ZealOS/docs/Apps/Span/SpanDerive.html
2021-07-03 00:07:57 -04:00

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<pre style="font-family:courier;font-size:10pt">
<a name="l1"></a><span class=cF1>U0</span><span class=cF0> MyDerivative(</span><span class=cF9>CMathODE</span><span class=cF0> *ode, </span><span class=cF1>F64</span><span class=cF0>, </span><span class=cF9>COrder2D3</span><span class=cF0> *, </span><span class=cF9>COrder2D3</span><span class=cF0> *)
<a name="l2"></a>{
<a name="l3"></a> </span><span class=cF2>//The forces due to springs and drag are</span><span class=cF0>
<a name="l4"></a> </span><span class=cF2>//automatically handled by the</span><span class=cF0>
<a name="l5"></a> </span><span class=cF2>//ode code. We can add new forces</span><span class=cF0>
<a name="l6"></a> </span><span class=cF2>//here.</span><span class=cF0>
<a name="l7"></a> </span><span class=cF9>CTask</span><span class=cF0> *task = ode-&gt;win_task;
<a name="l8"></a> </span><span class=cF1>F64</span><span class=cF0> d, dd;
<a name="l9"></a> </span><span class=cF9>CD3</span><span class=cF0> p, p2;
<a name="l10"></a> MyMass *tmpm1, *tmpm2;
<a name="l11"></a>
<a name="l12"></a> </span><span class=cF2>//Collisions</span><span class=cF0>
<a name="l13"></a> tmpm1 = ode-&gt;next_mass;
<a name="l14"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm1 != &amp;ode-&gt;next_mass)
<a name="l15"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l16"></a> tmpm2 = tmpm1-&gt;next;
<a name="l17"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm2 != &amp;ode-&gt;next_mass)
<a name="l18"></a> {
<a name="l19"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p, &amp;tmpm2-&gt;state-&gt;x, &amp;tmpm1-&gt;state-&gt;x);
<a name="l20"></a> dd = </span><span class=cF5>D3NormSqr</span><span class=cF0>(&amp;p);
<a name="l21"></a> </span><span class=cF1>if</span><span class=cF0> (dd &lt;= </span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>tmpm1-&gt;radius + tmpm2-&gt;radius</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l22"></a> d = </span><span class=cF5>Sqrt</span><span class=cF0>(dd) + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>0001</span><span class=cF0>;
<a name="l23"></a> dd = </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * </span><span class=cF5>Sqr</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(tmpm1-&gt;radius + tmpm2-&gt;radius) - dd</span><span class=cF7>)</span><span class=cF0>);
<a name="l24"></a> </span><span class=cF5>D3MulEqu</span><span class=cF0>(&amp;p, dd / d);
<a name="l25"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&amp;tmpm2-&gt;DstateDt-&gt;DxDt, &amp;p);
<a name="l26"></a> </span><span class=cF5>D3SubEqu</span><span class=cF0>(&amp;tmpm1-&gt;DstateDt-&gt;DxDt, &amp;p);
<a name="l27"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l28"></a> tmpm2 = tmpm2-&gt;next;
<a name="l29"></a> }
<a name="l30"></a> tmpm1 = tmpm1-&gt;next;
<a name="l31"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l32"></a>
<a name="l33"></a> tmpm1 = ode-&gt;next_mass;
<a name="l34"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm1 != &amp;ode-&gt;next_mass)
<a name="l35"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l36"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpm1-&gt;flags &amp; </span><span class=cF3>MSF_FIXED</span><span class=cF7>)</span><span class=cF0>)
<a name="l37"></a> tmpm1-&gt;DstateDt-&gt;DyDt += </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * tmpm1-&gt;mass; </span><span class=cF2>//Gravity</span><span class=cF0>
<a name="l38"></a> tmpm1 = tmpm1-&gt;next;
<a name="l39"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l40"></a>
<a name="l41"></a> </span><span class=cF1>if</span><span class=cF0> (cursor_mass)
<a name="l42"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l43"></a> p2.x = </span><span class=cFB>mouse</span><span class=cF0>.pos.x - task-&gt;pix_left - task-&gt;scroll_x;
<a name="l44"></a> p2.y = </span><span class=cFB>mouse</span><span class=cF0>.pos.y - task-&gt;pix_top - task-&gt;scroll_y;
<a name="l45"></a> p2.z = </span><span class=cFE>0</span><span class=cF0>;
<a name="l46"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p, &amp;p2, &amp;cursor_mass-&gt;state-&gt;x);
<a name="l47"></a> d = </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * </span><span class=cF5>D3NormSqr</span><span class=cF0>(&amp;p);
<a name="l48"></a> </span><span class=cF5>D3MulEqu</span><span class=cF0>(&amp;p, d);
<a name="l49"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&amp;cursor_mass-&gt;DstateDt-&gt;DxDt, &amp;p);
<a name="l50"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l51"></a>}
</span></pre></body>
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