initial commit

This commit is contained in:
djmil 2024-04-28 22:01:57 +02:00
parent 21c3f9dfaa
commit 7b21fdf962
4 changed files with 250 additions and 0 deletions

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2D collisions.pdf Normal file

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Cargo.toml Executable file
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[package]
name = "egui-circles"
version = "0.1.0"
edition = "2021"
rust-version = "1.56"
[dependencies]
eframe = "0.24.0" # Gives us egui, epi and web+native backends
emath = "0.24.0"
rand = "0.8"

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src/circle.rs Normal file
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pub mod circle {
use emath::Vec2;
use emath::Pos2;
use emath::Rect;
use rand::Rng;
pub static FRICTION: f32 = 0.995;
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
}
}
}
}
}

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src/main.rs Executable file
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use emath::Vec2;
use eframe::egui;
use egui::Color32;
use egui::Stroke;
use rand::Rng;
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<()> {
let native_options = eframe::NativeOptions {
viewport: egui::ViewportBuilder::default().with_inner_size((800.0, 600.0)),
..eframe::NativeOptions::default()
};
eframe::run_native(
ExampleApp::name(),
native_options,
Box::new(|_| Box::<ExampleApp>::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
);
}