ZealOS/src/Demo/Games/Collision.CC

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/*Uses $LK,"fixed-point",A="FI:::/Demo/Lectures/FixedPoint.CC"$ arithmetic
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because it used to be faster than floating
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point. See $LK,"::/Demo/Lectures/FixedPoint.CC"$.
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The decimal place is between
bits 31 and 32.
*/
#define BALLS_NUM 64
#define BALL_RADIUS 5
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I64 ball_x[BALLS_NUM], ball_y[BALLS_NUM], ball_velocity_x[BALLS_NUM], ball_velocity_y[BALLS_NUM];
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U0 DrawIt(CTask *, CDC *dc)
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{
I64 i;
dc->color = RED;
for (i = 0; i < BALLS_NUM; i++)
GrCircle(dc, ball_x[i].i32[1], ball_y[i].i32[1], BALL_RADIUS);
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}
/****
$SP,"",BI=1$
Initial and final velocity vects
with normal and tangential components.
All masses are ident, so they
have been dropped from the equations.
Conservation of Momentum:
V1$SY,3$it$SY,0$+V2$SY,3$it$SY,0$=V1$SY,3$ft$SY,0$+V2$SY,3$ft$SY,0$
V1$SY,3$in$SY,0$+V2$SY,3$in$SY,0$=V1$SY,3$fn$SY,0$+V2$SY,3$fn$SY,0$
Conservation of Energy:
|V1$SY,3$i$SY,0$|$SY,-3$2$SY,0$+|V2$SY,3$i$SY,0$|$SY,-3$2$SY,0$=|V1$SY,3$f$SY,0$|$SY,-3$2$SY,0$+|V2$SY,3$f$SY,0$|$SY,-3$2$SY,0$
****/
U0 AnimateTask(I64)
{
CTask *task = Fs->parent_task;
I64 i, j, h, v, distdist,
dia = (2 * BALL_RADIUS) << 32,
diadia = SqrI64(2 *BALL_RADIUS) << 32,
delta_x, delta_y, v_t1, v_n1, v_t2, v_n2;
F64 dist;
while (TRUE)
{
h = task->pix_width;
v = task->pix_height;
for (i = 0; i < BALLS_NUM; i++)
{
ball_x[i] += ball_velocity_x[i];
ball_y[i] += ball_velocity_y[i];
if (ball_x[i] < BALL_RADIUS << 32)
{
ball_velocity_x[i] *= -1;
ball_x[i] = BALL_RADIUS << 32;
}
if (ball_x[i] >= (h - BALL_RADIUS) << 32)
{
ball_velocity_x[i] *= -1;
ball_x[i] = (h - BALL_RADIUS) << 32;
}
if (ball_y[i] < BALL_RADIUS << 32)
{
ball_velocity_y[i] *= -1;
ball_y[i] = BALL_RADIUS << 32;
}
if (ball_y[i] >= (v - BALL_RADIUS) << 32)
{
ball_velocity_y[i] *= -1;
ball_y[i] = (v - BALL_RADIUS) << 32;
}
}
for (i = 0; i < BALLS_NUM; i++)
{
for (j = i + 1; j < BALLS_NUM; j++)
{
delta_x = ball_x[i] - ball_x[j];
delta_y = ball_y[i] - ball_y[j];
//We shift 16 because multiplying
//two 32 shifted would yield 64 shifted
//and we want a 32 shifted res.
distdist = SqrI64(delta_x >> 16) + SqrI64(delta_y >> 16);
//We work with square instead of sqrt
//to avoid unnecessarily calculating
//square heads (They are slow.)
if (distdist && distdist <= diadia)
{
dist = Sqrt(distdist); //shifted 16 bits
delta_x /= dist; //shifted 16
delta_y /= dist;
v_t1 = (ball_velocity_x[i] >> 16 * delta_y - ball_velocity_y[i] >> 16 * delta_x) >> 16;
v_n1 = (ball_velocity_x[i] >> 16 * delta_x + ball_velocity_y[i] >> 16 * delta_y) >> 16;
v_t2 = (ball_velocity_x[j] >> 16 * delta_y - ball_velocity_y[j] >> 16 * delta_x) >> 16;
v_n2 = (ball_velocity_x[j] >> 16 * delta_x + ball_velocity_y[j] >> 16 * delta_y) >> 16;
if (ball_velocity_x[i] >> 16 * ball_velocity_x[j] >> 16 +
ball_velocity_y[i] >> 16 * ball_velocity_y[j] >> 16 <= 0)
{
ball_velocity_x[i] = v_t1 * delta_y - v_n1 * delta_x;
ball_velocity_y[i] = -v_t1 * delta_x - v_n1 * delta_y;
ball_velocity_x[j] = v_t2 * delta_y - v_n2 * delta_x;
ball_velocity_y[j] = -v_t2 * delta_x - v_n2 * delta_y;
}
else
{
ball_velocity_x[i] = v_t1 * delta_y + v_n2 * delta_x;
ball_velocity_y[i] = -v_t1 * delta_x + v_n2 * delta_y;
ball_velocity_x[j] = v_t2 * delta_y + v_n1 * delta_x;
ball_velocity_y[j] = -v_t2 * delta_x + v_n1 * delta_y;
}
//Correct for overlap
dist = 0x10000 + (dia / 0x10000 - dist) / 2;
ball_x[i] += dist * delta_x;
ball_y[i] += dist * delta_y;
ball_x[j] -= dist * delta_x;
ball_y[j] -= dist * delta_y;
}
}
}
Sleep(1);
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}
}
U0 Init()
{
I64 i;
for (i = 0; i < BALLS_NUM; i++)
{
ball_x[i] = (RandU16 % (Fs->pix_width - BALL_RADIUS * 2) + BALL_RADIUS) << 32;
ball_y[i] = (RandU16 % (Fs->pix_height - BALL_RADIUS * 2) + BALL_RADIUS) << 32;
ball_velocity_x[i] = RandI32 / 4;
ball_velocity_y[i] = RandI32 / 4;
}
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}
U0 Collision()
{
SettingsPush; //See $LK,"SettingsPush",A="MN:SettingsPush"$
Init;
Fs->animate_task = Spawn(&AnimateTask, NULL, "Animate",, Fs);
DocCursor;
DocClear;
Fs->draw_it = &DrawIt;
CharGet;
SettingsPop;
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}
Collision;
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