment this to see example of continuous mode
ctx.request_repaint();
}
}
fn collision(c1: &Circle, c2: &Circle) -> (Vec2, Vec2) {
let m1 = c1.r;
let m2 = c2.r;
// collision normal
let n = Vec2{
x: c2.c.x - c1.c.x,
y: c2.c.y - c1.c.y
};
// normal vector unit
let un = n.normalized();
// collision tangen
let ut = Vec2{x: -un.y, y: un.x};
// 3
let v1n = un.dot(c1.v);
let v1t = ut.dot(c1.v);
let v2n = un.dot(c2.v);
let v2t = ut.dot(c2.v);
// 4
let v1t_new = v1t;
let v2t_new = v2t;
// 5
let v1n_new = (v1n * (m1 - m2) + 2.0 * m2 * v2n) / (m1 + m2);
let v2n_new = (v2n * (m2 - m1) + 2.0 * m1 * v1n) / (m1 + m2);
// 6
let vec1n = v1n_new * un;
let vec1t = v1t_new * ut;
let vec2n = v2n_new * un;
let vec2t = v2t_new * ut;
return (
vec1n + vec1t,
vec2n + vec2t
);
}
//}

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@ -1,5 +1,3 @@
pub mod circle {
use emath::Vec2;
use emath::Pos2;
use emath::Rect;
@ -53,6 +51,5 @@ pub mod circle {
}
}
}
}
}
}

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