/*Uses fixed-point arithmetic because it used to be faster than floating point. See ::/Demo/Lectures/FixedPoint.ZC. 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); } /**** /* Graphics Not Rendered in HTML */ 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: V1it+V2it=V1ft+V2ft V1in+V2in=V1fn+V2fn Conservation of Energy: |V1i|2+|V2i|2=|V1f|2+|V2f|2 ****/ 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 SettingsPush Init; Fs->animate_task = Spawn(&AnimateTask, NULL, "Animate",, Fs); DocCursor; DocClear; Fs->draw_it = &DrawIt; CharGet; SettingsPop; } Collision;