mirror of
https://github.com/Zeal-Operating-System/ZealOS.git
synced 2024-12-28 08:16:31 +00:00
166 lines
No EOL
4.3 KiB
HolyC
Executable file
166 lines
No EOL
4.3 KiB
HolyC
Executable file
/*Uses $LK,"fixed-point",A="FI:::/Demo/Lectures/FixedPoint.ZC"$ arithmetic
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because it used to be faster than floating
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point. See $LK,"::/Demo/Lectures/FixedPoint.ZC"$.
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The decimal place is between
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bits 31 and 32.
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*/
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#define BALLS_NUM 64
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#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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{
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I64 i;
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dc->color = RED;
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for (i = 0; i < BALLS_NUM; i++)
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GrCircle(dc, ball_x[i].i32[1], ball_y[i].i32[1], BALL_RADIUS);
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}
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/****
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$SP,"",BI=1$
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Initial and final velocity vects
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with normal and tangential components.
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All masses are ident, so they
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have been dropped from the equations.
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Conservation of Momentum:
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V1$SY,3$it$SY,0$+V2$SY,3$it$SY,0$=V1$SY,3$ft$SY,0$+V2$SY,3$ft$SY,0$
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V1$SY,3$in$SY,0$+V2$SY,3$in$SY,0$=V1$SY,3$fn$SY,0$+V2$SY,3$fn$SY,0$
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Conservation of Energy:
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|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$
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****/
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U0 AnimateTask(I64)
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{
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CTask *task = Fs->parent_task;
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I64 i, j, h, v, distdist,
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dia = (2 * BALL_RADIUS) << 32,
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diadia = SqrI64(2 *BALL_RADIUS) << 32,
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delta_x, delta_y, v_t1, v_n1, v_t2, v_n2;
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F64 dist;
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while (TRUE)
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{
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h = task->pix_width;
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v = task->pix_height;
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for (i = 0; i < BALLS_NUM; i++)
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{
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ball_x[i] += ball_velocity_x[i];
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ball_y[i] += ball_velocity_y[i];
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if (ball_x[i] < BALL_RADIUS << 32)
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{
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ball_velocity_x[i] *= -1;
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ball_x[i] = BALL_RADIUS << 32;
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}
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if (ball_x[i] >= (h - BALL_RADIUS) << 32)
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{
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ball_velocity_x[i] *= -1;
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ball_x[i] = (h - BALL_RADIUS) << 32;
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}
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if (ball_y[i] < BALL_RADIUS << 32)
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{
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ball_velocity_y[i] *= -1;
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ball_y[i] = BALL_RADIUS << 32;
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}
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if (ball_y[i] >= (v - BALL_RADIUS) << 32)
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{
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ball_velocity_y[i] *= -1;
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ball_y[i] = (v - BALL_RADIUS) << 32;
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}
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}
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for (i = 0; i < BALLS_NUM; i++)
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{
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for (j = i + 1; j < BALLS_NUM; j++)
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{
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delta_x = ball_x[i] - ball_x[j];
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delta_y = ball_y[i] - ball_y[j];
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//We shift 16 because multiplying
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//two 32 shifted would yield 64 shifted
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//and we want a 32 shifted res.
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distdist = SqrI64(delta_x >> 16) + SqrI64(delta_y >> 16);
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//We work with square instead of sqrt
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//to avoid unnecessarily calculating
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//square heads (They are slow.)
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if (distdist && distdist <= diadia)
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{
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dist = Sqrt(distdist); //shifted 16 bits
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delta_x /= dist; //shifted 16
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delta_y /= dist;
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v_t1 = (ball_velocity_x[i] >> 16 * delta_y - ball_velocity_y[i] >> 16 * delta_x) >> 16;
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v_n1 = (ball_velocity_x[i] >> 16 * delta_x + ball_velocity_y[i] >> 16 * delta_y) >> 16;
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v_t2 = (ball_velocity_x[j] >> 16 * delta_y - ball_velocity_y[j] >> 16 * delta_x) >> 16;
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v_n2 = (ball_velocity_x[j] >> 16 * delta_x + ball_velocity_y[j] >> 16 * delta_y) >> 16;
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if (ball_velocity_x[i] >> 16 * ball_velocity_x[j] >> 16 +
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ball_velocity_y[i] >> 16 * ball_velocity_y[j] >> 16 <= 0)
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{
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ball_velocity_x[i] = v_t1 * delta_y - v_n1 * delta_x;
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ball_velocity_y[i] = -v_t1 * delta_x - v_n1 * delta_y;
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ball_velocity_x[j] = v_t2 * delta_y - v_n2 * delta_x;
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ball_velocity_y[j] = -v_t2 * delta_x - v_n2 * delta_y;
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}
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else
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{
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ball_velocity_x[i] = v_t1 * delta_y + v_n2 * delta_x;
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ball_velocity_y[i] = -v_t1 * delta_x + v_n2 * delta_y;
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ball_velocity_x[j] = v_t2 * delta_y + v_n1 * delta_x;
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ball_velocity_y[j] = -v_t2 * delta_x + v_n1 * delta_y;
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}
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//Correct for overlap
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dist = 0x10000 + (dia / 0x10000 - dist) / 2;
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ball_x[i] += dist * delta_x;
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ball_y[i] += dist * delta_y;
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ball_x[j] -= dist * delta_x;
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ball_y[j] -= dist * delta_y;
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}
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}
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}
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Sleep(1);
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}
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}
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U0 Init()
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{
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I64 i;
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for (i = 0; i < BALLS_NUM; i++)
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{
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ball_x[i] = (RandU16 % (Fs->pix_width - BALL_RADIUS * 2) + BALL_RADIUS) << 32;
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ball_y[i] = (RandU16 % (Fs->pix_height - BALL_RADIUS * 2) + BALL_RADIUS) << 32;
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ball_velocity_x[i] = RandI32 / 4;
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ball_velocity_y[i] = RandI32 / 4;
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}
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}
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U0 Collision()
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{
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SettingsPush; //See $LK,"SettingsPush",A="MN:SettingsPush"$
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Init;
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Fs->animate_task = Spawn(&AnimateTask, NULL, "Animate",, Fs);
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DocCursor;
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DocClear;
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Fs->draw_it = &DrawIt;
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CharGet;
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SettingsPop;
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}
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Collision;
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