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A particles generator in rust for laser shows

Philosophy

This library should allow users to define their own particle behaviours

  • how many particles at start? min/max at any time? how many to add at any time?
  • how do particles behave? Are there different types? Different shapes?
  • how do particles react with real world? To audio? To a controller?

Constraints

  • Manages lists of points in the form {x,y,color} with color encoded as 12 bits (r,g,b)
    • i.e. it doesn't speak to the laser directly, we use a middleware for that part (see. xxx)
    • it can output to STDOUT or send to redis
  • Obviously be as fast as possible
  • Use a physics engine as a tool for collision detection, velocity and more
    • Q: how do we enable custom behaviours (ex: reacting to audio)
    • Q: how do we map physics engine object (ex: ball, square) for users as concept
    • Q: how do we convert the physics engine objets to 2D points
    • Q: how do we handle 3D? On by default?
  • Be easy to use: good defaults for everything
  • Handle bounding and drawing boxes
  • Handle user custom particle properties (ex: decay, frequency, personality, etc.)
  • Handle additional drawings for the current frame due to custom events (ex: segment between two particles)

New project

  1. Clone lj_rust_template and edit draw.rs
  2. add lj_particle library crate
  3. edit the draw function
  4. draw

Library struct/objects

Particle

  • CentralPoint
  • Shape : Square, Triangle, Circle, 3DSphere : Trait
  • UserData // custom ex: life decay, seed, created_at, frequency
  • Group
  • PhysicsBody

Point2D

  • coordinates(x,y)
  • velocity(x,y)
  • color(r,g,b)

BoundingBox2D <Xmin,Xmax,Ymin,Ymax> PhysicsEngine PhysicsEngineConfig ParticlesList

Config

  • ParticlesGroups: vec<
  • RedisConf
  • PhysicsEngine

OSCConfig

  • OSCCache
  • OSCServer <IP,Port>

use LJParticleSystem as ParticleSystem;
use LJBoundingBox as BoundingBox;
use LJClippingBox as ClippingBox;
use LJRedilysis as Redilysis;
use Rapier as PhysicsEngine;

// Configure 
let boundingbox  = BoundingBox();
let clipping_box = ClippingBox();

let particle_system = ParticleSystem( ParticleSystemConfig, PhysicsEngine, ClippingBox, BoundingBox );
let redilysis  = Redilysis ( RedilysisConfig( file_path ) );


// by default, equiprobability to generate a particle from any group
particle_system.new_particle( lambda() => { ... }) 

// some way to init the particles 
world.init();

particle_system.tick = lambda(){

    // Configuration update if read via OSC 
    current_config = self->getConfig();

    // Retrieve bandwidth/bpm/rms info (with caching)
    analysis = redilysis.update();

    // Manage 
    self.boundingBox();

    self.physicsEngine();

    for( particle in self.getParticles() ) {

         


    }


    n_particles = current_config.particles_amount;

    return self.clippingBox();


}

pub fn draw() -> Result<Vec<Point>, Box<dyn std::error::Error>> {
    let mut v: Vec<Point> = vec![];
    v.push( particle_system.tick() );
    Ok(v)
}

OSC CONFIG

S Server = (LJ) OSC Server and client eventual config channel 1 : IP channel X : IP

R Rust = (LJ Particle) OSC Server and Client

U User Interface = (Tablet) HTML Interface

c Program Channel = configurable, uint ex: 1 n Programe name = configurable, string ex: particle_foo_square

Sequence Diagram

# Prerequisite : S is running and available and U is connected to S
# R starts
# R: Do you have my config already ?
R -> S "/program/$c/$n/configure" 

# C needs to stock which program is currently used for $n channel and its parameters

# If no, C manifests the need to init the configuration
C -> R "/program/$c/$n/no-config"

# If no-config, R sends its default config for C to store
R -> C "/program/$c/$n/var1 default_value1" # etc.

# In any case, C sends to R the current config
C -> R "/program/$c/$n/var1 value1" # etc.

# C creates an event for the User to change  
C -> U "/program/$c/$n" 

# U can change the program configuration 
U -> C "/program/$c/$n" 

Features

  • save to redis
  • Use a 2D physics engine
  • Use attractors/repulsors objects
  • Use a 3D physics engine
  • Use OSC to update configuration