mirror of
https://github.com/Zeal-Operating-System/ZealOS.git
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6b3fd2fecb
Update documentation/comments to rename addr, fun, var, stmt, blk, desc, reg, seg, ptr, dup, clus, val, and bttn, to address, function, variable, statement, block, description, register, segment, pointer, duplicate, cluster, value, and button, respectively.
335 lines
33 KiB
HTML
Executable file
335 lines
33 KiB
HTML
Executable file
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<meta http-equiv="Content-Type" content="text/html;charset=US-ASCII">
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<meta name="generator" content="ZealOS V1.01">
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</style>
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</head>
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<body>
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<pre style="font-family:monospace;font-size:12pt">
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<a name="l1"></a><span class=cF0>#</span><span class=cF1>define</span><span class=cF0> THRUST </span><span class=cFE>1000</span><span class=cF0>
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<a name="l2"></a>
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<a name="l3"></a></span><span class=cF1>Bool</span><span class=cF0> blast_off, plane_hit;
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<a name="l4"></a>
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<a name="l5"></a></span><span class=cF9>CMass</span><span class=cF0> m1, </span><span class=cF2>//Bottom of rocket</span><span class=cF0>
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<a name="l6"></a> m2, </span><span class=cF2>//Top of rocket</span><span class=cF0>
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<a name="l7"></a> m3; </span><span class=cF2>//Plane</span><span class=cF0>
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<a name="l8"></a></span><span class=cF9>CSpring</span><span class=cF0> s;
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<a name="l9"></a>
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<a name="l10"></a>#</span><span class=cF1>define</span><span class=cF0> ROCKET_HEIGHT </span><span class=cFE>40</span><span class=cF0>
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<a name="l11"></a>#</span><span class=cF1>define</span><span class=cF0> GROUND_Y (</span><span class=cF3>GR_HEIGHT</span><span class=cF0> - </span><span class=cFE>3</span><span class=cF0> * </span><span class=cF3>FONT_HEIGHT</span><span class=cF0>)
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<a name="l12"></a></span><span class=cB0>
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<a name="l13"></a>
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<a name="l14"></a> </span><span class=cBA><1>/* Graphics Not Rendered in HTML */</span><span class=cB0>
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<a name="l15"></a>
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<a name="l16"></a>
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<a name="l17"></a>
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<a name="l18"></a> </span><span class=cBA><2>/* Graphics Not Rendered in HTML */</span><span class=cB0>
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<a name="l19"></a>
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<a name="l20"></a>
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<a name="l21"></a>
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<a name="l22"></a> </span><span class=cBA><3>/* Graphics Not Rendered in HTML */</span><span class=cB0>
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<a name="l23"></a>
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<a name="l24"></a></span><span class=cF0>
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<a name="l25"></a>
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<a name="l26"></a>
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<a name="l27"></a>
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<a name="l28"></a>
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<a name="l29"></a>
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<a name="l30"></a>
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<a name="l31"></a>
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<a name="l32"></a>
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<a name="l33"></a>
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<a name="l34"></a>
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<a name="l35"></a>
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<a name="l36"></a>
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<a name="l37"></a>
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<a name="l38"></a></span><span class=cFA>
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<a name="l39"></a>/* Graphics Not Rendered in HTML */</span><span class=cF0>
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<a name="l40"></a>
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<a name="l41"></a></span><span class=cF9>CDC</span><span class=cF0> *dc2;
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<a name="l42"></a></span><span class=cF9>CMathODE</span><span class=cF0> *ode;
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<a name="l43"></a>
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<a name="l44"></a>#</span><span class=cF1>define</span><span class=cF0> STATE_NOZZLE_ANGLE </span><span class=cFE>0</span><span class=cF0>
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<a name="l45"></a>#</span><span class=cF1>define</span><span class=cF0> STATE_NOZZLE_ANGLE_VELOCITY </span><span class=cFE>1</span><span class=cF0>
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<a name="l46"></a>#</span><span class=cF1>define</span><span class=cF0> STATE_NUM </span><span class=cFE>2</span><span class=cF0>
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<a name="l47"></a>
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<a name="l48"></a></span><span class=cF9>CD3</span><span class=cF0> target;
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<a name="l49"></a></span><span class=cF1>F64</span><span class=cF0> my_debug, antispin_coefficient;
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<a name="l50"></a>
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<a name="l51"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>DrawIt</span><span class=cF0>(</span><span class=cF9>CTask</span><span class=cF0> *task, </span><span class=cF9>CDC</span><span class=cF0> *dc)
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<a name="l52"></a>{
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<a name="l53"></a> </span><span class=cF9>I64</span><span class=cF0> i, x, y, cx = </span><span class=cF3>GR_WIDTH</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>, cy = GROUND_Y;
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<a name="l54"></a> </span><span class=cF1>F64</span><span class=cF0> theta = </span><span class=cF5>Arg</span><span class=cF0>(m2.x - m1.x, m2.y - m1.y), nozzle_angle = ode->state[STATE_NOZZLE_ANGLE];
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<a name="l55"></a>
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<a name="l56"></a> </span><span class=cF1>if</span><span class=cF0> (blast_off)
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<a name="l57"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l58"></a> x = m1.x - </span><span class=cFE>10</span><span class=cF0> * </span><span class=cF5>Cos</span><span class=cF0>(theta + nozzle_angle);
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<a name="l59"></a> y = m1.y - </span><span class=cFE>10</span><span class=cF0> * </span><span class=cF5>Sin</span><span class=cF0>(theta + nozzle_angle);
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<a name="l60"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < </span><span class=cFE>6</span><span class=cF0>; i++)
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<a name="l61"></a> {
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<a name="l62"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>i ^ </span><span class=cFB>winmgr</span><span class=cF0>.updates</span><span class=cF7>)</span><span class=cF0> & </span><span class=cFE>1</span><span class=cF0>)
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<a name="l63"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
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<a name="l64"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l65"></a> dc->color = </span><span class=cF3>RED</span><span class=cF0>;
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<a name="l66"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, cx + </span><span class=cF7>(</span><span class=cF0>m1.x + i * </span><span class=cF5>Cos</span><span class=cF0>(theta - </span><span class=cF3>pi</span><span class=cF0> /</span><span class=cFE>2</span><span class=cF0>)</span><span class=cF7>)</span><span class=cF0>, cy - </span><span class=cF7>(</span><span class=cF0>m1.y + i * </span><span class=cF5>Sin</span><span class=cF0>(theta - </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>)</span><span class=cF7>)</span><span class=cF0>, cx + x, cy - y);
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<a name="l67"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, cx + </span><span class=cF7>(</span><span class=cF0>m1.x + i * </span><span class=cF5>Cos</span><span class=cF0>(theta + </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>)</span><span class=cF7>)</span><span class=cF0>, cy - </span><span class=cF7>(</span><span class=cF0>m1.y + i * </span><span class=cF5>Sin</span><span class=cF0>(theta + </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>)</span><span class=cF7>)</span><span class=cF0>, cx + x, cy - y);
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<a name="l68"></a> }
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<a name="l69"></a>
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<a name="l70"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < </span><span class=cFE>10</span><span class=cF0>; i++)
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<a name="l71"></a> {
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<a name="l72"></a> </span><span class=cF1>switch</span><span class=cF0> (</span><span class=cF5>RandU16</span><span class=cF0> & </span><span class=cFE>3</span><span class=cF0>)
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<a name="l73"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l74"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>0</span><span class=cF0>: dc2->color = </span><span class=cF3>WHITE</span><span class=cF0>; </span><span class=cF1>break</span><span class=cF0>;
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<a name="l75"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>1</span><span class=cF0>: dc2->color = </span><span class=cF3>LTGRAY</span><span class=cF0>; </span><span class=cF1>break</span><span class=cF0>;
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<a name="l76"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>2</span><span class=cF0>: dc2->color = </span><span class=cF3>DKGRAY</span><span class=cF0>; </span><span class=cF1>break</span><span class=cF0>;
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<a name="l77"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>3</span><span class=cF0>: dc2->color = </span><span class=cF3>BLACK</span><span class=cF0>; </span><span class=cF1>break</span><span class=cF0>;
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<a name="l78"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l79"></a> </span><span class=cF5>GrPlot</span><span class=cF0>(dc2, cx + </span><span class=cF7>(</span><span class=cF0>x + </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>12</span><span class=cF0> - </span><span class=cFE>6</span><span class=cF7>)</span><span class=cF0>, cy - </span><span class=cF7>(</span><span class=cF0>y + </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>12</span><span class=cF0> - </span><span class=cFE>6</span><span class=cF7>)</span><span class=cF0>);
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<a name="l80"></a> }
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<a name="l81"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l82"></a>
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<a name="l83"></a> </span><span class=cF1>if</span><span class=cF0> (plane_hit)
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<a name="l84"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, cx + m3.x, cy - m3.y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><2></span><span class=cF0>);
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<a name="l85"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l86"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, cx + m3.x, cy - m3.y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><1></span><span class=cF0>);
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<a name="l87"></a>
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<a name="l88"></a> </span><span class=cF1>if</span><span class=cF0> (blast_off && !plane_hit)
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<a name="l89"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l90"></a> dc->color = </span><span class=cF3>ROP_COLLISION</span><span class=cF0>;
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<a name="l91"></a> dc->bkcolor = </span><span class=cF3>LTCYAN</span><span class=cF0>;
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<a name="l92"></a> dc->collision_count = </span><span class=cFE>0</span><span class=cF0>;
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<a name="l93"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, cx + </span><span class=cF7>(</span><span class=cF0>m1.x + m2.x</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>, cy - </span><span class=cF7>(</span><span class=cF0>m1.y + m2.y</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><3></span><span class=cF0>, -theta);
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<a name="l94"></a> </span><span class=cF1>if</span><span class=cF0> (dc->collision_count > </span><span class=cFE>100</span><span class=cF0>)
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<a name="l95"></a> {
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<a name="l96"></a> </span><span class=cF5>Noise</span><span class=cF0>(</span><span class=cFE>1000</span><span class=cF0>, </span><span class=cFE>62</span><span class=cF0>, </span><span class=cFE>81</span><span class=cF0>);
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<a name="l97"></a> plane_hit = </span><span class=cF3>TRUE</span><span class=cF0>;
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<a name="l98"></a> }
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<a name="l99"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l100"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>22</span><span class=cF0>);
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<a name="l101"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l102"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (!plane_hit)
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<a name="l103"></a> </span><span class=cF5>Sound</span><span class=cF0>;
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<a name="l104"></a>
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<a name="l105"></a> dc->color = </span><span class=cF3>ROP_EQU</span><span class=cF0>;
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<a name="l106"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, GROUND_Y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><4></span><span class=cF0>);
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<a name="l107"></a> </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc, cx + </span><span class=cF7>(</span><span class=cF0>m1.x + m2.x</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>, cy - </span><span class=cF7>(</span><span class=cF0>m1.y + m2.y</span><span class=cF7>)</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><3></span><span class=cF0>, -theta);
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<a name="l108"></a>
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<a name="l109"></a> dc->color = </span><span class=cF3>RED</span><span class=cF0>;
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<a name="l110"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, cx + target.x, cy - target.y, </span><span class=cFE>5</span><span class=cF0>);
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<a name="l111"></a>
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<a name="l112"></a> dc->color = </span><span class=cF3>BLUE</span><span class=cF0>;
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<a name="l113"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, cx + m3.x, cy - m3.y, </span><span class=cFE>5</span><span class=cF0>);
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<a name="l114"></a>
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<a name="l115"></a> dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
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<a name="l116"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF3>FONT_HEIGHT</span><span class=cF0>, </span><span class=cF6>"%12.6f"</span><span class=cF0>, my_debug);
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<a name="l117"></a>}
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<a name="l118"></a>
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<a name="l119"></a></span><span class=cF1>U0</span><span class=cF0> MyDerivative(</span><span class=cF9>CMathODE</span><span class=cF0> *, </span><span class=cF1>F64</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> *state, </span><span class=cF1>F64</span><span class=cF0> *DstateDt)
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<a name="l120"></a>{
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<a name="l121"></a> </span><span class=cF1>F64</span><span class=cF0> d, discriminant, v, a,
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<a name="l122"></a> theta = </span><span class=cF5>Arg</span><span class=cF0>(m2.state->x - m1.state->x, m2.state->y - m1.state->y),
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<a name="l123"></a> DthetaDt, collision_estimate_t, target_heading, target_angle_error,
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<a name="l124"></a> desired_nozzle_angle;
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<a name="l125"></a> </span><span class=cF9>CD3</span><span class=cF0> p, p_target, p_body;
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<a name="l126"></a>
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<a name="l127"></a> </span><span class=cF2>//Unit vect pointing to top of rocket from bottom.</span><span class=cF0>
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<a name="l128"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p_body, &m2.state->x, &m1.state->x);
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<a name="l129"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(&p_body);
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<a name="l130"></a>
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<a name="l131"></a> </span><span class=cF2>//DthetaDt lets us prevent too much spin.</span><span class=cF0>
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<a name="l132"></a> DthetaDt = antispin_coefficient * (m2.state->DyDt * p_body.x - m2.state->DxDt * p_body.y -
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<a name="l133"></a> m1.state->DyDt * p_body.x + m1.state->DxDt * p_body.y) / ROCKET_HEIGHT;
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<a name="l134"></a>
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<a name="l135"></a> </span><span class=cF2>//p_target is vect from top of rocket to plane.</span><span class=cF0>
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<a name="l136"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p_target, &m3.state->x, &m2.state->x);
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<a name="l137"></a>
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<a name="l138"></a> </span><span class=cF2>//d=0.5at^2+vt</span><span class=cF0>
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<a name="l139"></a> d = </span><span class=cF5>D3Norm</span><span class=cF0>(&p_target);
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<a name="l140"></a>
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<a name="l141"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&p, &p_target);
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<a name="l142"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(&p);
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<a name="l143"></a> v = (m2.state->DxDt * p.x + m2.state->DyDt * p.y) - (m3.state->DxDt * p.x + m3.state->DyDt * p.y);
|
|
<a name="l144"></a>
|
|
<a name="l145"></a> a = THRUST / (m1.mass + m2.mass);
|
|
<a name="l146"></a>
|
|
<a name="l147"></a> discriminant = v * v + </span><span class=cFE>4</span><span class=cF0> * </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0> * a * d;
|
|
<a name="l148"></a> </span><span class=cF1>if</span><span class=cF0> (discriminant > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l149"></a> collision_estimate_t = (-v + </span><span class=cF5>Sqrt</span><span class=cF7>(</span><span class=cF0>discriminant</span><span class=cF7>)</span><span class=cF0>) / a;
|
|
<a name="l150"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l151"></a> collision_estimate_t = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l152"></a> my_debug = collision_estimate_t;
|
|
<a name="l153"></a>
|
|
<a name="l154"></a> </span><span class=cF2>//Aim for projected pos of plane at time of impact.</span><span class=cF0>
|
|
<a name="l155"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&p, &m3.state->DxDt);
|
|
<a name="l156"></a> </span><span class=cF5>D3MulEqu</span><span class=cF0>(&p, collision_estimate_t);
|
|
<a name="l157"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&p_target, &p);
|
|
<a name="l158"></a>
|
|
<a name="l159"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&target, &p_target);
|
|
<a name="l160"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&target, &m2.state->x);
|
|
<a name="l161"></a>
|
|
<a name="l162"></a> target_heading = </span><span class=cF5>Arg</span><span class=cF0>(p_target.x, p_target.y);
|
|
<a name="l163"></a> target_angle_error = </span><span class=cF5>Wrap</span><span class=cF0>(theta - target_heading); </span><span class=cF2>//Force to range [-pi, pi)</span><span class=cF0>
|
|
<a name="l164"></a> desired_nozzle_angle = </span><span class=cF5>Clamp</span><span class=cF0>(</span><span class=cFE>50</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * DthetaDt + </span><span class=cFE>750</span><span class=cF0> * target_angle_error, -</span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>8</span><span class=cF0>, </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>8</span><span class=cF0>);
|
|
<a name="l165"></a>
|
|
<a name="l166"></a> </span><span class=cF2>//For realism we limit the speed the nozzle angle can change.</span><span class=cF0>
|
|
<a name="l167"></a> DstateDt[STATE_NOZZLE_ANGLE] = state[STATE_NOZZLE_ANGLE_VELOCITY];
|
|
<a name="l168"></a> DstateDt[STATE_NOZZLE_ANGLE_VELOCITY] = </span><span class=cF5>Clamp</span><span class=cF0>(</span><span class=cFE>10000</span><span class=cF0> * </span><span class=cF7>(</span><span class=cF0>desired_nozzle_angle - state[STATE_NOZZLE_ANGLE]</span><span class=cF7>)</span><span class=cF0>, -</span><span class=cFE>1000</span><span class=cF0>, </span><span class=cFE>1000</span><span class=cF0>) -
|
|
<a name="l169"></a> </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * state[STATE_NOZZLE_ANGLE_VELOCITY]; </span><span class=cF2>//Damping</span><span class=cF0>
|
|
<a name="l170"></a>
|
|
<a name="l171"></a> </span><span class=cF1>if</span><span class=cF0> (blast_off)
|
|
<a name="l172"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l173"></a> m1.DstateDt->DxDt += THRUST * </span><span class=cF5>Cos</span><span class=cF0>(theta + state[STATE_NOZZLE_ANGLE]);
|
|
<a name="l174"></a> m1.DstateDt->DyDt += THRUST * </span><span class=cF5>Sin</span><span class=cF0>(theta + state[STATE_NOZZLE_ANGLE]);
|
|
<a name="l175"></a>
|
|
<a name="l176"></a> m1.DstateDt->DyDt -= </span><span class=cFE>25</span><span class=cF0>; </span><span class=cF2>//Gravity</span><span class=cF0>
|
|
<a name="l177"></a> m2.DstateDt->DyDt -= </span><span class=cFE>25</span><span class=cF0>;
|
|
<a name="l178"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l179"></a>
|
|
<a name="l180"></a> </span><span class=cF2>//For more realism reduce the mass of the rocket because of fuel.</span><span class=cF0>
|
|
<a name="l181"></a> </span><span class=cF2>//You might also factor-in fuel slosh in the tank.</span><span class=cF0>
|
|
<a name="l182"></a>
|
|
<a name="l183"></a> </span><span class=cF2>//To do this, you would have to set-up state variables for mass and</span><span class=cF0>
|
|
<a name="l184"></a> </span><span class=cF2>//do A=F/m manually instead of relyin on </span><a href="https://zeal-operating-system.github.io/ZealOS/System/MathODE.CC.html#l431"><span class=cF4>ODECallDerivative</span></a><span class=cF2>() to divide</span><span class=cF0>
|
|
<a name="l185"></a> </span><span class=cF2>//by mass.</span><span class=cF0>
|
|
<a name="l186"></a>}
|
|
<a name="l187"></a>
|
|
<a name="l188"></a></span><span class=cF1>U0</span><span class=cF0> Init()
|
|
<a name="l189"></a>{
|
|
<a name="l190"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l191"></a> </span><span class=cF6>"$BG,LTCYAN$%h*c"</span><span class=cF0>, </span><span class=cF5>ToI64</span><span class=cF0>(GROUND_Y / </span><span class=cF3>FONT_HEIGHT</span><span class=cF0>), </span><span class=cF6>'\n'</span><span class=cF0>;
|
|
<a name="l192"></a>
|
|
<a name="l193"></a> blast_off = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l194"></a> plane_hit = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l195"></a>
|
|
<a name="l196"></a> </span><span class=cF1>do</span><span class=cF0> antispin_coefficient = </span><span class=cF5>PopUpRangeF64Exp</span><span class=cF0>(</span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>1</span><span class=cF0>, </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>001</span><span class=cF0>, </span><span class=cF5>Sqrt</span><span class=cF7>(</span><span class=cFE>10</span><span class=cF7>)</span><span class=cF0>, </span><span class=cF6>"%9.4f"</span><span class=cF0>, </span><span class=cF6>"Anti-spin Coefficient\n\n"</span><span class=cF0>);
|
|
<a name="l197"></a> </span><span class=cF1>while</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>1</span><span class=cF0> <= antispin_coefficient < </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>001</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l198"></a>
|
|
<a name="l199"></a> </span><span class=cF2>//We don't clear que links.</span><span class=cF0>
|
|
<a name="l200"></a> </span><span class=cF5>MemSet</span><span class=cF0>(&m1.</span><span class=cF1>start</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CMass</span><span class=cF0>.</span><span class=cF1>end</span><span class=cF7>)</span><span class=cF0> - </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CMass</span><span class=cF0>.</span><span class=cF1>start</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l201"></a> m1.y = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l202"></a> m1.mass = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l203"></a>
|
|
<a name="l204"></a> </span><span class=cF5>MemSet</span><span class=cF0>(&m2.</span><span class=cF1>start</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CMass</span><span class=cF0>.</span><span class=cF1>end</span><span class=cF7>)</span><span class=cF0> - </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CMass</span><span class=cF0>.</span><span class=cF1>start</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l205"></a> m2.y = ROCKET_HEIGHT;
|
|
<a name="l206"></a> m2.mass = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l207"></a>
|
|
<a name="l208"></a> </span><span class=cF5>MemSet</span><span class=cF0>(&m3.</span><span class=cF1>start</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CMass</span><span class=cF0>.</span><span class=cF1>end</span><span class=cF7>)</span><span class=cF0> - </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CMass</span><span class=cF0>.</span><span class=cF1>start</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l209"></a> m3.y = </span><span class=cFE>400</span><span class=cF0>;
|
|
<a name="l210"></a> m3.x = -</span><span class=cFE>300</span><span class=cF0>;
|
|
<a name="l211"></a> m3.DxDt = </span><span class=cFE>50</span><span class=cF0>;
|
|
<a name="l212"></a> m3.mass = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l213"></a>
|
|
<a name="l214"></a> </span><span class=cF5>MemSet</span><span class=cF0>(&s.</span><span class=cF1>start</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CSpring</span><span class=cF0>.</span><span class=cF1>end</span><span class=cF7>)</span><span class=cF0> - </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CSpring</span><span class=cF0>.</span><span class=cF1>start</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l215"></a> s.end1 = &m1;
|
|
<a name="l216"></a> s.end2 = &m2;
|
|
<a name="l217"></a> s.rest_len = ROCKET_HEIGHT;
|
|
<a name="l218"></a> s.const = </span><span class=cFE>10000</span><span class=cF0>;
|
|
<a name="l219"></a>
|
|
<a name="l220"></a> ode->state[STATE_NOZZLE_ANGLE] = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l221"></a> ode->state[STATE_NOZZLE_ANGLE_VELOCITY] = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l222"></a>
|
|
<a name="l223"></a> </span><span class=cF5>DCFill</span><span class=cF0>;
|
|
<a name="l224"></a>}
|
|
<a name="l225"></a>
|
|
<a name="l226"></a></span><span class=cF1>U0</span><span class=cF0> TaskEndCB()
|
|
<a name="l227"></a>{
|
|
<a name="l228"></a> </span><span class=cF5>DCFill</span><span class=cF0>;
|
|
<a name="l229"></a> </span><span class=cF5>SoundTaskEndCB</span><span class=cF0>;
|
|
<a name="l230"></a>}
|
|
<a name="l231"></a>
|
|
<a name="l232"></a></span><span class=cF1>U0</span><span class=cF0> RocketScience()
|
|
<a name="l233"></a>{
|
|
<a name="l234"></a> </span><span class=cF5>SettingsPush</span><span class=cF0>; </span><span class=cF2>//See </span><a href="https://zeal-operating-system.github.io/ZealOS/System/TaskSettings.CC.html#l3"><span class=cF4>SettingsPush</span></a><span class=cF0>
|
|
<a name="l235"></a> </span><span class=cF5>Fs</span><span class=cF0>->text_attr = </span><span class=cF3>YELLOW</span><span class=cF0> << </span><span class=cFE>4</span><span class=cF0> + </span><span class=cF3>BLUE</span><span class=cF0>;
|
|
<a name="l236"></a> </span><span class=cF5>MenuPush</span><span class=cF0>( </span><span class=cF6>"File {"</span><span class=cF0>
|
|
<a name="l237"></a> </span><span class=cF6>" Abort(,CH_SHIFT_ESC);"</span><span class=cF0>
|
|
<a name="l238"></a> </span><span class=cF6>" Exit(,CH_ESC);"</span><span class=cF0>
|
|
<a name="l239"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l240"></a> </span><span class=cF6>"Play {"</span><span class=cF0>
|
|
<a name="l241"></a> </span><span class=cF6>" Restart(,'\n');"</span><span class=cF0>
|
|
<a name="l242"></a> </span><span class=cF6>" Launch(,CH_SPACE);"</span><span class=cF0>
|
|
<a name="l243"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l244"></a> );
|
|
<a name="l245"></a>
|
|
<a name="l246"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
|
|
<a name="l247"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
|
|
<a name="l248"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
|
|
<a name="l249"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
|
|
<a name="l250"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l251"></a> dc2 = </span><span class=cF5>DCAlias</span><span class=cF0>;
|
|
<a name="l252"></a> </span><span class=cF5>Fs</span><span class=cF0>->task_end_cb = &TaskEndCB;
|
|
<a name="l253"></a>
|
|
<a name="l254"></a> ode = </span><span class=cF5>ODENew</span><span class=cF0>(STATE_NUM, </span><span class=cFE>1</span><span class=cF0>e - </span><span class=cFE>6</span><span class=cF0>, </span><span class=cF3>ODEF_HAS_MASSES</span><span class=cF0>);
|
|
<a name="l255"></a> ode->derive = &MyDerivative;
|
|
<a name="l256"></a> ode->drag_v2 = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>002</span><span class=cF0>;
|
|
<a name="l257"></a> ode->drag_v3 = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>00001</span><span class=cF0>;
|
|
<a name="l258"></a> ode->acceleration_limit = </span><span class=cFE>5</span><span class=cF0>e3;
|
|
<a name="l259"></a>
|
|
<a name="l260"></a> </span><span class=cF2>//</span><span class=cF0> </span><span class=cF2>ode->t_scale=0.1; //Uncomment this to go in slow motion.</span><span class=cF0>
|
|
<a name="l261"></a>
|
|
<a name="l262"></a> Init;
|
|
<a name="l263"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(&m1, ode->last_mass);
|
|
<a name="l264"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(&m2, ode->last_mass);
|
|
<a name="l265"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(&m3, ode->last_mass);
|
|
<a name="l266"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(&s, ode->last_spring);
|
|
<a name="l267"></a>
|
|
<a name="l268"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(ode, </span><span class=cF5>Fs</span><span class=cF0>->last_ode);
|
|
<a name="l269"></a>
|
|
<a name="l270"></a> </span><span class=cF5>Fs</span><span class=cF0>->draw_it = &</span><span class=cF5>DrawIt</span><span class=cF0>;
|
|
<a name="l271"></a>
|
|
<a name="l272"></a> </span><span class=cF1>try</span><span class=cF0>
|
|
<a name="l273"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l274"></a> </span><span class=cF5>KeyGet</span><span class=cF0>;
|
|
<a name="l275"></a> blast_off = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l276"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l277"></a> {
|
|
<a name="l278"></a> </span><span class=cF1>switch</span><span class=cF0> (</span><span class=cF5>CharGet</span><span class=cF7>(</span><span class=cF0>, </span><span class=cF3>FALSE</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l279"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l280"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
|
|
<a name="l281"></a> Init;
|
|
<a name="l282"></a> </span><span class=cF5>KeyGet</span><span class=cF0>;
|
|
<a name="l283"></a> blast_off = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l284"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l285"></a>
|
|
<a name="l286"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
|
|
<a name="l287"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
|
|
<a name="l288"></a> </span><span class=cF1>goto</span><span class=cF0> rs_done;
|
|
<a name="l289"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l290"></a> }
|
|
<a name="l291"></a>rs_done:
|
|
<a name="l292"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l293"></a> </span><span class=cF1>catch</span><span class=cF0>
|
|
<a name="l294"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
|
|
<a name="l295"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(ode);
|
|
<a name="l296"></a> </span><span class=cF5>ODEDel</span><span class=cF0>(ode);
|
|
<a name="l297"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l298"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
|
|
<a name="l299"></a> </span><span class=cF5>DCFill</span><span class=cF0>;
|
|
<a name="l300"></a> </span><span class=cF5>DCDel</span><span class=cF0>(dc2);
|
|
<a name="l301"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
|
|
<a name="l302"></a>}
|
|
<a name="l303"></a>
|
|
<a name="l304"></a>RocketScience;
|
|
</span></pre></body>
|
|
</html>
|