refining available functions

This commit is contained in:
skyeshroom 2021-08-12 15:53:36 -07:00
parent 915d17da80
commit afd7ea6c57
6 changed files with 348 additions and 43 deletions

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@ -13,4 +13,9 @@ include = ["/src", "LICENSE", "/examples"]
[dependencies]
[dev-dependencies]
winit = "0.25.0"
env_logger = "0.9"
log = "0.4"
pixels = "0.5.0"
winit = "0.25"
winit_input_helper = "0.10"
rand = "0.8.4"

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@ -1,8 +1,9 @@
use hypoloop::core::{State, Loop};
fn main() {
// create sim with default configuration
// create a new sim loop
let mut sim = Loop::new();
sim.set_update_interval(20);
// test variable
let mut x: f32 = 0.0;
@ -10,7 +11,7 @@ fn main() {
// create a closure containing your update logic
let mut update_logic = move |state: &mut State| {
// access loop metadata via the State object
x += state.get_timescale();
x += state.get_timestep();
print!("x: {} | ", x);
// print information about the current tick's timings
@ -18,7 +19,7 @@ fn main() {
};
// create a closure containing your display logic
let display_logic = move |state: &State| {
let mut display_logic = move |state: &mut State| {
//
};
@ -27,6 +28,6 @@ fn main() {
sim.init();
loop {
// "step" the sim forward
sim.step(&mut update_logic, &display_logic);
sim.step(&mut update_logic, &mut display_logic);
}
}

137
examples/buffer.rs Normal file
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@ -0,0 +1,137 @@
#![deny(clippy::all)]
#![forbid(unsafe_code)]
use hypoloop::core::{State, Loop};
use rand::Rng;
use log::error;
use pixels::{Error, Pixels, SurfaceTexture};
use winit::dpi::LogicalSize;
use winit::event::{Event, VirtualKeyCode};
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::WindowBuilder;
use winit_input_helper::WinitInputHelper;
const WIDTH: u32 = 500;
const HEIGHT: u32 = 500;
const BOX_SIZE: i16 = 64;
/// Representation of the application state. In this example, a box will bounce around the screen.
struct World {
target: [i16; 2]
}
fn main() -> Result<(), Error> {
env_logger::init();
let event_loop = EventLoop::new();
let mut input = WinitInputHelper::new();
let window = {
let size = LogicalSize::new(WIDTH as f64, HEIGHT as f64);
WindowBuilder::new()
.with_title("Hello Pixels")
.with_inner_size(size)
.with_min_inner_size(size)
.build(&event_loop)
.unwrap()
};
let mut pixels = {
let window_size = window.inner_size();
let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
Pixels::new(WIDTH, HEIGHT, surface_texture)?
};
let mut world = World::new();
// create sim with default configuration
let mut sim = Loop::new();
//sim.set_update_interval(10);
let mut update_logic = move |state: &mut State| {
// print information about the current tick's timings
state.debug_time();
world.update(state.get_timestep());
world.draw(pixels.get_frame());
if pixels
.render()
.map_err(|e| error!("pixels.render() failed: {}", e))
.is_err()
{
state.pause();
return;
}
};
// create a closure containing your display logic
let mut display_logic = move |state: &mut State| {
// Draw the current frame
window.request_redraw();
};
sim.init();
event_loop.run(move |event, _, control_flow| {
// Handle input events
if input.update(&event) {
// Close events
if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
*control_flow = ControlFlow::Exit;
return;
}
}
// step the sim forward
sim.step(&mut update_logic, &mut display_logic);
});
}
impl World {
/// Create a new `World` instance that can draw a moving box.
fn new() -> Self {
Self {
target: [0, 0]
}
}
/// Update the `World` internal state; bounce the box around the screen.
fn update(&mut self, timestep: f32) {
let speed: f32 = 500.0;
let mut new_target = self.target;
// update the target
if new_target[0] < WIDTH as i16 {
new_target[0] += (speed * timestep) as i16;
} else {
new_target[0] = 0;
}
self.target = new_target;
}
/// Draw the `World` state to the frame buffer.
///
/// Assumes the default texture format: `wgpu::TextureFormat::Rgba8UnormSrgb`
fn draw(&self, frame: &mut [u8]) {
for (i, pixel) in frame.chunks_exact_mut(4).enumerate() {
let x = (i % WIDTH as usize) as i16;
let y = (i / WIDTH as usize) as i16;
let mut old_pixel = [0u8; 4];
for j in 0..4 {
// get the old pixel and decay it
old_pixel[j] = pixel[j];
if old_pixel[j] > 0 {
old_pixel[j] -= 1;
}
}
let condition = x <= self.target[0];
let rgba = if condition {
[0xff, 0x00, 0x00, 0xff]
} else {
old_pixel
};
pixel.copy_from_slice(&rgba);
}
}
}

135
examples/pixelstest.rs Normal file
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@ -0,0 +1,135 @@
#![deny(clippy::all)]
#![forbid(unsafe_code)]
use hypoloop::core::{State, Loop};
use log::error;
use pixels::{Error, Pixels, SurfaceTexture};
use winit::dpi::LogicalSize;
use winit::event::{Event, VirtualKeyCode};
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::WindowBuilder;
use winit_input_helper::WinitInputHelper;
const WIDTH: u32 = 320;
const HEIGHT: u32 = 240;
const BOX_SIZE: i16 = 64;
/// Representation of the application state. In this example, a box will bounce around the screen.
struct World {
box_x: i16,
box_y: i16,
velocity_x: i16,
velocity_y: i16,
}
fn main() -> Result<(), Error> {
env_logger::init();
let event_loop = EventLoop::new();
let mut input = WinitInputHelper::new();
let window = {
let size = LogicalSize::new(WIDTH as f64, HEIGHT as f64);
WindowBuilder::new()
.with_title("Hello Pixels")
.with_inner_size(size)
.with_min_inner_size(size)
.build(&event_loop)
.unwrap()
};
let mut pixels = {
let window_size = window.inner_size();
let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
Pixels::new(WIDTH, HEIGHT, surface_texture)?
};
let mut world = World::new();
// create sim with default configuration
let mut sim = Loop::new();
sim.set_update_interval(10);
let mut update_logic = move |state: &mut State| {
// print information about the current tick's timings
state.debug_time();
world.update(state.get_delta_time(), state.get_timescale());
world.draw(pixels.get_frame());
if pixels
.render()
.map_err(|e| error!("pixels.render() failed: {}", e))
.is_err()
{
state.pause();
return;
}
};
// create a closure containing your display logic
let mut display_logic = move |state: &mut State| {
// Draw the current frame
window.request_redraw();
};
sim.init();
event_loop.run(move |event, _, control_flow| {
// Handle input events
if input.update(&event) {
// Close events
if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
*control_flow = ControlFlow::Exit;
return;
}
}
// step the sim forward
sim.step(&mut update_logic, &mut display_logic);
});
}
impl World {
/// Create a new `World` instance that can draw a moving box.
fn new() -> Self {
Self {
box_x: 24,
box_y: 16,
velocity_x: 100,
velocity_y: 100,
}
}
/// Update the `World` internal state; bounce the box around the screen.
fn update(&mut self, delta_time: u32, timescale: f32) {
let timestep: f32 = delta_time as f32 / 1000.0 * timescale;
if self.box_x <= 0 || self.box_x + BOX_SIZE > WIDTH as i16 {
self.velocity_x *= -1;
}
if self.box_y <= 0 || self.box_y + BOX_SIZE > HEIGHT as i16 {
self.velocity_y *= -1;
}
self.box_x += (self.velocity_x as f32 * timestep) as i16;
self.box_y += (self.velocity_y as f32 * timestep) as i16;
}
/// Draw the `World` state to the frame buffer.
///
/// Assumes the default texture format: `wgpu::TextureFormat::Rgba8UnormSrgb`
fn draw(&self, frame: &mut [u8]) {
for (i, pixel) in frame.chunks_exact_mut(4).enumerate() {
let x = (i % WIDTH as usize) as i16;
let y = (i / WIDTH as usize) as i16;
let inside_the_box = x >= self.box_x
&& x < self.box_x + BOX_SIZE
&& y >= self.box_y
&& y < self.box_y + BOX_SIZE;
let rgba = if inside_the_box {
[0x5e, 0x48, 0xe8, 0xff]
} else {
[0x48, 0xb2, 0xe8, 0xff]
};
pixel.copy_from_slice(&rgba);
}
}
}

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@ -30,7 +30,7 @@ fn main() {
};
// create a closure containing your display logic
let display_logic = move |state: &State| {
let display_logic = move |state: &mut State| {
// redraw the winit window
window.request_redraw();
};
@ -41,6 +41,6 @@ fn main() {
// run the winit event loop with embedded hypoloop sim
event_loop.run(move |event, _, control_flow| {
// "step" the sim forward
sim.step(&mut update_logic, &display_logic);
sim.step(&mut update_logic, &mut display_logic);
});
}

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@ -4,12 +4,12 @@ pub mod core {
/// Contains mutable simulation state which can be changed via callback functions
#[derive(Copy, Clone)]
pub struct State {
update_interval: u32,
timescale: f32,
simulate: bool,
clock_start: Instant,
last_tick: Instant,
delta_time: u32,
timestep: f32,
irl_time: Duration,
sim_time: Duration
}
@ -18,35 +18,32 @@ pub mod core {
/// Creates a default State object
pub fn new() -> State {
// Create default state object
let mut new_state = State {
update_interval: 40,
let new_state = State {
timescale: 1.0,
simulate: true,
clock_start: Instant::now(),
last_tick: Instant::now(),
delta_time: 0,
timestep: 0.0,
irl_time: Duration::new(0,0),
sim_time: Duration::new(0,0)
};
// Make sure that delta_time always starts the same as update_interval
new_state.delta_time = new_state.update_interval;
// Return this default state
new_state
}
/// Returns the "update interval", the minimum time (in ms) which will elapse between update ticks
pub fn get_update_interval(self) -> u32 {
self.update_interval
}
/// Returns the current "delta time", the time (in ms) elapsed since the last update tick
/// Returns the current "delta time", the real time (in ms) elapsed since the last update tick
pub fn get_delta_time(self) -> u32 {
self.delta_time
}
/// Returns the current IRL time elapsed since the start of the simulation
/// Returns the current "timestep", the virtual time (in s) elapsed since the last update tick (necessary for scaling physics simulations, etc.)
pub fn get_timestep(self) -> f32 {
self.timestep
}
/// Returns the current real time elapsed since the start of the simulation
pub fn get_irl_time(self) -> Duration {
self.irl_time
}
@ -76,42 +73,56 @@ pub mod core {
self.simulate = true;
}
/// Changes the simulation update interval
pub fn set_update_interval(&mut self, update_interval: u32) {
self.update_interval = update_interval;
}
/// Changes the simulation timescale
pub fn set_timescale(&mut self, timescale: f32) {
self.timescale = timescale;
}
/// Prints a string of information about the current time (IRL time, Sim time, Delta time (tick), Delta time (step))
/// IRL time: Real time (in ms) elapsed since the start of the loop
/// Sim time: Virtual time (in ms) elapsed since the start of the loop
/// Delta time (tick): Real time (in ms) elapsed between the last tick and the previous tick
/// Delta time (step): Real time (in ms with nanosecond accuracy) elapsed since the last update tick
/// Prints a string of information about the current step's timings
///
/// # Example:
/// `IRL time: 4443ms | Sim time: 4443ms | Delta time (tick): 40ms | Delta time (step): 40.0638ms | Timestep: 0.04s`
/// # Terminology:
/// - *IRL time:* Real time (in ms) elapsed since the start of the simulation
/// - *Sim time:* Virtual time (in ms) elapsed since the start of the simulation
/// - *Delta time (tick):* Real time (in ms) elapsed between the last tick and the previous tick
/// - *Delta time (step):* Real time (in ms with ns accuracy) elapsed since the last tick
/// - *Timestep:* Virtual time (in s with ms accuracy) elapsed since the last tick
pub fn debug_time(self) {
let elapsed_time = Instant::now().duration_since(self.last_tick);
let loop_delay_ms = elapsed_time.as_nanos() as f32 / 1_000_000.0;
println!("IRL time: {}ms | Sim time: {}ms | Delta time (tick): {}ms | Delta time (step): {}ms", self.irl_time.as_millis(), self.sim_time.as_millis(), self.delta_time, loop_delay_ms);
println!("IRL time: {}ms | Sim time: {}ms | Delta time (tick): {}ms | Delta time (step): {}ms | Timestep: {}s", self.irl_time.as_millis(), self.sim_time.as_millis(), self.delta_time, loop_delay_ms, self.timestep);
}
}
/// The simulation loop itself
pub struct Loop {
state: State,
realtime: bool
realtime: bool,
update_interval: u32
}
impl Loop {
/// Creates a new simulation with default values
pub fn new() -> Loop {
// Return a Loop object with a default State
Loop {
state: State::new(),
realtime: true
}
// Create a new State object
let mut new_state = State::new();
// Create a Loop object with a default State
let mut new_loop = Loop {
state: new_state,
realtime: true,
update_interval: 40
};
// Initialize the delta time to be the same as the update interval (to prevent division by zero)
new_loop.state.delta_time = new_loop.update_interval;
// Initialize the timestep based on the new delta time
new_loop.state.timestep = timestep(new_loop.state.delta_time, new_loop.state.timescale);
// Return the now-initialized Loop
new_loop
}
/// Initializes or re-initializes the simulation
@ -126,11 +137,11 @@ pub mod core {
}
/// Executes the per-loop logic (can be triggered manually so that hypoloop can be tied into external event loops)
pub fn step(&mut self, mut update_callback: impl FnMut(&mut State), display_callback: impl Fn(&State)) {
pub fn step(&mut self, mut update_callback: impl FnMut(&mut State), mut display_callback: impl FnMut(&mut State)) {
// don't run if the simulation is paused
if self.state.simulate {
// TODO - support frameskips
if !self.realtime || delta_time(self.state.last_tick) >= self.state.update_interval {
if !self.realtime || delta_time(self.state.last_tick) >= self.update_interval {
// mutable delta time and timescale for flexibility
let elapsed_time = Instant::now().duration_since(self.state.last_tick);
@ -140,10 +151,11 @@ pub mod core {
self.state.sim_time += elapsed_time.mul_f32(self.state.timescale);
self.state.irl_time += elapsed_time;
} else {
self.state.delta_time = self.state.update_interval;
self.state.sim_time += Duration::from_millis(self.state.update_interval as u64);
self.state.delta_time = self.update_interval;
self.state.sim_time += Duration::from_millis(self.update_interval as u64);
self.state.irl_time = Instant::now().duration_since(self.state.clock_start);
}
self.state.timestep = timestep(self.state.delta_time, self.state.timescale);
// update
update_callback(&mut self.state);
@ -154,7 +166,7 @@ pub mod core {
// display
if self.realtime {
display_callback(&self.state);
display_callback(&mut self.state);
}
}
}
@ -163,10 +175,25 @@ pub mod core {
pub fn set_realtime(&mut self, realtime: bool) {
self.realtime = realtime;
}
/// Returns the "update interval", the minimum time (in ms) which will elapse between update ticks
pub fn get_update_interval(self) -> u32 {
self.update_interval
}
// gets the time in milliseconds that's elapsed since the earlier Instant
/// Changes the update interval
pub fn set_update_interval(&mut self, update_interval: u32) {
self.update_interval = update_interval;
}
}
// gets the real time (in ms) that's elapsed since the earlier Instant
fn delta_time(earlier: Instant) -> u32 {
Instant::now().duration_since(earlier).as_millis() as u32
}
// returns the fractional timestep (in s) based on delta time and timescale
fn timestep(delta_time: u32, timescale: f32) -> f32 {
delta_time as f32 / 1000.0 * timescale
}
}