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2 Commits
a8229eedb1
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4a7adc6a89
Author | SHA1 | Date | |
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4a7adc6a89 | |||
ec89736b73 |
2
.gitignore
vendored
2
.gitignore
vendored
@ -18,3 +18,5 @@ Cargo.lock
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# MSVC Windows builds of rustc generate these, which store debugging information
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*.pdb
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# trunk output folder
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dist
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40
Cargo.toml
40
Cargo.toml
@ -1,10 +1,42 @@
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[package]
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name = "egui-circles"
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version = "0.1.0"
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version = "0.2.0"
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authors = ["Andriy Djmil <andriy@djmil.dev>"]
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edition = "2021"
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rust-version = "1.56"
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rust-version = "1.76"
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[package.metadata.docs.rs]
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all-features = true
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targets = ["x86_64-unknown-linux-gnu", "wasm32-unknown-unknown"]
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[dependencies]
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eframe = "0.24.0" # Gives us egui, epi and web+native backends
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emath = "0.24.0"
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egui = "0.28"
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eframe = { version = "0.28", default-features = false, features = [
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# "accesskit", # Make egui compatible with screen readers. NOTE: adds a lot of dependencies.
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"default_fonts", # Embed the default egui fonts.
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"glow", # Use the glow rendering backend. Alternative: "wgpu".
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# "persistence", # Enable restoring app state when restarting the app.
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] }
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log = "0.4"
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emath = "0.28.0"
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rand = "0.8"
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getrandom = { version = "0.2", features = ["js"] }
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# native:
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[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
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env_logger = "0.10"
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# web:
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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wasm-bindgen-futures = "0.4"
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# to access the DOM (to hide the loading text)
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[target.'cfg(target_arch = "wasm32")'.dependencies.web-sys]
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version = "0.3.4"
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[profile.release]
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opt-level = 2 # fast and small wasm
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# Optimize all dependencies even in debug builds:
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[profile.dev.package."*"]
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opt-level = 2
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25
assets/sw.js
Normal file
25
assets/sw.js
Normal file
@ -0,0 +1,25 @@
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var cacheName = 'egui-template-pwa';
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var filesToCache = [
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'./',
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'./index.html',
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'./eframe_template.js',
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'./eframe_template_bg.wasm',
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];
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/* Start the service worker and cache all of the app's content */
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self.addEventListener('install', function (e) {
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e.waitUntil(
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caches.open(cacheName).then(function (cache) {
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return cache.addAll(filesToCache);
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})
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);
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});
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/* Serve cached content when offline */
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self.addEventListener('fetch', function (e) {
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e.respondWith(
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caches.match(e.request).then(function (response) {
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return response || fetch(e.request);
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})
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);
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});
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140
index.html
Normal file
140
index.html
Normal file
@ -0,0 +1,140 @@
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<!DOCTYPE html>
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<html>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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<!-- Disable zooming: -->
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
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<head>
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<!-- change this to your project name -->
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<title>eframe template</title>
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<!-- config for our rust wasm binary. go to https://trunkrs.dev/assets/#rust for more customization -->
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<link data-trunk rel="rust" data-wasm-opt="2" />
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<!-- this is the base url relative to which other urls will be constructed. trunk will insert this from the public-url option -->
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<base data-trunk-public-url />
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<link data-trunk rel="icon" href="assets/favicon.ico">
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<link data-trunk rel="copy-file" href="assets/sw.js" />
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<link data-trunk rel="copy-file" href="assets/manifest.json" />
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<link data-trunk rel="copy-file" href="assets/icon-1024.png" />
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<link data-trunk rel="copy-file" href="assets/icon-256.png" />
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<link data-trunk rel="copy-file" href="assets/icon_ios_touch_192.png" />
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<link data-trunk rel="copy-file" href="assets/maskable_icon_x512.png" />
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<link rel="manifest" href="manifest.json">
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<link rel="apple-touch-icon" href="icon_ios_touch_192.png">
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<meta name="theme-color" media="(prefers-color-scheme: light)" content="white">
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<meta name="theme-color" media="(prefers-color-scheme: dark)" content="#404040">
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<style>
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html {
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/* Remove touch delay: */
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touch-action: manipulation;
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}
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body {
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/* Light mode background color for what is not covered by the egui canvas,
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or where the egui canvas is translucent. */
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background: #909090;
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}
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@media (prefers-color-scheme: dark) {
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body {
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/* Dark mode background color for what is not covered by the egui canvas,
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or where the egui canvas is translucent. */
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background: #404040;
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}
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}
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/* Allow canvas to fill entire web page: */
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html,
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body {
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overflow: hidden;
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margin: 0 !important;
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padding: 0 !important;
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height: 100%;
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width: 100%;
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}
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/* Position canvas in center-top: */
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canvas {
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margin-right: auto;
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margin-left: auto;
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display: block;
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position: absolute;
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top: 0%;
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left: 50%;
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transform: translate(-50%, 0%);
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}
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.centered {
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margin-right: auto;
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margin-left: auto;
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display: block;
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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color: #f0f0f0;
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font-size: 24px;
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font-family: Ubuntu-Light, Helvetica, sans-serif;
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text-align: center;
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}
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/* ---------------------------------------------- */
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/* Loading animation from https://loading.io/css/ */
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.lds-dual-ring {
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display: inline-block;
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width: 24px;
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height: 24px;
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}
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.lds-dual-ring:after {
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content: " ";
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display: block;
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width: 24px;
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height: 24px;
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margin: 0px;
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border-radius: 50%;
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border: 3px solid #fff;
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border-color: #fff transparent #fff transparent;
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animation: lds-dual-ring 1.2s linear infinite;
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}
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@keyframes lds-dual-ring {
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0% {
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||||
transform: rotate(0deg);
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}
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||||
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||||
100% {
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||||
transform: rotate(360deg);
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||||
}
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||||
}
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||||
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||||
</style>
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</head>
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||||
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<body>
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||||
<!-- The WASM code will resize the canvas dynamically -->
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||||
<!-- the id is hardcoded in main.rs . so, make sure both match. -->
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<canvas id="the_canvas_id" width="800" height="600"></canvas>
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<!--Register Service Worker. this will cache the wasm / js scripts for offline use (for PWA functionality). -->
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||||
<!-- Force refresh (Ctrl + F5) to load the latest files instead of cached files -->
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<script>
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// We disable caching during development so that we always view the latest version.
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if ('serviceWorker' in navigator && window.location.hash !== "#dev") {
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window.addEventListener('load', function () {
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navigator.serviceWorker.register('sw.js');
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||||
});
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||||
}
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||||
</script>
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||||
</body>
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||||
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||||
</html>
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||||
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||||
<!-- Powered by egui: https://github.com/emilk/egui/ -->
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172
src/app.rs
Normal file
172
src/app.rs
Normal file
@ -0,0 +1,172 @@
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extern crate emath;
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extern crate rand;
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extern crate eframe;
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use self::emath::Vec2;
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use self::eframe::egui;
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use self::egui::Color32;
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use self::egui::Stroke;
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use self::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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||||
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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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||||
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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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||||
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if let Some(mousepos) = hover_pos {
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||||
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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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||||
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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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||||
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,
|
||||
self.colors[i] /*Color32::TRANSPARENT*/,
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||||
Stroke{width: 2.0, color: Color32::from_rgb(255, 255, 255)}
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||||
);
|
||||
}
|
||||
});
|
||||
|
||||
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 {
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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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||||
|
||||
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};
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||||
|
||||
// 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
|
||||
);
|
||||
}
|
||||
|
||||
//}
|
@ -1,19 +1,20 @@
|
||||
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 struct Circle {
|
||||
pub v: Vec2,
|
||||
pub c: Pos2,
|
||||
pub r: f32,
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for Circle {
|
||||
impl Default for Circle {
|
||||
fn default() -> Self {
|
||||
let r = rand::thread_rng().gen_range(20.0..50.0);
|
||||
Self {
|
||||
@ -26,9 +27,9 @@ pub mod circle {
|
||||
y: rand::thread_rng().gen_range(-2.0..2.0)},
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Circle {
|
||||
impl Circle {
|
||||
pub fn apply_force(&mut self, bb: &Rect) {
|
||||
self.v *= FRICTION;
|
||||
self.c += self.v;
|
||||
@ -53,6 +54,5 @@ pub mod circle {
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
214
src/main.rs
214
src/main.rs
@ -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-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(|_| 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:?}");
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
Loading…
Reference in New Issue
Block a user