added colliders
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79
src/main.rs
79
src/main.rs
@ -1,5 +1,5 @@
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use core::time;
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use core::time;
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use std::time::{Duration, Instant};
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use std::{ops::Bound, time::{Duration, Instant}};
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use rand::Rng;
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use rand::Rng;
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// loop constants
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// loop constants
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@ -12,9 +12,51 @@ const DEBUG_PARTICLES: bool = true;
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// scene constants
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// scene constants
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const TIMESCALE: f32 = 1.0;
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const TIMESCALE: f32 = 1.0;
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const SIM_BOUNDS: BoundingBox = BoundingBox {
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size: [10.0, 10.0, 10.0],
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offset: [-5.0, -5.0, 0.0]
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};
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const GRAVITY: f32 = -9.8;
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const GRAVITY: f32 = -9.8;
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const PARTICLE_COUNT: i32 = 1;
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const PARTICLE_COUNT: i32 = 1;
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// a struct made for defining a bounding box
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#[derive(Copy, Clone)]
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struct BoundingBox {
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size: [f32; 3],
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offset: [f32; 3]
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}
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impl BoundingBox {
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// return the lower bounds
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fn lower(&self) -> [f32; 3] {
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self.offset
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}
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// return the upper bounds
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fn upper(&self) -> [f32; 3] {
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let mut bounds: [f32; 3] = [0.0; 3];
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for i in 0..3 {
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bounds[i] = self.size[i] + self.offset[i];
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}
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bounds
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}
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}
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#[derive(Copy, Clone)]
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struct PlaneCollider {
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location: [f32; 3],
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normal: [f32; 3]
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}
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impl PlaneCollider {
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// returns if a location is outside the plane's space (past the plane in the direction of the plane's normal)
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fn is_outside(&self, point: [f32; 3]) -> bool {
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true
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}
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}
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// a struct made for physics particles
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// a struct made for physics particles
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#[derive(Copy, Clone)]
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#[derive(Copy, Clone)]
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struct Particle {
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struct Particle {
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@ -30,20 +72,18 @@ fn main() {
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// start the clock to keep track of real time
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// start the clock to keep track of real time
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let clock_start = Instant::now();
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let clock_start = Instant::now();
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// track the end time of the last loop
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let mut end_time = Instant::now();
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// keep track of the last tick time
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// keep track of the last tick time
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let mut last_tick = Instant::now();
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let mut last_tick = Instant::now();
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// a vector of particles
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// a vector of particles
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let mut particles: Vec<Particle> = vec![];
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let mut particles: Vec<Particle> = vec![];
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for i in 0..PARTICLE_COUNT {
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for i in 0..PARTICLE_COUNT {
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// each particle spawned at a random location within the sim bounds
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let new_particle = Particle {
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let new_particle = Particle {
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location: [0.0, 0.0, 10.0],
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location: [0.0, 0.0, 5.0],
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velocity: [0.0; 3],
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velocity: [0.0; 3],
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acceleration: [0.0; 3],
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acceleration: random_vector3([100.0; 3], [-50.0; 3]),
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gravity_enabled: true
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gravity_enabled: false
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};
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};
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particles.push(new_particle)
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particles.push(new_particle)
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@ -104,22 +144,29 @@ fn update(delta_time: u32, particles: &mut Vec<Particle>) {
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particle.location[i] = timestep.mul_add(particle.velocity[i], particle.location[i]);
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particle.location[i] = timestep.mul_add(particle.velocity[i], particle.location[i]);
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}
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}
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// prevent the particle from going below the ground plane, and kill downward velocity upon "hitting" the ground plane
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// prevent the particle from exiting the sim bounds by clamping its position and killing its velocity upon "hitting" a wall
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if particle.location[2] <= 0.0 {
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let upper_bounds = SIM_BOUNDS.upper();
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particle.location[2] = 0.0;
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let lower_bounds = SIM_BOUNDS.lower();
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particle.velocity[2] = particle.velocity[2].max(0.0);
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for i in 0..3 {
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if particle.location[i] >= upper_bounds[i] {
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particle.location[i] = upper_bounds[i];
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particle.velocity[i] = 0.0;
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} else if particle.location[i] <= lower_bounds[i] {
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particle.location[i] = lower_bounds[i];
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particle.velocity[i] = 0.0;
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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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}
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// render function
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// render function
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fn display(delta_time: Duration, particle: &Particle) {
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fn display(delta_time: u32, particle: &Particle) {
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// calculate interpolation via delta time
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// calculate interpolation via delta time
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let interpolation: f32 = delta_time.as_millis() as f32 / UPDATE_INTERVAL as f32;
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let interpolation: f32 = delta_time as f32 / UPDATE_INTERVAL as f32;
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// DEBUG
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// DEBUG
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if DEBUG_LOOP {
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if DEBUG_LOOP {
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println!("Displaying | Delta Time: {}ms | Relative Time: {}", delta_time.as_millis(), interpolation);
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println!("Displaying | Delta Time: {}ms | Relative Time: {}", delta_time, interpolation);
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}
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}
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// DEBUG
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// DEBUG
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@ -132,14 +179,14 @@ fn lerp_1d(x: f64, y: f64, a: f64) -> f64 {
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}
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}
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// returns a vector3 with random components
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// returns a vector3 with random components
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fn make_vector3() -> [f32; 3] {
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fn random_vector3(scale: [f32; 3], offset: [f32; 3]) -> [f32; 3] {
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let mut rng = rand::thread_rng();
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let mut rng = rand::thread_rng();
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let mut vector3: [f32; 3] = [0.0; 3];
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let mut vector3: [f32; 3] = [0.0; 3];
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for i in 0..3 {
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for i in 0..3 {
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let component = rng.gen::<f32>();
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let component = rng.gen::<f32>();
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vector3[i] = component;
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vector3[i] = component.mul_add(scale[i], offset[i]);
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}
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}
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vector3
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vector3
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