Files
Verbatim/src/physics/verlet.rs
T
Emil 68fe0b87dd refactor: code cleanup — dead code, warnings, duplication
Dead code removed (21 methods, 4 fields, 3 constants):
- Cell: MaterialId::ALL, MaterialId::from_u8 (unsafe transmute)
- Grid: get_mut, clear, fill_rect, swap, dump_region, next buffer field
- Entity: move_center, EntityManager::iter_mut
- Player: move_dir field, entity_mut
- VerletSolver: step, SubBody::add_vel, SubBody::apply_force
- CellularAutomaton: tick_count
- InputHandler: release_all, poll, Action::None
- WindowInput: clear
- GameSession: perform_action_and_step, is_recording, grid_mut
- ReplayPlayer: from_recording
- Material: empty()
- VulkanRenderer: tick_count field
- MaterialBrush: name()

Warnings fixed:
- Remove unused MaterialRegistry imports from renderers
- Remove unused reg variables in terminal/vulkan/graphics
- Remove unused water_surface in game.rs
- Remove unused p/y_death in tests
- Remove unused qf_slice in graphics.rs

Duplication eliminated:
- main.rs: run_ascii_mode + run_graphics_mode → generic run_gpu_mode<R: GpuRenderer>
  ~140 lines of duplicated event loop code removed
- GpuRenderer trait unifies VulkanRenderer and GraphicsRenderer API

Unsafe code fixed:
- rand_u8: static mut + unsafe → AtomicU8 + fetch_add (thread-safe)

Module cleanup:
- world/mod.rs: removed all unused re-exports
- physics/mod.rs: removed all unused re-exports
- entity/mod.rs: removed unused Entity/EntityId re-exports

Result: ~6500 → ~5964 lines, 0 non-deprecation warnings, 109 tests pass
2026-06-21 01:36:25 +03:00

151 lines
3.7 KiB
Rust

use crate::world::cell::MaterialId;
#[derive(Clone, Copy, Debug)]
pub struct SubBody {
pub x: f32,
pub y: f32,
pub old_x: f32,
pub old_y: f32,
pub ax: f32,
pub ay: f32,
pub radius: f32,
pub material: MaterialId,
pub alive: bool,
pub health: f32,
pub on_fire: bool,
pub fire_timer: u32,
}
impl SubBody {
pub fn new(x: f32, y: f32, radius: f32, material: MaterialId) -> Self {
Self {
x,
y,
old_x: x,
old_y: y,
ax: 0.0,
ay: 0.0,
radius,
material,
alive: true,
health: 100.0,
on_fire: false,
fire_timer: 0,
}
}
#[inline]
pub fn vx(&self) -> f32 {
self.x - self.old_x
}
#[inline]
pub fn vy(&self) -> f32 {
self.y - self.old_y
}
#[inline]
pub fn set_vel(&mut self, vx: f32, vy: f32) {
self.old_x = self.x - vx;
self.old_y = self.y - vy;
}
}
#[derive(Clone, Copy, Debug)]
pub struct Constraint {
pub a: usize,
pub b: usize,
pub rest_length: f32,
pub stiffness: f32,
}
impl Constraint {
pub fn new(a: usize, b: usize, rest_length: f32, stiffness: f32) -> Self {
Self {
a,
b,
rest_length,
stiffness,
}
}
}
#[derive(Clone)]
pub struct VerletSolver {
pub gravity: f32,
pub damping: f32,
pub dt: f32,
pub max_vel: f32,
pub substeps: u32,
}
impl VerletSolver {
pub fn new() -> Self {
Self {
gravity: 0.04,
damping: 0.97,
dt: 1.0,
max_vel: 2.0,
substeps: 8,
}
}
pub fn integrate(&self, bodies: &mut [SubBody]) {
for b in bodies.iter_mut() {
if !b.alive {
continue;
}
let mut vx = (b.x - b.old_x) * self.damping;
let mut vy = (b.y - b.old_y) * self.damping;
let v_mag = (vx * vx + vy * vy).sqrt();
if v_mag > self.max_vel {
vx = vx / v_mag * self.max_vel;
vy = vy / v_mag * self.max_vel;
}
b.old_x = b.x;
b.old_y = b.y;
b.x += vx + b.ax * self.dt * self.dt;
b.y += vy + (b.ay + self.gravity) * self.dt * self.dt;
b.ax = 0.0;
b.ay = 0.0;
}
}
pub fn solve_constraints(&self, bodies: &mut [SubBody], constraints: &[Constraint], iterations: u32) {
const MAX_CORRECTION: f32 = 0.5;
for _ in 0..iterations {
for c in constraints {
let (ba, bb) = if c.a < bodies.len() && c.b < bodies.len() {
(bodies[c.a], bodies[c.b])
} else {
continue;
};
if !ba.alive || !bb.alive {
continue;
}
let dx = bb.x - ba.x;
let dy = bb.y - ba.y;
let dist = (dx * dx + dy * dy).sqrt();
if dist < 0.0001 {
continue;
}
let diff = (dist - c.rest_length) / dist;
let mut sx = dx * 0.5 * diff * c.stiffness;
let mut sy = dy * 0.5 * diff * c.stiffness;
let corr_mag = (sx * sx + sy * sy).sqrt();
if corr_mag > MAX_CORRECTION {
let scale = MAX_CORRECTION / corr_mag;
sx *= scale;
sy *= scale;
}
bodies[c.a].x += sx;
bodies[c.a].y += sy;
bodies[c.b].x -= sx;
bodies[c.b].y -= sy;
}
}
}
}