Vector cleanup

master
Mark 2023-12-22 17:24:53 -08:00
parent a511a06709
commit 6e13c91d37
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
10 changed files with 97 additions and 197 deletions

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@ -1,17 +1,19 @@
use crate::{physics::Cartesian, Camera, Sprite};
use cgmath::{Deg, Point2};
use crate::{physics::Pfloat, Camera, Sprite, Spriteable};
pub struct Doodad {
pub sprite: String,
pub pos: Cartesian,
pub pos: Point2<Pfloat>,
}
impl Doodad {
pub fn sprite(&self, camera: &Camera) -> Sprite {
let p = self.pos - camera.pos;
impl Spriteable for Doodad {
fn sprite(&self, camera: &Camera) -> Sprite {
return Sprite {
position: (p.x, p.y),
position: self.pos,
camera: camera.pos,
name: self.sprite.clone(),
angle: 0.0,
angle: Deg { 0: 0.0 },
};
}
}

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@ -1,6 +1,5 @@
use winit::event::{ElementState, VirtualKeyCode};
// TODO: no boolean modification (no pub)
pub struct InputStatus {
pub key_left: bool,
pub key_right: bool,

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@ -1,5 +1,5 @@
use anyhow::Result;
use physics::Cartesian;
use cgmath::{Deg, Point2};
use winit::{
event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent},
event_loop::{ControlFlow, EventLoop},
@ -16,29 +16,33 @@ mod system;
use crate::{
doodad::Doodad,
inputstatus::InputStatus,
physics::Pfloat,
render::GPUState,
ship::{Ship, ShipKind},
system::System,
};
struct Camera {
pos: Cartesian,
pos: Point2<Pfloat>,
}
impl Camera {
fn new() -> Self {
Camera {
pos: Cartesian::new(0.0, 0.0),
}
}
trait Spriteable {
fn sprite(&self, camera: &Camera) -> Sprite;
}
struct Sprite {
// Image to use
// Name of the sprite to draw
name: String,
// World position
position: (f64, f64),
angle: f32,
// This object's position, in world coordinates.
position: Point2<Pfloat>,
// This sprite's rotation
// (relative to north, measured ccw)
angle: Deg<Pfloat>,
// The camera we want to draw this sprite from, in world coordinates
camera: Point2<Pfloat>,
}
struct Game {
@ -54,8 +58,10 @@ impl Game {
Game {
last_update: Instant::now(),
input: InputStatus::new(),
player: Ship::new(ShipKind::Gypsum, Cartesian::new(0.0, 0.0)),
camera: Camera::new(),
player: Ship::new(ShipKind::Gypsum, (0.0, 0.0).into()),
camera: Camera {
pos: (0.0, 0.0).into(),
},
system: System::new(),
}
}
@ -65,7 +71,7 @@ impl Game {
}
fn update(&mut self) {
let t = self.last_update.elapsed().as_secs_f64();
let t: Pfloat = self.last_update.elapsed().as_secs_f32();
println!("{:.02}", 1.0 / t);
if self.input.key_thrust {
@ -73,11 +79,11 @@ impl Game {
}
if self.input.key_right {
self.player.body.rot(15.0 * t);
self.player.body.rot(Deg { 0: 15.0 } * t);
}
if self.input.key_left {
self.player.body.rot(-15.0 * t);
self.player.body.rot(Deg { 0: -15.0 } * t);
}
self.player.body.tick(t);

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@ -1,46 +1,51 @@
use crate::physics::Cartesian;
use super::Pfloat;
use cgmath::{Angle, Deg, Point2, Vector2};
pub struct PhysBody {
pub pos: Cartesian,
pub vel: Cartesian,
pub mass: f64,
pub angle: f64, // In degrees
pub pos: Point2<Pfloat>,
pub vel: Vector2<Pfloat>,
pub mass: Pfloat,
pub angle: Deg<Pfloat>,
}
impl PhysBody {
pub fn new(pos: Cartesian) -> Self {
pub fn new(pos: Point2<Pfloat>) -> Self {
return PhysBody {
pos,
vel: Cartesian::new(0.0, 0.0),
vel: (0.0, 0.0).into(),
mass: 0.3,
angle: 0.0,
angle: Deg { 0: 0.0 },
};
}
/// Calculate the state of this body after t seconds.
pub fn tick(&mut self, t: f64) {
/// Calculate the position of this body after t seconds.
pub fn tick(&mut self, t: Pfloat) {
self.pos += self.vel * t;
}
/// Apply an instantaneous force to this object
pub fn force(&mut self, v: Cartesian) {
pub fn force(&mut self, v: Vector2<Pfloat>) {
self.vel += v / self.mass;
}
/// Apply force in the direction this object is pointing.
pub fn thrust(&mut self, f: f64) {
let l = Cartesian::new(
-self.angle.to_radians().sin(),
self.angle.to_radians().cos(),
) * f;
/// Apply a force in the direction this object is pointing.
pub fn thrust(&mut self, f: Pfloat) {
let l = Vector2 {
x: -self.angle.sin(),
y: self.angle.cos(),
} * f;
self.force(l);
}
// Rotate this object by `a` radians.
pub fn rot(&mut self, a: f64) {
// Rotate this object
pub fn rot(&mut self, a: Deg<Pfloat>) {
self.angle -= a;
if self.angle.abs() > 180.0 {
self.angle -= self.angle.signum() * 360.0;
// Wrap angles
if self.angle.0.abs() > 180.0 {
self.angle -= Deg {
0: self.angle.0.signum() * 360.0,
};
}
}
}

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@ -1,116 +0,0 @@
use std::ops::{Add, AddAssign, Div, DivAssign, Mul, MulAssign, Sub, SubAssign};
#[derive(Debug, Clone, Copy)]
pub struct Cartesian {
pub x: f64,
pub y: f64,
}
impl Cartesian {
pub fn new(x: f64, y: f64) -> Self {
Cartesian { x, y }
}
/*
pub fn norm(&self) -> f64 {
return (self.x * self.x + self.y * self.y).sqrt();
}
*/
}
impl From<(u32, u32)> for Cartesian {
fn from(value: (u32, u32)) -> Self {
Cartesian {
x: value.0 as f64,
y: value.1 as f64,
}
}
}
impl Add for Cartesian {
type Output = Self;
fn add(self, other: Self) -> Self {
Self {
x: self.x + other.x,
y: self.y + other.y,
}
}
}
impl AddAssign for Cartesian {
fn add_assign(&mut self, rhs: Self) {
self.x += rhs.x;
self.y += rhs.y;
}
}
impl Sub for Cartesian {
type Output = Self;
fn sub(self, other: Self) -> Self {
Self {
x: self.x - other.x,
y: self.y - other.y,
}
}
}
impl SubAssign for Cartesian {
fn sub_assign(&mut self, rhs: Self) {
self.x += rhs.x;
self.y += rhs.y;
}
}
impl Mul for Cartesian {
type Output = Self;
fn mul(self, other: Self) -> Self {
Self {
x: self.x * other.x,
y: self.y * other.y,
}
}
}
impl MulAssign for Cartesian {
fn mul_assign(&mut self, rhs: Self) {
self.x *= rhs.x;
self.y *= rhs.y;
}
}
impl Mul<f64> for Cartesian {
type Output = Cartesian;
fn mul(self, rhs: f64) -> Self::Output {
Self {
x: self.x * rhs,
y: self.y * rhs,
}
}
}
impl MulAssign<f64> for Cartesian {
fn mul_assign(&mut self, rhs: f64) {
self.x *= rhs;
self.y *= rhs;
}
}
impl Div<f64> for Cartesian {
type Output = Cartesian;
fn div(self, rhs: f64) -> Self::Output {
Self {
x: self.x / rhs,
y: self.y / rhs,
}
}
}
impl DivAssign<f64> for Cartesian {
fn div_assign(&mut self, rhs: f64) {
self.x /= rhs;
self.y /= rhs;
}
}

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@ -1,7 +1,8 @@
mod body;
mod cartesian;
mod polar;
// What kind of float shoud we use for physics?
pub type Pfloat = f32;
pub use body::PhysBody;
pub use cartesian::Cartesian;
pub use polar::Polar;

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@ -1,17 +1,18 @@
use super::Cartesian;
use super::Pfloat;
use cgmath::{Angle, Deg, EuclideanSpace, Point2};
#[derive(Debug, Clone, Copy)]
pub struct Polar {
pub center: Cartesian,
pub radius: f64,
pub angle: f64,
pub center: Point2<Pfloat>,
pub radius: Pfloat,
pub angle: Deg<Pfloat>,
}
impl Into<Cartesian> for Polar {
fn into(self) -> Cartesian {
return Cartesian::new(
self.radius * self.angle.sin(),
self.radius * self.angle.cos(),
) + self.center;
impl Polar {
pub fn to_cartesian(self) -> Point2<Pfloat> {
return Point2 {
x: self.radius * self.angle.sin(),
y: self.radius * self.angle.cos(),
} + self.center.to_vec();
}
}

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@ -1,6 +1,6 @@
use anyhow::Result;
use bytemuck;
use cgmath::{Deg, Matrix4, Point2, Vector3};
use cgmath::{Deg, EuclideanSpace, Matrix4, Point2, Vector3};
use std::{iter, mem};
use wgpu::{self, util::DeviceExt};
use winit::{self, window::Window};
@ -104,7 +104,7 @@ struct Transform {
pos: Point2<f32>,
aspect: f32, // width / height
scale: f32,
rotate: f32, // Around this object's center, in degrees measured ccw from vertical
rotate: Deg<f32>, // Around this object's center, in degrees measured ccw from vertical
}
impl Transform {
@ -115,7 +115,7 @@ impl Transform {
// Our mesh starts at (0, 0), so this will rotate around the object's center.
// Note that we translate AFTER scaling.
let rotate = Matrix4::from_angle_z(Deg { 0: self.rotate });
let rotate = Matrix4::from_angle_z(self.rotate);
let translate = Matrix4::from_translation(Vector3 {
x: self.pos.x,
@ -402,17 +402,14 @@ impl GPUState {
// TODO: warning when too many sprites are drawn.
let mut instances: Vec<Instance> = Vec::new();
for s in sprites {
let mut pos: Point2<f32> = (s.position.0 as f32, s.position.1 as f32).into();
// TODO: dynamic
pos.x /= 400.0;
pos.y /= 400.0;
// Compute position on screen
let screen_pos: Point2<f32> = (s.position - s.camera.to_vec()) / 400.0;
let texture = self.texture_array.get_texture(&s.name[..]);
instances.push(Instance {
transform: Transform {
pos,
pos: screen_pos,
aspect: texture.aspect / screen_aspect,
scale: 0.25,
rotate: s.angle,

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@ -1,7 +1,10 @@
use crate::physics::Cartesian;
use cgmath::Point2;
use crate::physics::Pfloat;
use crate::physics::PhysBody;
use crate::Camera;
use crate::Sprite;
use crate::Spriteable;
pub enum ShipKind {
Gypsum,
@ -21,20 +24,21 @@ pub struct Ship {
}
impl Ship {
pub fn new(kind: ShipKind, pos: Cartesian) -> Self {
pub fn new(kind: ShipKind, pos: Point2<Pfloat>) -> Self {
Ship {
body: PhysBody::new(pos),
kind,
}
}
}
pub fn sprite(&self, camera: &Camera) -> Sprite {
let p = self.body.pos - camera.pos;
impl Spriteable for Ship {
fn sprite(&self, camera: &Camera) -> Sprite {
return Sprite {
position: (p.x, p.y),
position: self.body.pos,
camera: camera.pos,
name: self.kind.sprite().to_owned(),
angle: self.body.angle as f32,
angle: self.body.angle,
};
}
}

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@ -1,4 +1,5 @@
use crate::{physics::Cartesian, physics::Polar, Camera, Doodad, Sprite};
use crate::{physics::Polar, Camera, Doodad, Sprite, Spriteable};
use cgmath::Deg;
pub struct System {
bodies: Vec<Doodad>,
@ -9,22 +10,22 @@ impl System {
let mut s = System { bodies: Vec::new() };
s.bodies.push(Doodad {
pos: Cartesian::new(0.0, 0.0),
pos: (0.0, 0.0).into(),
sprite: "a0".to_owned(),
});
s.bodies.push(Doodad {
pos: Polar {
center: Cartesian::new(0.0, 0.0),
center: (0.0, 0.0).into(),
radius: 300.0,
angle: 31.0,
angle: Deg { 0: 31.0 },
}
.into(),
.to_cartesian(),
sprite: "earth".to_owned(),
});
s.bodies.push(Doodad {
pos: Cartesian::new(1000.0, 1000.0),
pos: (1000.0, 1000.0).into(),
sprite: "small".to_owned(),
});