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mod camera;
mod hardware;
mod memory;
mod nbody;
mod pipelines;
mod settings;
mod simulation;
pub use camera::Camera;
pub use nbody::NBody;
pub use settings::Settings;
use hardware::Hardware;
use log;
use memory::{Memory, Vertex};
use pipelines::Pipelines;
use simulation::Simulation;
use winit::{
event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::WindowBuilder,
};
pub async fn run(settings: Settings, camera: Camera, init_conditions: NBody) {
debug_assert!(init_conditions.is_valid());
let event_loop = EventLoop::new();
let window = WindowBuilder::new()
.with_title("Heavens")
.with_inner_size(winit::dpi::LogicalSize::new(
settings.display_width * settings.pixel_size,
settings.display_height * settings.pixel_size,
))
.build(&event_loop)
.unwrap();
let mut simulation = Simulation::new(window, settings, camera, init_conditions).await;
let mut azimuthal_delta = 0.0;
let mut polar_delta = 0.0;
let mut zoom_delta = 1.0;
let mut pause_time = false;
event_loop.run(move |event, _, control_flow| {
// control_flow.set_poll(); // Continuously runs the event loop
control_flow.set_wait(); // Runs the event loop only when an event is received
match event {
Event::WindowEvent {
window_id,
ref event,
} if window_id == simulation.hardware.window.id() => {
if !simulation.input(event) {
match event {
WindowEvent::CloseRequested
| WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
},
..
} => {
log::info!("Escape pressed, closing");
*control_flow = ControlFlow::Exit
}
WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(key_code),
..
},
..
} => match key_code {
VirtualKeyCode::Minus => {
simulation.settings.time_step /= 2.0;
}
VirtualKeyCode::Equals => {
simulation.settings.time_step *= 2.0;
}
VirtualKeyCode::Q => {
zoom_delta += 1.0e-3;
}
VirtualKeyCode::E => {
zoom_delta -= 1.0e-3;
}
VirtualKeyCode::Z => {
simulation.settings.blur_radius /= 2.0;
}
VirtualKeyCode::X => {
simulation.settings.blur_radius *= 2.0;
}
VirtualKeyCode::F => {
simulation.settings.gravitational_constant /= 2.0;
}
VirtualKeyCode::G => {
simulation.settings.gravitational_constant *= 2.0;
}
VirtualKeyCode::A => {
azimuthal_delta -= 1.0e-3;
}
VirtualKeyCode::D => {
azimuthal_delta += 1.0e-3;
}
VirtualKeyCode::W => {
polar_delta -= 1.0e-3;
}
VirtualKeyCode::S => {
polar_delta += 1.0e-3;
}
VirtualKeyCode::O => {
simulation.settings.ghost_stack_visible_limit /= 2.0;
}
VirtualKeyCode::P => {
simulation.settings.ghost_stack_visible_limit *= 2.0;
}
VirtualKeyCode::Space => {
polar_delta = 0.0;
azimuthal_delta = 0.0;
zoom_delta = 1.0;
pause_time = !pause_time;
println!("Time paused: {}", pause_time);
}
_ => {
println!("Unbound key pressed: {:?}", key_code);
}
},
WindowEvent::Resized(physical_size) => {
simulation.resize(*physical_size);
}
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
simulation.resize(**new_inner_size);
}
_ => {}
}
}
}
Event::MainEventsCleared => {
log::debug!("Main events cleared");
// simulation.hardware.window.request_redraw();
}
Event::RedrawRequested(window_id) if window_id == simulation.hardware.window.id() => {
log::debug!("Redraw requested");
if !pause_time {
simulation.update();
}
simulation.camera.rotate_azimuthal(azimuthal_delta);
simulation.camera.rotate_polar(polar_delta);
simulation.camera.magnify(zoom_delta);
match simulation.render() {
Ok(_) => {
log::debug!("Redraw complete");
}
// Reconfigure the surface if it's lost or outdated
Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
simulation.resize(simulation.hardware.window.inner_size())
}
// The system is out of memory, we should probably quit
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
Err(wgpu::SurfaceError::Timeout) => log::warn!("Surface timeout"),
}
}
Event::RedrawEventsCleared => {
log::debug!("Redraw events cleared");
simulation.hardware.window.request_redraw();
}
_ => (),
}
});
}