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rotate_vector

Function rotate_vector 

Source
pub fn rotate_vector(q: Rot, v: Vec2) -> Vec2
Expand description

Rotate a vector

Examples found in repository?
examples/benchmark/scenes/machines.rs (line 53)
39pub fn create_spinner(world: &mut World) {
40    let ground_id;
41    {
42        let body_def = default_body_def();
43        ground_id = create_body(world, &body_def);
44
45        let q = make_rot(-2.0 * PI / SPINNER_POINT_COUNT as f32);
46        let mut p = Vec2 { x: 40.0, y: 0.0 };
47        let mut points: Vec<Vec2> = Vec::with_capacity(SPINNER_POINT_COUNT);
48        for _ in 0..SPINNER_POINT_COUNT {
49            points.push(Vec2 {
50                x: p.x,
51                y: p.y + 32.0,
52            });
53            p = rotate_vector(q, p);
54        }
55
56        // C: b2SurfaceMaterial material = { 0 }; material.friction = 0.1f;
57        let material = SurfaceMaterial {
58            friction: 0.1,
59            restitution: 0.0,
60            rolling_resistance: 0.0,
61            tangent_speed: 0.0,
62            user_material_id: 0,
63            custom_color: 0,
64        };
65
66        let mut chain_def = default_chain_def();
67        chain_def.points = points;
68        chain_def.is_loop = true;
69        chain_def.materials = vec![material];
70
71        create_chain(world, ground_id, &chain_def);
72    }
73
74    {
75        let mut body_def = default_body_def();
76        body_def.type_ = BodyType::Dynamic;
77        body_def.position = to_pos(Vec2 { x: 0.0, y: 12.0 });
78        body_def.enable_sleep = false;
79
80        let spinner_id = create_body(world, &body_def);
81
82        let box_shape = make_rounded_box(0.4, 20.0, 0.2);
83        let mut shape_def = default_shape_def();
84        shape_def.material.friction = 0.0;
85        create_polygon_shape(world, spinner_id, &shape_def, &box_shape);
86
87        let motor_speed = 5.0;
88        let max_motor_torque = f32::MAX;
89        let mut joint_def = default_revolute_joint_def();
90        joint_def.base.body_id_a = ground_id;
91        joint_def.base.body_id_b = spinner_id;
92        joint_def.base.local_frame_a.p = body_get_local_point(world, ground_id, body_def.position);
93        joint_def.enable_motor = true;
94        joint_def.motor_speed = motor_speed;
95        joint_def.max_motor_torque = max_motor_torque;
96
97        let joint_id = create_revolute_joint(world, &joint_def);
98        SPINNER_ID.with(|id| id.set(joint_id));
99    }
100
101    let capsule = Capsule {
102        center1: Vec2 { x: -0.25, y: 0.0 },
103        center2: Vec2 { x: 0.25, y: 0.0 },
104        radius: 0.25,
105    };
106    let circle = Circle {
107        center: Vec2 { x: 0.0, y: 0.0 },
108        radius: 0.35,
109    };
110    let square = make_square(0.35);
111
112    let mut body_def = default_body_def();
113    body_def.type_ = BodyType::Dynamic;
114    let mut shape_def = default_shape_def();
115    shape_def.material.friction = 0.1;
116    shape_def.material.restitution = 0.1;
117    shape_def.density = 0.25;
118
119    let body_count: i32 = if BENCHMARK_DEBUG { 499 } else { 2 * 3038 };
120
121    let mut x = -23.0;
122    let mut y = 2.0;
123    for i in 0..body_count {
124        body_def.position = to_pos(Vec2 { x, y });
125        let body_id = create_body(world, &body_def);
126
127        let remainder = i % 3;
128        if remainder == 0 {
129            create_capsule_shape(world, body_id, &shape_def, &capsule);
130        } else if remainder == 1 {
131            create_circle_shape(world, body_id, &shape_def, &circle);
132        } else if remainder == 2 {
133            create_polygon_shape(world, body_id, &shape_def, &square);
134        }
135
136        x += 0.5;
137
138        if x >= 23.0 {
139            x = -23.0;
140            y += 0.5;
141        }
142    }
143}
144
145// (StepSpinner)
146pub fn step_spinner(world: &mut World, _step_count: i32) -> f32 {
147    let joint_id = SPINNER_ID.with(|id| id.get());
148    revolute_joint_get_angle(world, joint_id)
149}
150
151// (CreateSmash)
152pub fn create_smash(world: &mut World) {
153    world_set_gravity(world, VEC2_ZERO);
154
155    {
156        let box_shape = make_box(4.0, 4.0);
157
158        let mut body_def = default_body_def();
159        body_def.type_ = BodyType::Dynamic;
160        body_def.position = to_pos(Vec2 { x: -20.0, y: 0.0 });
161        body_def.linear_velocity = Vec2 { x: 40.0, y: 0.0 };
162        let body_id = create_body(world, &body_def);
163
164        let mut shape_def = default_shape_def();
165        shape_def.density = 8.0;
166        create_polygon_shape(world, body_id, &shape_def, &box_shape);
167    }
168
169    let d = 0.4;
170    let box_shape = make_square(0.5 * d);
171
172    let mut body_def = default_body_def();
173    body_def.type_ = BodyType::Dynamic;
174    body_def.is_awake = false;
175
176    let shape_def = default_shape_def();
177
178    let columns: i32 = if BENCHMARK_DEBUG { 20 } else { 120 };
179    let rows: i32 = if BENCHMARK_DEBUG { 10 } else { 80 };
180
181    for i in 0..columns {
182        for j in 0..rows {
183            body_def.position = to_pos(Vec2 {
184                x: i as f32 * d + 30.0,
185                y: (j as f32 - rows as f32 / 2.0) * d,
186            });
187            let body_id = create_body(world, &body_def);
188            create_polygon_shape(world, body_id, &shape_def, &box_shape);
189        }
190    }
191}
192
193// (CreateTumbler)
194pub fn create_tumbler(world: &mut World) {
195    let ground_id;
196    {
197        let body_def = default_body_def();
198        ground_id = create_body(world, &body_def);
199    }
200
201    {
202        let mut body_def = default_body_def();
203        body_def.type_ = BodyType::Dynamic;
204        body_def.position = to_pos(Vec2 { x: 0.0, y: 10.0 });
205        let body_id = create_body(world, &body_def);
206
207        let mut shape_def = default_shape_def();
208        shape_def.density = 50.0;
209
210        let polygon = make_offset_box(0.5, 10.0, Vec2 { x: 10.0, y: 0.0 }, ROT_IDENTITY);
211        create_polygon_shape(world, body_id, &shape_def, &polygon);
212        let polygon = make_offset_box(0.5, 10.0, Vec2 { x: -10.0, y: 0.0 }, ROT_IDENTITY);
213        create_polygon_shape(world, body_id, &shape_def, &polygon);
214        let polygon = make_offset_box(10.0, 0.5, Vec2 { x: 0.0, y: 10.0 }, ROT_IDENTITY);
215        create_polygon_shape(world, body_id, &shape_def, &polygon);
216        let polygon = make_offset_box(10.0, 0.5, Vec2 { x: 0.0, y: -10.0 }, ROT_IDENTITY);
217        create_polygon_shape(world, body_id, &shape_def, &polygon);
218
219        let motor_speed = 25.0;
220
221        let mut joint_def = default_revolute_joint_def();
222        joint_def.base.body_id_a = ground_id;
223        joint_def.base.body_id_b = body_id;
224        joint_def.base.local_frame_a.p = Vec2 { x: 0.0, y: 10.0 };
225        joint_def.base.local_frame_b.p = Vec2 { x: 0.0, y: 0.0 };
226        joint_def.motor_speed = (PI / 180.0) * motor_speed;
227        joint_def.max_motor_torque = 1e8;
228        joint_def.enable_motor = true;
229
230        create_revolute_joint(world, &joint_def);
231    }
232
233    let grid_count: i32 = if BENCHMARK_DEBUG { 20 } else { 45 };
234
235    let polygon = make_box(0.125, 0.125);
236    let mut body_def = default_body_def();
237    body_def.type_ = BodyType::Dynamic;
238    let shape_def = default_shape_def();
239
240    let mut y = -0.2 * grid_count as f32 + 10.0;
241    for _ in 0..grid_count {
242        let mut x = -0.2 * grid_count as f32;
243
244        for _ in 0..grid_count {
245            body_def.position = to_pos(Vec2 { x, y });
246            let body_id = create_body(world, &body_def);
247
248            create_polygon_shape(world, body_id, &shape_def, &polygon);
249
250            x += 0.4;
251        }
252
253        y += 0.4;
254    }
255}
256
257// (CreateWasher)
258pub fn create_washer(world: &mut World) {
259    let kinematic = true;
260
261    {
262        let body_def = default_body_def();
263        // groundId is only used to anchor the (disabled) revolute joint branch.
264        let _ground_id = create_body(world, &body_def);
265    }
266
267    {
268        let motor_speed = 25.0;
269
270        let mut body_def = default_body_def();
271        body_def.position = to_pos(Vec2 { x: 0.0, y: 10.0 });
272
273        if kinematic {
274            body_def.type_ = BodyType::Kinematic;
275            body_def.angular_velocity = (PI / 180.0) * motor_speed;
276            body_def.linear_velocity = Vec2 {
277                x: 0.001,
278                y: -0.002,
279            };
280        } else {
281            body_def.type_ = BodyType::Dynamic;
282        }
283
284        let body_id = create_body(world, &body_def);
285
286        let shape_def = default_shape_def();
287
288        let r0 = 14.0;
289        let r1 = 16.0;
290        let r2 = 18.0;
291
292        let angle = PI / 18.0;
293        let q = Rot {
294            c: angle.cos(),
295            s: angle.sin(),
296        };
297        let qo = Rot {
298            c: (0.1 * angle).cos(),
299            s: (0.1 * angle).sin(),
300        };
301        let mut u1 = Vec2 { x: 1.0, y: 0.0 };
302        for i in 0..36 {
303            let u2 = if i == 35 {
304                Vec2 { x: 1.0, y: 0.0 }
305            } else {
306                rotate_vector(q, u1)
307            };
308
309            {
310                let a1 = inv_rotate_vector(qo, u1);
311                let a2 = rotate_vector(qo, u2);
312
313                let p1 = mul_sv(r1, a1);
314                let p2 = mul_sv(r2, a1);
315                let p3 = mul_sv(r1, a2);
316                let p4 = mul_sv(r2, a2);
317
318                let points = [p1, p2, p3, p4];
319                let hull = compute_hull(&points);
320
321                let polygon = make_polygon(&hull, 0.0);
322                create_polygon_shape(world, body_id, &shape_def, &polygon);
323            }
324
325            if i % 9 == 0 {
326                let p1 = mul_sv(r0, u1);
327                let p2 = mul_sv(r1, u1);
328                let p3 = mul_sv(r0, u2);
329                let p4 = mul_sv(r1, u2);
330
331                let points = [p1, p2, p3, p4];
332                let hull = compute_hull(&points);
333
334                let polygon = make_polygon(&hull, 0.0);
335                create_polygon_shape(world, body_id, &shape_def, &polygon);
336            }
337
338            u1 = u2;
339        }
340    }
341
342    let grid_count: i32 = if BENCHMARK_DEBUG { 20 } else { 90 };
343    let a = 0.1;
344
345    let polygon = make_square(a);
346    let mut body_def = default_body_def();
347    body_def.type_ = BodyType::Dynamic;
348    let mut shape_def = default_shape_def();
349    shape_def.enable_hit_events = true;
350
351    let mut y = -1.1 * a * grid_count as f32 + 10.0;
352    for _ in 0..grid_count {
353        let mut x = -1.1 * a * grid_count as f32;
354
355        for _ in 0..grid_count {
356            body_def.position = to_pos(Vec2 { x, y });
357            let body_id = create_body(world, &body_def);
358
359            create_polygon_shape(world, body_id, &shape_def, &polygon);
360
361            x += 2.1 * a;
362        }
363
364        y += 2.1 * a;
365    }
366}