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use draw2d::graphics::vertex::Vertex2d;
type Vec2 = nalgebra::Vector2<f32>;
pub struct Bounds {
pub left: f32,
pub right: f32,
pub bottom: f32,
pub top: f32,
pub margin: f32,
}
#[derive(Debug, Copy, Clone)]
pub struct Vehicle {
pos: Vec2,
vel: Vec2,
accel: Vec2,
}
impl Vehicle {
const MAX_FORCE: f32 = 400.0;
const MAX_VEL: f32 = 15.0;
pub fn new(pos: [f32; 2], vel: [f32; 2]) -> Vehicle {
Self {
pos: pos.into(),
vel: vel.into(),
accel: Vec2::new(0.0, 0.0),
}
}
pub fn integrate(&mut self, dt: f32) {
self.vel = (self.vel + self.accel * dt).limit(Self::MAX_VEL);
self.pos += self.vel * dt;
self.accel *= 0.0;
}
pub fn enforce_bounds(&mut self, bounds: &Bounds) {
const TIME_TO_ENFORCE: f32 = 0.25;
if self.pos.x < bounds.left + bounds.margin {
self.seek_vel(
Vec2::new(Self::MAX_VEL, self.vel.y).limit(Self::MAX_VEL),
TIME_TO_ENFORCE,
);
} else if self.pos.x > bounds.right - bounds.margin {
self.seek_vel(
Vec2::new(-Self::MAX_VEL, self.vel.y).limit(Self::MAX_VEL),
TIME_TO_ENFORCE,
);
}
if self.pos.y < bounds.bottom + bounds.margin {
self.seek_vel(
Vec2::new(self.vel.x, Self::MAX_VEL).limit(Self::MAX_VEL),
TIME_TO_ENFORCE,
);
} else if self.pos.y > bounds.top - bounds.margin {
self.seek_vel(
Vec2::new(self.vel.x, -Self::MAX_VEL).limit(Self::MAX_VEL),
TIME_TO_ENFORCE,
);
}
}
pub fn seek_vel(&mut self, target_vel: Vec2, secs_to_target: f32) {
let error: Vec2 = (target_vel - self.vel).scale(1.0 / secs_to_target);
self.apply_force(error);
}
pub fn apply_force(&mut self, force: Vec2) {
self.accel += force.limit(Self::MAX_FORCE);
}
pub fn draw(&self) -> [Vertex2d; 3] {
const SIZE: f32 = 1.0;
let look = self.vel.normalize();
let look_right = Vec2::new(look.y, -look.x);
let look_left = -look_right;
let front = self.pos + look * SIZE * 0.5;
let right = self.pos + (look_right * SIZE * 0.15) + (look * -0.5);
let left = self.pos + (look_left * SIZE * 0.15) + (look * -0.5);
[
Vertex2d {
pos: front.into(),
..Default::default()
},
Vertex2d {
pos: right.into(),
..Default::default()
},
Vertex2d {
pos: left.into(),
..Default::default()
},
]
}
}
trait VecTools {
fn limit(&self, max: f32) -> Self;
}
impl VecTools for Vec2 {
fn limit(&self, max: f32) -> Self {
if self.norm_squared() > max * max {
self.normalize().scale(max)
} else {
*self
}
}
}