mirror of
https://github.com/Zeal-Operating-System/ZealOS.git
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dbf8647d59
Added top & right borders to RawDr. Improved spacing in some debug and compiler reporting. Fixed RawPutChar and EdLite tab width. Fixed Ui missing '0x' prefix syntax highlighter bug. Added 32BitPaint demo.
80 lines
6.2 KiB
HTML
Executable file
80 lines
6.2 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 V0.08">
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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=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> *)
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<a name="l2"></a>{
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<a name="l3"></a> </span><span class=cF2>//The forces due to springs and drag are</span><span class=cF0>
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<a name="l4"></a> </span><span class=cF2>//automatically handled by the</span><span class=cF0>
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<a name="l5"></a> </span><span class=cF2>//ode code. We can add new forces</span><span class=cF0>
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<a name="l6"></a> </span><span class=cF2>//here.</span><span class=cF0>
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<a name="l7"></a> </span><span class=cF9>CTask</span><span class=cF0> *task = ode->win_task;
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<a name="l8"></a> </span><span class=cF1>F64</span><span class=cF0> d, dd;
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<a name="l9"></a> </span><span class=cF9>CD3</span><span class=cF0> p, p2;
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<a name="l10"></a> MyMass *tmpm1, *tmpm2;
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<a name="l11"></a>
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<a name="l12"></a> </span><span class=cF2>//Collisions</span><span class=cF0>
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<a name="l13"></a> tmpm1 = ode->next_mass;
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<a name="l14"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm1 != &ode->next_mass)
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<a name="l15"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l16"></a> tmpm2 = tmpm1->next;
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<a name="l17"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm2 != &ode->next_mass)
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<a name="l18"></a> {
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<a name="l19"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p, &tmpm2->state->x, &tmpm1->state->x);
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<a name="l20"></a> dd = </span><span class=cF5>D3NormSqr</span><span class=cF0>(&p);
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<a name="l21"></a> </span><span class=cF1>if</span><span class=cF0> (dd <= </span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>tmpm1->radius + tmpm2->radius</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
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<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>;
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<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->radius + tmpm2->radius) - dd</span><span class=cF7>)</span><span class=cF0>);
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<a name="l24"></a> </span><span class=cF5>D3MulEqu</span><span class=cF0>(&p, dd / d);
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<a name="l25"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&tmpm2->DstateDt->DxDt, &p);
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<a name="l26"></a> </span><span class=cF5>D3SubEqu</span><span class=cF0>(&tmpm1->DstateDt->DxDt, &p);
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<a name="l27"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l28"></a> tmpm2 = tmpm2->next;
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<a name="l29"></a> }
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<a name="l30"></a> tmpm1 = tmpm1->next;
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<a name="l31"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l32"></a>
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<a name="l33"></a> tmpm1 = ode->next_mass;
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<a name="l34"></a> </span><span class=cF1>while</span><span class=cF0> (tmpm1 != &ode->next_mass)
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<a name="l35"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l36"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpm1->flags & </span><span class=cF3>MSF_FIXED</span><span class=cF7>)</span><span class=cF0>)
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<a name="l37"></a> tmpm1->DstateDt->DyDt += </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * tmpm1->mass; </span><span class=cF2>//Gravity</span><span class=cF0>
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<a name="l38"></a> tmpm1 = tmpm1->next;
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<a name="l39"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l40"></a>
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<a name="l41"></a> </span><span class=cF1>if</span><span class=cF0> (cursor_mass)
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<a name="l42"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l43"></a> p2.x = </span><span class=cFB>mouse</span><span class=cF0>.pos.x - task->pix_left - task->scroll_x;
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<a name="l44"></a> p2.y = </span><span class=cFB>mouse</span><span class=cF0>.pos.y - task->pix_top - task->scroll_y;
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<a name="l45"></a> p2.z = </span><span class=cFE>0</span><span class=cF0>;
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<a name="l46"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&p, &p2, &cursor_mass->state->x);
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<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>(&p);
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<a name="l48"></a> </span><span class=cF5>D3MulEqu</span><span class=cF0>(&p, d);
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<a name="l49"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&cursor_mass->DstateDt->DxDt, &p);
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<a name="l50"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l51"></a>}
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</span></pre></body>
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</html>
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