210 lines
5.8 KiB
Rust
210 lines
5.8 KiB
Rust
//! An animated solar system.
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//!
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//! This example showcases how to use a `Canvas` widget with transforms to draw
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//! using different coordinate systems.
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//!
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//! Inspired by the example found in the MDN docs[1].
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//!
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//! [1]: https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Basic_animations#An_animated_solar_system
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use iced::{
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canvas::{self, Cursor, Path, Stroke},
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executor, time, window, Application, Canvas, Color, Command, Element,
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Length, Point, Rectangle, Settings, Size, Subscription, Vector,
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};
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use std::time::Instant;
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pub fn main() -> iced::Result {
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SolarSystem::run(Settings {
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antialiasing: true,
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..Settings::default()
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})
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}
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struct SolarSystem {
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state: State,
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}
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#[derive(Debug, Clone, Copy)]
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enum Message {
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Tick(Instant),
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}
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impl Application for SolarSystem {
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type Executor = executor::Default;
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type Message = Message;
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type Flags = ();
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fn new(_flags: ()) -> (Self, Command<Message>) {
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(
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SolarSystem {
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state: State::new(),
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},
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Command::none(),
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)
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}
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fn title(&self) -> String {
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String::from("Solar system - Iced")
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}
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fn update(&mut self, message: Message) -> Command<Message> {
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match message {
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Message::Tick(instant) => {
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self.state.update(instant);
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}
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}
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Command::none()
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}
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fn subscription(&self) -> Subscription<Message> {
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time::every(std::time::Duration::from_millis(10))
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.map(|instant| Message::Tick(instant))
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}
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fn view(&mut self) -> Element<Message> {
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Canvas::new(&mut self.state)
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.width(Length::Fill)
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.height(Length::Fill)
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.into()
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}
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}
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#[derive(Debug)]
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struct State {
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space_cache: canvas::Cache,
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system_cache: canvas::Cache,
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start: Instant,
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now: Instant,
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stars: Vec<(Point, f32)>,
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}
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impl State {
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const SUN_RADIUS: f32 = 70.0;
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const ORBIT_RADIUS: f32 = 150.0;
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const EARTH_RADIUS: f32 = 12.0;
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const MOON_RADIUS: f32 = 4.0;
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const MOON_DISTANCE: f32 = 28.0;
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pub fn new() -> State {
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let now = Instant::now();
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let (width, height) = window::Settings::default().size;
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State {
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space_cache: Default::default(),
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system_cache: Default::default(),
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start: now,
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now,
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stars: Self::generate_stars(width, height),
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}
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}
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pub fn update(&mut self, now: Instant) {
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self.now = now;
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self.system_cache.clear();
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}
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fn generate_stars(width: u32, height: u32) -> Vec<(Point, f32)> {
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use rand::Rng;
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let mut rng = rand::thread_rng();
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(0..100)
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.map(|_| {
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(
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Point::new(
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rng.gen_range(
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(-(width as f32) / 2.0)..(width as f32 / 2.0),
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),
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rng.gen_range(
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(-(height as f32) / 2.0)..(height as f32 / 2.0),
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),
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),
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rng.gen_range(0.5..1.0),
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)
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})
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.collect()
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}
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}
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impl<Message> canvas::Program<Message> for State {
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fn draw(
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&self,
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bounds: Rectangle,
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_cursor: Cursor,
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) -> Vec<canvas::Geometry> {
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use std::f32::consts::PI;
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let background = self.space_cache.draw(bounds.size(), |frame| {
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let space = Path::rectangle(Point::new(0.0, 0.0), frame.size());
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let stars = Path::new(|path| {
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for (p, size) in &self.stars {
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path.rectangle(*p, Size::new(*size, *size));
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}
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});
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frame.fill(&space, Color::BLACK);
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frame.translate(frame.center() - Point::ORIGIN);
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frame.fill(&stars, Color::WHITE);
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});
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let system = self.system_cache.draw(bounds.size(), |frame| {
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let center = frame.center();
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let sun = Path::circle(center, Self::SUN_RADIUS);
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let orbit = Path::circle(center, Self::ORBIT_RADIUS);
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frame.fill(&sun, Color::from_rgb8(0xF9, 0xD7, 0x1C));
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frame.stroke(
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&orbit,
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Stroke {
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width: 1.0,
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color: Color::from_rgba8(0, 153, 255, 0.1),
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..Stroke::default()
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},
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);
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let elapsed = self.now - self.start;
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let rotation = (2.0 * PI / 60.0) * elapsed.as_secs() as f32
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+ (2.0 * PI / 60_000.0) * elapsed.subsec_millis() as f32;
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frame.with_save(|frame| {
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frame.translate(Vector::new(center.x, center.y));
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frame.rotate(rotation);
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frame.translate(Vector::new(Self::ORBIT_RADIUS, 0.0));
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let earth = Path::circle(Point::ORIGIN, Self::EARTH_RADIUS);
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let shadow = Path::rectangle(
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Point::new(0.0, -Self::EARTH_RADIUS),
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Size::new(
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Self::EARTH_RADIUS * 4.0,
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Self::EARTH_RADIUS * 2.0,
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),
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);
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frame.fill(&earth, Color::from_rgb8(0x6B, 0x93, 0xD6));
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frame.with_save(|frame| {
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frame.rotate(rotation * 10.0);
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frame.translate(Vector::new(0.0, Self::MOON_DISTANCE));
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let moon = Path::circle(Point::ORIGIN, Self::MOON_RADIUS);
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frame.fill(&moon, Color::WHITE);
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});
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frame.fill(
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&shadow,
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Color {
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a: 0.7,
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..Color::BLACK
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},
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);
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});
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});
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vec![background, system]
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}
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}
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