HoomdBevyPlugin

Struct HoomdBevyPlugin 

Source
pub struct HoomdBevyPlugin<S> {
    pub initial_settings: Settings,
    pub simulation: S,
}
Expand description

Interface hoomd-rs simulations with the Bevy game engine.

HoomdBevyPlugin is used by all the hoomd-rs examples that create interactive graphical displays of simulations. Specifically, it implements:

  • Camera controls (2D and 3D separately).
  • Simulation step and frame pacing, with a limited number of steps per second.
  • Pause and advance by single step controls.
  • Screenshots.
  • A GUI that provides usage instructions, settings, and controls.

The caller must:

  • Add the EguiPlugin.
  • Provide type that implements Simulation.
  • Add a sync Update system that populates (and removes) entities for rendering. See representation for helper code.

The caller may optionally:

  • Add UI to the upper left and/or right corners of the screen.
  • Implement custom keyboard and/or GUI controls.

To keep individual example scripts short and understandable, hoomd-bevy should implement as much common code as possible.

§Examples

See any one of the many hoomd-rs examples that use HoomdBevyPlugin.

Fields§

§initial_settings: Settings

Configuration to use at application start (may be changed later).

§simulation: S

The simulation to advance and display interactively.

Implementations§

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impl<Sim> HoomdBevyPlugin<Sim>
where Sim: Resource + Simulation,

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pub const SPS: DiagnosticPath

Bevy diagnostic that counts the number of steps executed per second.

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pub const CLEAR: Color

Clear the window to this color before rendering each frame.

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pub const UI_OFFSET: f32 = 12f32

Offset the interface from the edge of the screen.

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pub fn is_paused(state: Res<'_, UiState>) -> bool

Test if the simulation is paused in run_if.

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pub fn build(self, app: &mut App)

Build the plugin.

HoomdBevyPlugin does not implement [Plugin] and cannot be used with add_plugins so that the build method can consume self. This allows build to take ownership of the simulation field and create the appropriate Bevy [Resource].

§Panics
  • When EguiPlugin is not added before calling build.

Auto Trait Implementations§

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impl<S> Freeze for HoomdBevyPlugin<S>
where S: Freeze,

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impl<S> RefUnwindSafe for HoomdBevyPlugin<S>
where S: RefUnwindSafe,

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impl<S> Send for HoomdBevyPlugin<S>
where S: Send,

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impl<S> Sync for HoomdBevyPlugin<S>
where S: Sync,

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impl<S> Unpin for HoomdBevyPlugin<S>
where S: Unpin,

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impl<S> UnwindSafe for HoomdBevyPlugin<S>
where S: UnwindSafe,

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impl<T> Any for T
where T: 'static + ?Sized,

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where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T [ShaderType] for self. When used in [AsBindGroup] derives, it is safe to assume that all images in self exist.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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