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use std::path::PathBuf;

use particle_system::{Particle, ParticleSystem, Point, Vector};
use ppm::PPM;
use solver::Solver;

mod constraint;
mod particle_system;
mod ppm;
mod solver;

fn main() {
    let ppm = PPM {
        width: 100,
        height: 200,
        prefix: PathBuf::from("./out"),
    };

    let dt = 0.01;
    let mut system = ParticleSystem {
        particles: vec![
            Particle::new(Point::origin(), 4.0),
            Particle::new(Point::new(-30.0, 0.0), 15.0),
            Particle::new(Point::new(20.0, 0.0), 30.0),
            Particle::new(Point::new(5.0, 20.0), 50.0),
        ],
        constraints: vec![],
        t: 0.0,
    };

    system.add_anchor_constraint(0);
    system.add_beam_constraint([0, 2]);
    system.add_beam_constraint([1, 2]);
    system.add_beam_constraint([1, 3]);
    system.add_beam_constraint([2, 3]);

    let gravity = -9.8 * Vector::y();

    for i in 0..150_00 {
        for particle in &mut system.particles {
            particle.reset_force();
            // Apply custom forces
            particle.apply_force(gravity * particle.mass);
        }
        system.particles[0].apply_force(gravity); // Extra force on particle 0

        if i % 10 == 0 {
            println!("Iteration #{i}");
            println!("{:#?}", system.particles);
            ppm.save_frame(&system.particles, system.t);
        }

        system.enforce_constraints(dt);

        system.step(dt);
    }
}