Struct dexterior_visuals::Animation
source · pub struct Animation<'mesh, State, StepFn, DrawFn>where
State: AnimationState,
StepFn: FnMut(&mut State),
DrawFn: FnMut(&State, &mut Painter<'_, '_>),{
pub mesh: &'mesh SimplicialMesh<2>,
pub dt: f64,
pub params: AnimationParams,
pub state: State,
pub step: StepFn,
pub draw: DrawFn,
}
Expand description
An animated visualization of simulation data.
To display the animation in a window,
use RenderWindow::run_animation
.
The State
type must implement AnimationState
to facilitate interpolated rendering.
If you don’t care about this, you can simply
leave the impl block empty:
impl AnimationState for MyState {}
Note that MyState
must still implement Clone
.
To enable interpolation, implement the interpolate
member function
and call lerp
for each cochain in your state
(and decide how/whether to interpolate anything else in your state that isn’t a cochain):
use dexterior as dex;
#[derive(Clone)]
struct MyState {
p: dex::Cochain<0, dex::Primal>,
v: dex::Cochain<1, dex::Primal>,
};
impl AnimationState for MyState {
fn interpolate(old: &Self, new: &Self, t: f64) -> Self {
Self {
p: old.p.lerp(&new.p, t),
v: old.v.lerp(&new.v, t),
}
}
}
Note: this could be done with a macro, but it’s a low-priority development, so for now you have to write this boilerplate by hand.
Fields§
§mesh: &'mesh SimplicialMesh<2>
The mesh that the simulation is derived from.
For now, only 2D meshes are supported. This will change in the future.
dt: f64
Time in seconds per simulation timestep.
params: AnimationParams
Control parameters.
state: State
Initial state of the simulation.
step: StepFn
A function that runs the simulation forward for a timestep.
draw: DrawFn
A function that draws the simulation state.
Auto Trait Implementations§
impl<'mesh, State, StepFn, DrawFn> !RefUnwindSafe for Animation<'mesh, State, StepFn, DrawFn>
impl<'mesh, State, StepFn, DrawFn> !Send for Animation<'mesh, State, StepFn, DrawFn>
impl<'mesh, State, StepFn, DrawFn> !Sync for Animation<'mesh, State, StepFn, DrawFn>
impl<'mesh, State, StepFn, DrawFn> Unpin for Animation<'mesh, State, StepFn, DrawFn>
impl<'mesh, State, StepFn, DrawFn> !UnwindSafe for Animation<'mesh, State, StepFn, DrawFn>
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