fix colors on #7
parent
4e695573d6
commit
5d0692e8e3
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@ -1,4 +1,4 @@
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use nannou::{color::Mix, prelude::*};
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use nannou::prelude::*;
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use std::collections::VecDeque;
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use utils::*;
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@ -7,7 +7,7 @@ fn main() {
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}
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struct Model {
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points: VecDeque<Vec2>,
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points: VecDeque<(Vec2, (f32, f32))>,
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}
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const GOLDEN: f32 = 0.618033988;
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@ -20,9 +20,16 @@ fn point(i: usize) -> Vec2 {
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vec2(x, y)
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}
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fn color() -> (f32, f32) {
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(
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random_range(345.0, 355.0) / 360.0,
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random_range(75.0, 93.0) / 100.0,
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)
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}
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fn model(_app: &App) -> Model {
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Model {
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points: (0..2000).map(point).map(|a| a * 10.0).collect(),
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points: (0..2000).map(point).map(|a| (a * 10.0, color())).collect(),
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}
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}
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@ -96,13 +103,15 @@ fn norm_f(p: Vec2, t: f32) -> Vec2 {
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fn update(app: &App, model: &mut Model, _update: Update) {
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let t = app.elapsed_frames() as f32 / 120.0;
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for p in &mut model.points {
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for (p, _) in &mut model.points {
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*p -= norm_f(*p, t) * f(*p, t).signum();
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}
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if app.elapsed_frames() > 20 {
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for _ in 0..10 {
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model.points.push_back(6.0 * point(random_range(0, 1000)));
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model
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.points
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.push_back((6.0 * point(random_range(0, 1000)), color()));
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}
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}
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@ -112,7 +121,7 @@ fn update(app: &App, model: &mut Model, _update: Update) {
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// drain_filter but i'm too lazy for nightly
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let mut i = 0;
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while i < model.points.len() {
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if f(model.points[i], t) < 0.0 {
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if f(model.points[i].0, t) < 0.0 {
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model.points.remove(i);
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} else {
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i += 1;
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@ -122,21 +131,18 @@ fn update(app: &App, model: &mut Model, _update: Update) {
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}
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fn view(app: &App, model: &Model, frame: Frame) {
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let t = frame.nth() as f32 / 120.0;
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let _t = frame.nth() as f32 / 120.0;
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let draw = app.draw();
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if frame.nth() == 0 {
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draw.background()
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.color(srgb(1., 250.0 / 255.0, 250.0 / 255.0));
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draw.background().color(BLACK);
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} else {
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let win = app.window_rect();
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draw.rect()
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.wh(win.wh())
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.color(srgba(1., 250.0 / 255.0, 250.0 / 255.0, 0.005));
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draw.rect().wh(win.wh()).color(srgba(0., 0.0, 0.0, 0.005));
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}
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for &p in &model.points {
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draw.ellipse().color(BLACK).xy(p).radius(1.0);
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for &(p, (h, l)) in &model.points {
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draw.ellipse().color(hsl(h, 1.0, l)).xy(p).radius(1.0);
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}
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draw.to_frame(app, &frame).unwrap();
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