use sfml::graphics::*; use sfml::window::*; use sfml::SfResult; use sfml::system::{Vector2f, Clock}; use std::rc::Rc; use std::cell::RefCell; mod particle; use particle::Particle; mod link; use link::Link; const GRAVITY: f32 = 100.; fn populate_particles(particles: &mut Vec>>, num: u32, cols: u32) { for i in 0..num { let x_pos = 200. + 50. * (i % cols) as f32; let y_pos = 100. + 50. * (i / cols) as f32; let immovable = i < cols; let particle = Particle::new(Vector2f::new(x_pos, y_pos), immovable); particles.push(Rc::new(RefCell::new(particle))); } } fn populate_circles(circles: &mut Vec, num: u32, rad: f32, pts: usize) { for _ in 0..num { let mut circle = CircleShape::new(rad, pts); circle.set_origin((rad, rad)); circles.push(circle); } } fn populate_links(links: &mut Vec, particles: &Vec>>, num: u32) { for i in 0..(num-1) { let p1 = &particles[i as usize]; let p2 = &particles[(i as usize)+1]; //let vec = p2.borrow().pos - p1.borrow().pos; //let dist = (vec.x*vec.x + vec.y*vec.y).sqrt(); let link = Link::new(Rc::clone(p1), Rc::clone(p2), 100.); links.push(link); } } /*fn populate_lines(lines: &mut Vec, circles: &Vec, num: u32) { for i in 0..num { let rect = RectangleShape::with_size(Vector2f::new(100., 100.)); } }*/ fn apply_forces(particles: &Vec>>) { for particle in particles { let mut borrowed = particle.borrow_mut(); borrowed.apply_force(Vector2f::new(0., GRAVITY)); } } fn update_particles(particles: &Vec>>, dt: f32) { for particle in particles { particle.borrow_mut().update(dt); } } fn solve_links(links: &mut Vec) { for link in links { link.solve(); } } fn update_positions(circles: &mut Vec, particles: &Vec>>) { for (index, circle) in circles.iter_mut().enumerate() { circle.set_position(particles[index].borrow().pos); } } fn draw_all(window: &mut RenderWindow, circles: &Vec, /* lines: &Vec */) { for circle in circles { window.draw(circle); } // for line in lines { // window.draw(line); // } } fn main() -> SfResult<()> { let mut window = RenderWindow::new( (800, 600), "Verlet", Style::CLOSE, &Default::default() )?; window.set_framerate_limit(60); let mut clock = Clock::start()?; let particle_count: u32 = 60; let column_count: u32 = 10; let mut particles: Vec>> = vec![]; populate_particles(&mut particles, particle_count, column_count); let mut links: Vec = vec![]; populate_links(&mut links, &particles, particle_count); // let mut link3 = Link::new(Rc::clone(&(particles[0])), Rc::clone(&(particles[2])), 200.); let radius: f32 = 32.; let point_count: usize = 100; let mut circles: Vec = vec![]; populate_circles(&mut circles, particle_count, radius, point_count); // let mut lines: Vec = vec![]; // populate_lines(&mut lines, &circles, particle_count); while window.is_open() { while let Some(event) = window.poll_event() { match event { Event::Closed => window.close(), _ => {} } } if mouse::Button::is_pressed(mouse::Button::Left) { let mouse_pos = window.mouse_position(); let mouse_coords = window.map_pixel_to_coords_current_view(mouse_pos); let p_pos = particles[10].borrow().pos; particles[10].borrow_mut().apply_force((mouse_coords - p_pos)*4.); } let dt = clock.restart().as_seconds(); //particle.apply_force(Vector2f::new(0., GRAVITY)); apply_forces(&particles); update_particles(&particles, dt); solve_links(&mut links); update_positions(&mut circles, &particles); window.clear(Color::BLACK); draw_all(&mut window, &circles, /* &lines */); window.display(); } Ok(()) }