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29
src/link.rs
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29
src/link.rs
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use crate::particle::Particle;
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use std::rc::Rc;
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use std::cell::RefCell;
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pub struct Link {
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p1: Rc<RefCell<Particle>>,
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p2: Rc<RefCell<Particle>>,
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length: f32
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}
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impl Link {
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pub fn new(p1: Rc<RefCell<Particle>>, p2: Rc<RefCell<Particle>>, length: f32) -> Self {
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Link {
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p1: p1,
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p2: p2,
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length: length
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}
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}
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pub fn solve(&mut self) {
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let vec = self.p2.borrow().pos - self.p1.borrow().pos;
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let vec_len = (vec.x*vec.x + vec.y*vec.y).sqrt();
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let vec_norm = vec/vec_len;
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let vec_scaled = vec_norm * (self.length-vec_len) * 9.;
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self.p1.borrow_mut().apply_force(-vec_scaled);
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self.p2.borrow_mut().apply_force(vec_scaled);
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}
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}
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108
src/main.rs
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108
src/main.rs
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use sfml::graphics::*;
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use sfml::window::*;
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use sfml::SfResult;
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use sfml::system::{Vector2f, Clock};
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use std::rc::Rc;
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use std::cell::RefCell;
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mod particle;
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use particle::Particle;
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mod link;
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use link::Link;
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//const GRAVITY: f32 = 100.;
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fn populate_particles(particles: Vec<Particle>) {
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}
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fn populate_links(links: Vec<Link>) {
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}
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fn apply_forces(particles: Vec<Particle>) {
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}
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fn update_particles(particles: Vec<Particle>) {
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}
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fn solve_links(links: Vec<Link>) {
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}
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fn update_positions(circles: Vec<CircleShape>) {
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}
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fn main() -> SfResult<()> {
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let mut window = RenderWindow::new(
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(800, 600),
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"Verlet",
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Style::CLOSE,
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&Default::default()
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)?;
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window.set_framerate_limit(60);
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let mut clock = Clock::start()?;
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let mut particles: Vec<Particle> = vec![];
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populate_particles(particles);
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let particle1 = Rc::new(RefCell::new(Particle::new(Vector2f::new(200., 300.))));
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let particle2 = Rc::new(RefCell::new(Particle::new(Vector2f::new(300., 300.))));
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let particle3 = Rc::new(RefCell::new(Particle::new(Vector2f::new(400., 300.))));
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let mut link1 = Link::new(Rc::clone(&particle1), Rc::clone(&particle2), 100.);
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let mut link2 = Link::new(Rc::clone(&particle2), Rc::clone(&particle3), 100.);
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let mut link3 = Link::new(Rc::clone(&particle1), Rc::clone(&particle3), 200.);
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let radius = 32.;
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let mut circle1 = CircleShape::new(radius, 100);
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let mut circle2 = CircleShape::new(radius, 100);
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let mut circle3 = CircleShape::new(radius, 100);
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circle1.set_origin((radius, radius));
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circle2.set_origin((radius, radius));
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circle3.set_origin((radius, radius));
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while window.is_open() {
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while let Some(event) = window.poll_event() {
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match event {
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Event::Closed => window.close(),
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_ => {}
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}
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}
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if mouse::Button::is_pressed(mouse::Button::Left) {
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let mouse_pos = window.mouse_position();
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let mouse_coords = window.map_pixel_to_coords_current_view(mouse_pos);
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let p_pos = particle1.borrow().pos;
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particle2.borrow_mut().apply_force(mouse_coords - p_pos);
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}
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let dt = clock.restart().as_seconds();
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//particle.apply_force(Vector2f::new(0., GRAVITY));
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particle1.borrow_mut().update(dt);
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particle2.borrow_mut().update(dt);
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particle3.borrow_mut().update(dt);
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link1.solve();
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link2.solve();
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link3.solve();
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circle1.set_position(particle1.borrow().pos);
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circle2.set_position(particle2.borrow().pos);
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circle3.set_position(particle3.borrow().pos);
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window.clear(Color::BLACK);
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window.draw(&circle1);
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window.draw(&circle2);
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window.draw(&circle3);
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window.display();
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}
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Ok(())
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}
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30
src/particle.rs
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30
src/particle.rs
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@ -0,0 +1,30 @@
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use sfml::system::Vector2f;
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pub struct Particle {
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pub pos: Vector2f,
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prev_pos: Vector2f,
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accel: Vector2f
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}
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impl Particle {
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pub fn new(pos: Vector2f) -> Self {
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Particle {
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pos: pos,
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prev_pos: pos,
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accel: Vector2f::default()
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}
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}
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pub fn apply_force(&mut self, force: Vector2f) {
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self.accel += force;
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}
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pub fn update(&mut self, dt: f32) {
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let vel = (self.pos - self.prev_pos) * 0.99;
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let new_pos = self.pos + vel + self.accel * (dt * dt);
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self.prev_pos = self.pos;
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self.pos = new_pos;
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self.accel = Vector2f::default();
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}
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}
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