rust/hwphysics/src/lib.rs
author Wuzzy <Wuzzy2@mail.ru>
Wed, 19 Jun 2019 20:37:02 +0200
changeset 15201 061a3085d6d8
parent 14737 8e74d4eb89f5
child 15287 b58f98bbc120
permissions -rw-r--r--
Make flames ignore bouncy world edge Rationale: Flame speed heavily relies on wind and cannot be reasonably reversed. The rationale is similar as for gtPoisonCloud.
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pub mod collision;
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pub mod common;
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mod grid;
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pub mod physics;
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use fpnum::FPNum;
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use integral_geometry::Size;
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use land2d::Land2D;
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use crate::{
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    collision::{CollisionData, CollisionProcessor, ContactData},
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    common::{GearData, GearDataAggregator, GearDataProcessor, GearId},
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    physics::{PhysicsData, PhysicsProcessor},
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};
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pub struct JoinedData {
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    gear_id: GearId,
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    physics: PhysicsData,
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    collision: CollisionData,
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    contact: ContactData,
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}
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pub struct World {
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    physics: PhysicsProcessor,
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    collision: CollisionProcessor,
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}
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macro_rules! processor_map {
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    ( $data_type: ident => $field: ident ) => {
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        impl GearDataAggregator<$data_type> for World {
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            fn find_processor(&mut self) -> &mut GearDataProcessor<$data_type> {
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                &mut self.$field
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            }
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        }
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    };
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}
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processor_map!(PhysicsData => physics);
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processor_map!(CollisionData => collision);
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impl World {
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    pub fn new(world_size: Size) -> Self {
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        Self {
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            physics: PhysicsProcessor::new(),
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            collision: CollisionProcessor::new(world_size),
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        }
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    }
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    pub fn step(&mut self, time_step: FPNum, land: &Land2D<u32>) {
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        let updates = self.physics.process(time_step);
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        self.collision.process(land, &updates);
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    }
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    pub fn add_gear_data<T>(&mut self, gear_id: GearId, data: T)
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    where
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        T: GearData,
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        Self: GearDataAggregator<T>,
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    {
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        self.find_processor().add(gear_id, data);
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    }
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}
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#[cfg(test)]
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mod tests {
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    use crate::{
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        collision::{CircleBounds, CollisionData},
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        physics::PhysicsData,
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        World,
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    };
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    use fpnum::{fp, FPNum, FPPoint};
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    use integral_geometry::Size;
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    use land2d::Land2D;
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    #[test]
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    fn data_flow() {
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        let world_size = Size::new(2048, 2048);
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        let mut world = World::new(world_size);
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        let gear_id = 46631;
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        world.add_gear_data(
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            gear_id,
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            PhysicsData {
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                position: FPPoint::zero(),
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                velocity: FPPoint::unit_y(),
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            },
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        );
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        world.add_gear_data(
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            gear_id,
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            CollisionData {
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                bounds: CircleBounds {
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                    center: FPPoint::zero(),
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                    radius: fp!(10),
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                },
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            },
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        );
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        let land = Land2D::new(Size::new(world_size.width - 2, world_size.height - 2), 0);
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        world.step(fp!(1), &land);
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    }
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}