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MPM Viewer

Usage

use mpm_viewer::*;

fn main() {
  let mut world = WorldBuilder::new(world_size, grid_h)
    .with_system(WindowSystem::new())
    .build();

  while world.not_ending() {
    world.step();
  }
}

Base API

When including mpm_viewer::*, you can have access to two new functions in world:

  • not_ending() -> bool: Check if the world is not ending
  • is_ending() -> bool: Check if the world is ending

The world will become "ending" when the user close the window or quit the program.

You can still use for _ in 0..100 { world.step() }, but then the program will end after the first 100 steps.

Coloring

You can also access coloring APIs, so that when visualizing particles, different ones can display different colors. This can achieve best effect combining with the with API in the core library.

Coloring

You can color individual particle or a bunch of particles together using the ParticleColor component and Color struct:

world
  .put_ball(b1.center, b1.radius, b1.mass, b1.num_particles)
  .with(ParticleColor(Color::new(1.0, 0.0, 0.0)));
world
  .put_ball(b2.center, b2.radius, b2.mass, b2.num_particles)
  .with(ParticleColor(Color::new(0.0, 1.0, 0.0)));

This code will put two balls with the first colored red and the second colored green.

You can also color particles using the each API:

world
  .put_ball(center, radius, mass, num_particles)
  .each(|&par, world| {

    // Get the position of the particle
    let pos = world.get::<ParticlePosition>(par).unwrap().get();

    // Check the type of color we want to use on that particle
    let (xp, yp, zp) = (pos.x >= center.x, pos.y >= center.y, pos.z >= center.z);
    let use_1 = (xp && yp && zp) || (xp && !yp && !zp) || (!xp && yp && !zp) || (!xp && !yp && zp);

    // Get that color
    let color = if use_1 {
      Color::new(0.0, 1.0, 0.0) // Green
    } else {
      Color::new(0.0, 0.0, 1.0) // Blue
    };

    // Insert the color component to the particle
    world.insert(par, ParticleColor(color));
  });

The above example will output a ball like this:

tiled_ball