finish subtitled5
parent
e7b0735bcf
commit
6e73e65dfc
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@ -34,7 +34,7 @@ fn view(app: &App, _model: &Model, frame: Frame) {
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let draw = app.draw();
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if frame.nth() == 1 {
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if frame.nth() == 0 {
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draw.background().color(BG);
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} else {
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let win = app.window_rect();
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@ -9,17 +9,25 @@ fn main() {
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struct Model {
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shape: Shapes,
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count: usize,
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}
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fn model(_app: &App) -> Model {
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Model {
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shape: Shapes::new(),
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shape: Shapes::new(0),
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count: 0,
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}
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}
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fn update(app: &App, model: &mut Model, _update: Update) {
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if app.elapsed_frames() % 60 == 0 {
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model.shape = Shapes::new();
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if app.elapsed_frames() % 60 == 0 && app.elapsed_frames() > 1 {
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if model.count >= 20 {
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std::process::exit(0);
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}
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model.shape = Shapes::new(random_range(1, 7));
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model.count += 1;
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}
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}
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@ -29,7 +37,7 @@ fn view(app: &App, model: &Model, frame: Frame) {
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let draw = app.draw();
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if frame.nth() == 0 {
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draw.background().color(BLACK);
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} else if frame.nth() % 60 > 40 {
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} else if frame.nth() % 60 > 30 {
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let win = app.window_rect();
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draw.rect().wh(win.wh()).color(srgba(0.0, 0.0, 0.0, 0.2));
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}
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@ -3,41 +3,115 @@ use nannou::prelude::*;
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pub struct Shapes(Vec<Shape>);
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impl Shapes {
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pub fn draw(&self, draw: Draw) {
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let w = 1.0;
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for shape in &self.0 {
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match shape {
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Shape::Triangle { center, radius } => {
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&Shape::Triangle {
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center,
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radius,
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rotation,
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} => {
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let points = vec![vec2(0., 1.), vec2(0.866, -0.5), vec2(-0.866, -0.5)]
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.into_iter()
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.map(|v| v * *radius + *center)
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.map(|v| {
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vec2(
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v.x * rotation.cos() - v.y * rotation.sin(),
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v.x * rotation.sin() + v.y * rotation.cos(),
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)
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})
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.map(|v| v * radius + center)
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.collect::<Vec<_>>();
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draw.polyline().weight(3.).points_closed(points).color(PINK);
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draw.polyline().weight(w).points_closed(points).color(PINK);
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}
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Shape::Circle { center, radius } => {
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Shape::Circle { center, radius, .. } => {
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draw.ellipse()
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.radius(*radius)
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.no_fill()
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.stroke_weight(3.)
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.stroke_weight(w)
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.xy(*center)
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.stroke_color(PINK);
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}
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Shape::Line { center, radius } => {}
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&Shape::Line {
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center,
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radius,
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rotation,
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} => {
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let points = vec![vec2(-1.0, 0.), vec2(1.0, 0.0)]
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.into_iter()
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.map(|v| {
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vec2(
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v.x * rotation.cos() - v.y * rotation.sin(),
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v.x * rotation.sin() + v.y * rotation.cos(),
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)
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})
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.map(|v| v * radius + center)
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.collect::<Vec<_>>();
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draw.line()
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.stroke_weight(w)
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.start(points[0])
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.end(points[1])
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.color(PINK);
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}
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Shape::LongLine { center, radius, .. } => {
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draw.line()
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.stroke_weight(w)
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.start(Vec2::ZERO)
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.end(*center + center.normalize() * *radius)
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.color(PINK);
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}
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&Shape::Square {
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center,
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radius,
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rotation,
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} => {
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let points = vec![
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vec2(1.0, 1.0),
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vec2(-1.0, 1.0),
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vec2(-1.0, -1.0),
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vec2(1.0, -1.0),
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]
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.into_iter()
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.map(|v| {
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vec2(
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v.x * rotation.cos() - v.y * rotation.sin(),
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v.x * rotation.sin() + v.y * rotation.cos(),
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)
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})
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.map(|v| v * radius + center)
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.collect::<Vec<_>>();
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draw.polyline()
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.stroke_weight(w)
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.points_closed(points)
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.color(PINK);
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}
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}
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}
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}
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pub fn new() -> Self {
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pub fn new(children: usize) -> Self {
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let root = Shape::random(Vec2::ZERO, 100.0);
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let mut vec = vec![];
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for _ in 0..3 {
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for _ in 0..children {
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let (c, r) = root.get_random_point_distance();
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let s = Shape::random(c, r);
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let children = random_range(0, 3);
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let children = random_range(0, 5.min(children + 2));
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for _ in 0..children {
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let (c, r) = s.get_random_point_distance();
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let s = Shape::random(c, r);
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let children = random_range(0, 3.min(children + 1));
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for _ in 0..children {
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let (c, r) = s.get_random_point_distance();
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let s = Shape::random(c, r);
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vec.push(s);
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}
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vec.push(s);
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}
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@ -49,58 +123,144 @@ impl Shapes {
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}
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}
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pub enum Shape {
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Triangle { center: Vec2, radius: f32 },
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Circle { center: Vec2, radius: f32 },
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Line { center: Vec2, radius: f32 },
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macro_rules! sh {
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( $($id:ident),* ) => {
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pub enum Shape {
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$(
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$id { center: Vec2, radius: f32, rotation: f32 },
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)*
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}
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};
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}
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sh!(Triangle, Circle, Line, LongLine, Square);
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fn random_sq_rot() -> f32 {
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[0.0, PI / 4.0][random_range(0, 2)]
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}
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fn random_tri_rot() -> f32 {
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[0.0, PI / 3.0][random_range(0, 2)]
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}
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fn random_line_rot() -> f32 {
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[0.0, PI / 3.0, PI / 2.0, PI / 4.0, PI][random_range(0, 4)]
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}
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impl Shape {
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fn random(center: Vec2, radius: f32) -> Self {
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match random_range(0, 3) {
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0 => Self::tri(center, radius),
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1 => Self::line(center, radius),
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_ => Self::circ(center, radius),
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match random_range(0, 5) {
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0 => Self::tri(center, radius, random_tri_rot()),
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1 => Self::line(center, radius, random_line_rot()),
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2 if center.distance(Vec2::ZERO) > 0.01 => Self::long_line(center, radius, 0.0),
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3 => Self::square(center, radius, random_sq_rot()),
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_ => Self::circ(center, radius, 0.0),
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}
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}
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fn tri(center: Vec2, radius: f32) -> Self {
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Self::Triangle { center, radius }
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fn tri(center: Vec2, radius: f32, rotation: f32) -> Self {
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Self::Triangle {
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center,
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radius,
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rotation,
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}
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fn circ(center: Vec2, radius: f32) -> Self {
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Self::Circle { center, radius }
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}
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fn line(center: Vec2, radius: f32) -> Self {
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Self::Line { center, radius }
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fn circ(center: Vec2, radius: f32, rotation: f32) -> Self {
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Self::Circle {
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center,
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radius,
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rotation,
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}
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}
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fn line(center: Vec2, radius: f32, rotation: f32) -> Self {
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Self::Line {
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center,
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radius,
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rotation,
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}
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}
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fn long_line(center: Vec2, radius: f32, rotation: f32) -> Self {
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Self::LongLine {
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center,
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radius,
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rotation,
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}
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}
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fn square(center: Vec2, radius: f32, rotation: f32) -> Self {
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Self::Square {
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center,
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radius,
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rotation,
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}
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}
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fn get_random_point_distance(&self) -> (Vec2, f32) {
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match self {
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Shape::Triangle { center, radius } => {
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&Shape::Triangle {
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center,
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radius,
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rotation,
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} => {
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let points = vec![vec2(0., 1.), vec2(0.866, -0.5), vec2(-0.866, -0.5)]
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.into_iter()
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.map(|v| v * *radius + *center)
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.map(|v| {
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vec2(
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v.x * rotation.cos() - v.y * rotation.sin(),
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v.x * rotation.sin() + v.y * rotation.cos(),
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)
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})
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.map(|v| v * radius + center)
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.collect::<Vec<_>>();
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let denom = random_range(1.0, 5.0).floor();
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let denom = random_range(1.0, 4.0).floor();
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(points[random_range(0, points.len())], radius / denom)
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}
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Shape::Circle { center, radius } => {
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&Shape::Circle { center, radius, .. } => {
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let point = match random_range(0, 4) {
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0 => *center + Vec2::X * *radius,
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1 => *center - Vec2::X * *radius,
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2 => *center + Vec2::Y * *radius,
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_ => *center - Vec2::Y * *radius,
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0 => center + Vec2::X * radius,
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1 => center - Vec2::X * radius,
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2 => center + Vec2::Y * radius,
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_ => center - Vec2::Y * radius,
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};
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let denom = random_range(1.0, 5.0).floor();
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let denom = random_range(1.0, 4.0).floor();
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(point, radius / denom)
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}
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Shape::Line { center, radius } => {
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let point = todo!("one of the two vertices");
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&Shape::Line { center, radius, .. } => {
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let point = match random_range(0, 2) {
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0 => center - center.normalize() * radius,
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_ => center + center.normalize() * radius,
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};
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let denom = random_range(1.0, 5.0).floor();
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let denom = random_range(1.0, 4.0).floor();
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(point, radius / denom)
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}
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&Shape::LongLine { center, radius, .. } => {
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let denom = random_range(1.0, 4.0).floor();
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(center + center.normalize() * radius, radius / denom)
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}
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&Shape::Square {
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center,
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radius,
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rotation,
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} => {
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let points = vec![
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vec2(1.0, 1.0),
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vec2(-1.0, 1.0),
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vec2(-1.0, -1.0),
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vec2(1.0, -1.0),
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]
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.into_iter()
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.map(|v| {
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vec2(
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v.x * rotation.cos() - v.y * rotation.sin(),
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v.x * rotation.sin() + v.y * rotation.cos(),
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)
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})
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.map(|v| v * radius + center)
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.collect::<Vec<_>>();
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let denom = random_range(1.0, 4.0).floor();
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(points[random_range(0, 4)], radius / denom)
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}
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}
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}
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}
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