ZealOS/src/Demo/Games/Collision.CC

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2020-02-16 04:57:03 +00:00
/*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
I64 ball_x[BALLS_NUM],ball_y[BALLS_NUM],
ball_velocity_x[BALLS_NUM],ball_velocity_y[BALLS_NUM];
U0 DrawIt(CTask *,CDC *dc)
{
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);
}
/****
$SP,"",BI=1$
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);
}
}
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;
}
}
U0 Collision()
{
SettingsPush; //See $LK,"SettingsPush",A="MN:SettingsPush"$
Init;
Fs->animate_task=Spawn(&AnimateTask,NULL,"Animate",,Fs);
DocCursor;
DocClear;
Fs->draw_it=&DrawIt;
GetChar;
SettingsPop;
}
Collision;
Wd<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>r<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>r<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v_t<EFBFBD>v_n