now supporting sim-time
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65829c0d7c
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188
src/main.rs
188
src/main.rs
@ -1,72 +1,18 @@
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use core::time;
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use core::time;
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use std::{ops::Bound, time::{Duration, Instant}};
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use std::time::{Duration, Instant};
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use rand::Rng;
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// loop constants
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// sim constants
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// update interval is the minimum delay (in milliseconds) between update ticks
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const UPDATE_INTERVAL: u32 = 40;
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const UPDATE_INTERVAL: u32 = 40;
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// timescale is the rate of the simulation proportional to real-time
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const TIMESCALE: f32 = 1.0;
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// debug constants
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// debug constants
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const DEBUG_LOOP: bool = false;
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const DEBUG_LOOP: bool = false;
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const DEBUG_TIME: bool = false;
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const DEBUG_TIME: bool = true;
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const DEBUG_PARTICLES: bool = true;
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// scene constants
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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 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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#[derive(Copy, Clone)]
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struct Particle {
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location: [f32; 3],
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velocity: [f32; 3],
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acceleration: [f32; 3],
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gravity_enabled: bool
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}
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fn main() {
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fn main() {
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// allow the simulation to be stopped from within the loop (by setting simulate to false)
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let mut simulate: bool = true;
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let mut simulate: bool = true;
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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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@ -75,121 +21,57 @@ fn main() {
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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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// real-time and sim-time clocks
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let mut particles: Vec<Particle> = vec![];
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let mut real_time = Duration::new(0, 0);
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for i in 0..PARTICLE_COUNT {
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let mut sim_time = Duration::new(0, 0);
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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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location: [0.0, 0.0, 5.0],
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velocity: [0.0; 3],
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acceleration: random_vector3([100.0; 3], [-50.0; 3]),
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gravity_enabled: false
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};
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particles.push(new_particle)
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}
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while simulate {
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while simulate {
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// update
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// TODO - support frameskips
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if delta_time(last_tick) >= UPDATE_INTERVAL {
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if delta_time(last_tick) >= UPDATE_INTERVAL {
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// update clocks
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let elapsed_time = Instant::now().duration_since(last_tick);
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real_time += elapsed_time;
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sim_time += elapsed_time.mul_f32(TIMESCALE);
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// DEBUG
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// DEBUG
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if DEBUG_TIME {
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if DEBUG_TIME {
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println!("Real time: {}ms | Delta time: {}ms", delta_time(clock_start), delta_time(last_tick));
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println!("Real time: {}ms | Sim time: {}ms | Delta time: {}ms", real_time.as_millis(), sim_time.as_millis(), delta_time(last_tick));
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}
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if DEBUG_PARTICLES {
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for i in 0..particles.len() {
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println!("Time: {}ms | Delta time: {} | Particle {} Location: {:?}, Velocity: {:?}, Acceleration: {:?}", delta_time(clock_start), delta_time(last_tick), i, particles[i].location, particles[i].velocity, particles[i].acceleration);
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}
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}
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}
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update(delta_time(last_tick), &mut particles);
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// update
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update(delta_time(last_tick), TIMESCALE);
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// record last tick time
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// record last tick time
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last_tick = Instant::now();
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last_tick = Instant::now();
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}
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}
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//display(delta_time, &test_particle);
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// display
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display(delta_time(last_tick), TIMESCALE);
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}
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}
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}
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}
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// update function
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// update function
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// TODO - I think I'm resetting delta time in the wrong place or just using it incorrectly; frameskips aren't happening at all
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// this is where all your per-tick logic should go
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fn update(delta_time: u32, particles: &mut Vec<Particle>) {
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fn update(delta_time: u32, timescale: f32) {
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if DEBUG_LOOP {
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println!("Updating");
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}
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// calculate the exact timestep (fractional time in seconds) from delta time
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let timestep: f32 = delta_time as f32 / 1000.0;
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for particle in particles.iter_mut() {
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// add gravitational constant to instantaneous acceleration
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if particle.gravity_enabled {
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// acceleration += constant
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particle.acceleration[2] += GRAVITY;
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}
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// update velocity
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for i in 0..3 {
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// velocity += timestep * acceleration
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particle.velocity[i] = timestep.mul_add(particle.acceleration[i], particle.velocity[i]);
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// kill instantaneous acceleration
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particle.acceleration[i] = 0.0;
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}
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// update location
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for i in 0..3 {
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// location += timestep * velocity
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particle.location[i] = timestep.mul_add(particle.velocity[i], particle.location[i]);
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}
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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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let upper_bounds = SIM_BOUNDS.upper();
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let lower_bounds = SIM_BOUNDS.lower();
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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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// render function
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fn display(delta_time: u32, particle: &Particle) {
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// calculate interpolation via delta time
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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, interpolation);
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println!("Updating...");
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}
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}
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// use timestep to scale per-tick calculations appropriately
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let timestep: f32 = delta_time as f32 / 1000.0 * timescale;
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}
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// display function
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// this is where you should call a render function
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fn display(delta_time: u32, timescale: f32) {
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// DEBUG
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// DEBUG
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// println!("test_particle | Location: {:?} | Velocity: {:?}", render_particle.location, render_particle.velocity);
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if DEBUG_LOOP {
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println!("Displaying...");
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}
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}
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// 1D linear interpolation
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// use interpolation to smooth display values between ticks
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fn lerp_1d(x: f64, y: f64, a: f64) -> f64 {
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let interpolation: f32 = delta_time as f32 / UPDATE_INTERVAL as f32 * timescale;
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x + ((y - x) * a)
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}
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// returns a vector3 with random components
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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 vector3: [f32; 3] = [0.0; 3];
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for i in 0..3 {
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let component = rng.gen::<f32>();
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vector3[i] = component.mul_add(scale[i], offset[i]);
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}
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vector3
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}
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}
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// gets the time in milliseconds that's elapsed since the earlier Instant
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// gets the time in milliseconds that's elapsed since the earlier Instant
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