cargo fmt一遍文件

This commit is contained in:
shenjack 2023-03-14 00:07:10 +08:00
parent dd8833d0c6
commit ba9750e265
2 changed files with 50 additions and 53 deletions

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@ -6,10 +6,10 @@
* ------------------------------- * -------------------------------
*/ */
mod sr1_render; mod render;
mod simulator; mod simulator;
mod sr1_data; mod sr1_data;
mod render; mod sr1_render;
mod types; mod types;
use pyo3::prelude::*; use pyo3::prelude::*;
@ -41,4 +41,4 @@ fn module_init(_py: Python<'_>, m: &PyModule) -> PyResult<()> {
m.add_class::<render::camera::CenterCameraRs>()?; m.add_class::<render::camera::CenterCameraRs>()?;
m.add_class::<render::screen::PartFrame>()?; m.add_class::<render::screen::PartFrame>()?;
Ok(()) Ok(())
} }

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@ -6,63 +6,60 @@
* ------------------------------- * -------------------------------
*/ */
use rapier2d_f64::prelude::*;
use pyo3::prelude::*; use pyo3::prelude::*;
use rapier2d_f64::prelude::*;
#[pyfunction] #[pyfunction]
#[pyo3(name = "simluation")] #[pyo3(name = "simluation")]
pub fn simluation() -> PyResult<()> { pub fn simluation() -> PyResult<()> {
let mut rigid_body_set = RigidBodySet::new(); let mut rigid_body_set = RigidBodySet::new();
let mut collider_set = ColliderSet::new(); let mut collider_set = ColliderSet::new();
/* Create the ground. */ /* Create the ground. */
let collider = ColliderBuilder::cuboid(100.0, 0.1).build(); let collider = ColliderBuilder::cuboid(100.0, 0.1).build();
collider_set.insert(collider); collider_set.insert(collider);
/* Create the bouncing ball. */ /* Create the bouncing ball. */
let rigid_body = RigidBodyBuilder::dynamic() let rigid_body = RigidBodyBuilder::dynamic()
.translation(vector![0.0, 10.0]) .translation(vector![0.0, 10.0])
.build(); .build();
let collider = ColliderBuilder::ball(0.5).restitution(0.7).build(); let collider = ColliderBuilder::ball(0.5).restitution(0.7).build();
let ball_body_handle = rigid_body_set.insert(rigid_body); let ball_body_handle = rigid_body_set.insert(rigid_body);
collider_set.insert_with_parent(collider, ball_body_handle, &mut rigid_body_set); collider_set.insert_with_parent(collider, ball_body_handle, &mut rigid_body_set);
/* Create other structures necessary for the simulation. */ /* Create other structures necessary for the simulation. */
let gravity = vector![0.0, -9.81]; let gravity = vector![0.0, -9.81];
let integration_parameters = IntegrationParameters::default(); let integration_parameters = IntegrationParameters::default();
let mut physics_pipeline = PhysicsPipeline::new(); let mut physics_pipeline = PhysicsPipeline::new();
let mut island_manager = IslandManager::new(); let mut island_manager = IslandManager::new();
let mut broad_phase = BroadPhase::new(); let mut broad_phase = BroadPhase::new();
let mut narrow_phase = NarrowPhase::new(); let mut narrow_phase = NarrowPhase::new();
let mut impulse_joint_set = ImpulseJointSet::new(); let mut impulse_joint_set = ImpulseJointSet::new();
let mut multibody_joint_set = MultibodyJointSet::new(); let mut multibody_joint_set = MultibodyJointSet::new();
let mut ccd_solver = CCDSolver::new(); let mut ccd_solver = CCDSolver::new();
let physics_hooks = (); let physics_hooks = ();
let event_handler = (); let event_handler = ();
/* Run the game loop, stepping the simulation once per frame. */ /* Run the game loop, stepping the simulation once per frame. */
for _ in 0..200 { for _ in 0..200 {
physics_pipeline.step( physics_pipeline.step(
&gravity, &gravity,
&integration_parameters, &integration_parameters,
&mut island_manager, &mut island_manager,
&mut broad_phase, &mut broad_phase,
&mut narrow_phase, &mut narrow_phase,
&mut rigid_body_set, &mut rigid_body_set,
&mut collider_set, &mut collider_set,
&mut impulse_joint_set, &mut impulse_joint_set,
&mut multibody_joint_set, &mut multibody_joint_set,
&mut ccd_solver, &mut ccd_solver,
None, None,
&physics_hooks, &physics_hooks,
&event_handler, &event_handler,
); );
let ball_body = &rigid_body_set[ball_body_handle]; let ball_body = &rigid_body_set[ball_body_handle];
println!( println!("Ball altitude: {}", ball_body.translation().y);
"Ball altitude: {}", }
ball_body.translation().y Ok(())
); }
}
Ok(())
}