Merge pull request 'eframe-template' (#6) from eframe-template into master

closes #2

Reviewed-on: #6
This commit is contained in:
djmil 2024-07-11 22:27:28 +02:00
commit 5a9a38fa07
10 changed files with 488 additions and 222 deletions

2
.gitignore vendored
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@ -18,3 +18,5 @@ Cargo.lock
# MSVC Windows builds of rustc generate these, which store debugging information
*.pdb
# trunk output folder
dist

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@ -1,10 +1,42 @@
[package]
name = "egui-circles"
version = "0.1.0"
version = "0.2.0"
authors = ["Andriy Djmil <andriy@djmil.dev>"]
edition = "2021"
rust-version = "1.56"
rust-version = "1.76"
[package.metadata.docs.rs]
all-features = true
targets = ["x86_64-unknown-linux-gnu", "wasm32-unknown-unknown"]
[dependencies]
eframe = "0.24.0" # Gives us egui, epi and web+native backends
emath = "0.24.0"
egui = "0.28"
eframe = { version = "0.28", default-features = false, features = [
# "accesskit", # Make egui compatible with screen readers. NOTE: adds a lot of dependencies.
"default_fonts", # Embed the default egui fonts.
"glow", # Use the glow rendering backend. Alternative: "wgpu".
# "persistence", # Enable restoring app state when restarting the app.
] }
log = "0.4"
emath = "0.28.0"
rand = "0.8"
getrandom = { version = "0.2", features = ["js"] }
# native:
[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
env_logger = "0.10"
# web:
[target.'cfg(target_arch = "wasm32")'.dependencies]
wasm-bindgen-futures = "0.4"
# to access the DOM (to hide the loading text)
[target.'cfg(target_arch = "wasm32")'.dependencies.web-sys]
version = "0.3.4"
[profile.release]
opt-level = 2 # fast and small wasm
# Optimize all dependencies even in debug builds:
[profile.dev.package."*"]
opt-level = 2

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@ -0,0 +1,17 @@
{
"name": "eGUI Circles",
"short_name": "circles",
"icons": [
{
"src": "/icon-192.png",
"sizes": "192x192",
"type": "image/png"
}
],
"lang": "en-US",
"id": "/index.html",
"start_url": "./index.html",
"display": "standalone",
"background_color": "white",
"theme_color": "white"
}

25
assets/sw.js Normal file
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@ -0,0 +1,25 @@
var cacheName = 'egui-template-pwa';
var filesToCache = [
'./',
'./index.html',
'./eframe_template.js',
'./eframe_template_bg.wasm',
];
/* Start the service worker and cache all of the app's content */
self.addEventListener('install', function (e) {
e.waitUntil(
caches.open(cacheName).then(function (cache) {
return cache.addAll(filesToCache);
})
);
});
/* Serve cached content when offline */
self.addEventListener('fetch', function (e) {
e.respondWith(
caches.match(e.request).then(function (response) {
return response || fetch(e.request);
})
);
});

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index.html Normal file
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<!DOCTYPE html>
<html>
<meta http-equiv="Content-Type" charset="utf-8" />
<!-- Disable zooming: -->
<meta name="viewport" content="width=device-width, initial-scale=1.5, user-scalable=no">
<head>
<!-- change this to your project name -->
<title>egui Circles</title>
<!-- config for our rust wasm binary. go to https://trunkrs.dev/assets/#rust for more customization -->
<link data-trunk rel="rust" data-wasm-opt="2" />
<!-- this is the base url relative to which other urls will be constructed. trunk will insert this from the public-url option -->
<base data-trunk-public-url />
<link data-trunk rel="icon" href="assets/favicon.ico">
<link data-trunk rel="copy-file" href="assets/sw.js" />
<link data-trunk rel="copy-file" href="assets/manifest.json" />
<link data-trunk rel="copy-file" href="assets/icon-192.png" />
<link rel="manifest" href="manifest.json">
<meta name="theme-color" media="(prefers-color-scheme: light)" content="white">
<meta name="theme-color" media="(prefers-color-scheme: dark)" content="#404040">
<style>
html {
/* Remove touch delay: */
touch-action: manipulation;
}
body {
/* Light mode background color for what is not covered by the egui canvas,
or where the egui canvas is translucent. */
background: #909090;
}
@media (prefers-color-scheme: dark) {
body {
/* Dark mode background color for what is not covered by the egui canvas,
or where the egui canvas is translucent. */
background: #404040;
}
}
/* Allow canvas to fill entire web page: */
html,
body {
overflow: hidden;
margin: 0 !important;
padding: 0 !important;
height: 100%;
width: 100%;
}
/* Position canvas in center-top: */
canvas {
margin-right: auto;
margin-left: auto;
display: block;
position: absolute;
top: 0%;
left: 50%;
transform: translate(-50%, 0%);
}
.centered {
margin-right: auto;
margin-left: auto;
display: block;
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
color: #f0f0f0;
font-size: 24px;
font-family: Ubuntu-Light, Helvetica, sans-serif;
text-align: center;
}
/* ---------------------------------------------- */
/* Loading animation from https://loading.io/css/ */
.lds-dual-ring {
display: inline-block;
width: 24px;
height: 24px;
}
.lds-dual-ring:after {
content: " ";
display: block;
width: 24px;
height: 24px;
margin: 0px;
border-radius: 50%;
border: 3px solid #fff;
border-color: #fff transparent #fff transparent;
animation: lds-dual-ring 1.2s linear infinite;
}
@keyframes lds-dual-ring {
0% {
transform: rotate(0deg);
}
100% {
transform: rotate(360deg);
}
}
</style>
</head>
<body>
<!-- The WASM code will resize the canvas dynamically -->
<!-- the id is hardcoded in main.rs . so, make sure both match. -->
<canvas id="the_canvas_id" width="800" height="600"></canvas>
<!--Register Service Worker. this will cache the wasm / js scripts for offline use (for PWA functionality). -->
<!-- Force refresh (Ctrl + F5) to load the latest files instead of cached files -->
<script>
// We disable caching during development so that we always view the latest version.
if ('serviceWorker' in navigator && window.location.hash !== "#dev") {
window.addEventListener('load', function () {
navigator.serviceWorker.register('sw.js');
});
}
</script>
</body>
</html>
<!-- Powered by egui: https://github.com/emilk/egui/ -->

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src/app.rs Normal file
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extern crate emath;
extern crate rand;
extern crate eframe;
use self::emath::Vec2;
use self::eframe::egui;
use self::egui::Color32;
use self::egui::Stroke;
use self::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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@ -1,58 +1,58 @@
pub mod circle {
extern crate emath;
extern crate rand;
use emath::Vec2;
use emath::Pos2;
use emath::Rect;
use rand::Rng;
use self::emath::Vec2;
use self::emath::Pos2;
use self::emath::Rect;
use self::rand::Rng;
pub static FRICTION: f32 = 0.995;
pub static FRICTION: f32 = 0.995;
pub struct Circle {
pub v: Vec2,
pub c: Pos2,
pub r: f32,
}
pub struct Circle {
pub v: Vec2,
pub c: Pos2,
pub r: f32,
}
impl Default for Circle {
fn default() -> Self {
let r = rand::thread_rng().gen_range(20.0..50.0);
Self {
r: r,
c: Pos2 {
x: rand::thread_rng().gen_range(r..400.0-r),
y: rand::thread_rng().gen_range(r..400.0-r)},
v: Vec2 {
x: rand::thread_rng().gen_range(-2.0..2.0),
y: rand::thread_rng().gen_range(-2.0..2.0)},
}
}
}
impl Circle {
pub fn apply_force(&mut self, bb: &Rect) {
self.v *= FRICTION;
self.c += self.v;
if self.v.x > 0.0 {
if self.c.x + self.r > bb.right() {
self.v.x *= -1.0
}
} else {
if self.c.x - self.r < bb.left() {
self.v.x *= -1.0
}
}
if self.v.y > 0.0 {
if self.c.y + self.r > bb.bottom() {
self.v.y *= -1.0
}
} else {
if self.c.y - self.r < bb.top() {
self.v.y *= -1.0
}
}
impl Default for Circle {
fn default() -> Self {
let r = rand::thread_rng().gen_range(20.0..50.0);
Self {
r: r,
c: Pos2 {
x: rand::thread_rng().gen_range(r..400.0-r),
y: rand::thread_rng().gen_range(r..400.0-r)},
v: Vec2 {
x: rand::thread_rng().gen_range(-2.0..2.0),
y: rand::thread_rng().gen_range(-2.0..2.0)},
}
}
}
impl Circle {
pub fn apply_force(&mut self, bb: &Rect) {
self.v *= FRICTION;
self.c += self.v;
if self.v.x > 0.0 {
if self.c.x + self.r > bb.right() {
self.v.x *= -1.0
}
} else {
if self.c.x - self.r < bb.left() {
self.v.x *= -1.0
}
}
if self.v.y > 0.0 {
if self.c.y + self.r > bb.bottom() {
self.v.y *= -1.0
}
} else {
if self.c.y - self.r < bb.top() {
self.v.y *= -1.0
}
}
}
}

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@ -1,182 +1,64 @@
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();
}
}
// When compiling natively:
#[cfg(not(target_arch = "wasm32"))]
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-192.png")[..])
.expect("Failed to load icon"),
),
..Default::default()
};
eframe::run_native(
ExampleApp::name(),
"egui-circles",
native_options,
Box::new(|_| Box::<ExampleApp>::default()),
Box::new(|_| Ok(Box::<crate::app::Simulation>::default())),
)
}
fn collision(c1: &Circle, c2: &Circle) -> (Vec2, Vec2) {
let m1 = c1.r;
let m2 = c2.r;
// When compiling to web using trunk:
#[cfg(target_arch = "wasm32")]
fn main() {
// Redirect `log` message to `console.log` and friends:
eframe::WebLogger::init(log::LevelFilter::Debug).ok();
// collision normal
let n = Vec2{
x: c2.c.x - c1.c.x,
y: c2.c.y - c1.c.y
};
let web_options = eframe::WebOptions::default();
// normal vector unit
let un = n.normalized();
wasm_bindgen_futures::spawn_local(async {
let start_result = eframe::WebRunner::new()
.start(
"the_canvas_id",
web_options,
//Box::new(|cc| Ok(Box::new(eframe_template::TemplateApp::new(cc)))),
Box::new(|_| Ok(Box::<crate::app::Simulation>::default())),
)
.await;
// 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
);
// Remove the loading text and spinner:
let loading_text = web_sys::window()
.and_then(|w| w.document())
.and_then(|d| d.get_element_by_id("loading_text"));
if let Some(loading_text) = loading_text {
match start_result {
Ok(_) => {
loading_text.remove();
}
Err(e) => {
loading_text.set_inner_html(
"<p> The app has crashed. See the developer console for details. </p>",
);
panic!("Failed to start eframe: {e:?}");
}
}
}
});
}