📄 billard.c
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walls->border[31].pnr = 3; walls->border[31].r1 = vec_xyz( -TABLE_W/2.0, -TABLE_L/2.0, -BALL_D/2.0-0.0001 ); walls->border[31].r3 = vec_xyz( +TABLE_W/2.0, +TABLE_L/2.0, -BALL_D/2.0-0.0001 ); walls->border[31].r2 = vec_xyz( -TABLE_W/2.0, +TABLE_L/2.0, -BALL_D/2.0-0.0001 ); walls->border[31].n = vec_xyz( 0.0, 0.0, 1.0 );#undef TABLE_W2#undef TABLE_L2 walls->border[30].mu = 0.2; walls->border[30].loss0 = 0.6; walls->border[30].loss_max = 0.99; walls->border[30].loss_wspeed = 1.5; walls->border[31].mu = 0.2; walls->border[31].loss0 = 0.6; walls->border[31].loss_max = 0.99; walls->border[31].loss_wspeed = 1.5;#else /* borders */ walls->nr=4; walls->border = billard_malloc(sizeof(BorderType)*walls->nr); walls->border[0].r = vec_xyz( +TABLE_W/2.0, 0.0, 0.0 ); walls->border[0].n = vec_xyz( -1.0, 0.0, 0.0 ); walls->border[1].r = vec_xyz( -TABLE_W/2.0, 0.0, 0.0 ); walls->border[1].n = vec_xyz( +1.0, 0.0, 0.0 ); walls->border[2].r = vec_xyz( 0.0, +TABLE_L/2.0, 0.0 ); walls->border[2].n = vec_xyz( 0.0, -1.0, 0.0 ); walls->border[3].r = vec_xyz( 0.0, -TABLE_L/2.0, 0.0 ); walls->border[3].n = vec_xyz( 0.0, +1.0, 0.0 );#endif /* holes */ walls->holenr = 6; if( walls->hole != NULL ) billard_free( walls->hole ); walls->hole = billard_malloc(sizeof(HoleType)*walls->holenr); /* middle right */ walls->hole[0].aim = vec_xyz( +TABLE_W/2.0-HOLE2_AIMOFFS, 0.0, 0.0 ); walls->hole[0].pos = vec_xyz( +TABLE_W/2.0+HOLE2_XYOFFS, 0.0, 0.0 ); walls->hole[0].r = HOLE2_R; /* middle left */ walls->hole[1].aim = vec_xyz( -TABLE_W/2.0+HOLE2_AIMOFFS, 0.0, 0.0 ); walls->hole[1].pos = vec_xyz( -TABLE_W/2.0-HOLE2_XYOFFS, 0.0, 0.0 ); walls->hole[1].r = HOLE2_R; /* upper right */ walls->hole[2].aim = vec_xyz( +TABLE_W/2.0-HOLE1_AIMOFFS, +TABLE_L/2.0-HOLE1_AIMOFFS, 0.0 ); walls->hole[2].pos = vec_xyz( +TABLE_W/2.0+HOLE1_XYOFFS, +TABLE_L/2.0+HOLE1_XYOFFS, 0.0 ); walls->hole[2].r = HOLE1_R; /* upper left */ walls->hole[3].aim = vec_xyz( -TABLE_W/2.0+HOLE1_AIMOFFS, +TABLE_L/2.0-HOLE1_AIMOFFS, 0.0 ); walls->hole[3].pos = vec_xyz( -TABLE_W/2.0-HOLE1_XYOFFS, +TABLE_L/2.0+HOLE1_XYOFFS, 0.0 ); walls->hole[3].r = HOLE1_R; /* lower left */ walls->hole[4].aim = vec_xyz( -TABLE_W/2.0+HOLE1_AIMOFFS, -TABLE_L/2.0-HOLE1_AIMOFFS, 0.0 ); walls->hole[4].pos = vec_xyz( -TABLE_W/2.0-HOLE1_XYOFFS, -TABLE_L/2.0-HOLE1_XYOFFS, 0.0 ); walls->hole[4].r = HOLE1_R; /* lower right */ walls->hole[5].aim = vec_xyz( +TABLE_W/2.0-HOLE1_AIMOFFS, -TABLE_L/2.0+HOLE1_AIMOFFS, 0.0 ); walls->hole[5].pos = vec_xyz( +TABLE_W/2.0+HOLE1_XYOFFS, -TABLE_L/2.0-HOLE1_XYOFFS, 0.0 ); walls->hole[5].r = HOLE1_R;}void create_0hole_walls( BordersType * walls ){ int i; /* borders */ walls->nr=6; if( walls->border != NULL ) billard_free( walls->border ); walls->border = billard_malloc( sizeof(BorderType)*walls->nr ); /* bonds *//* walls->border[0].pnr = 3; walls->border[0].r1 = vec_xyz( +TABLE_W/2.0, +TABLE_L/2.0, -BALL_D/2.0 ); walls->border[0].r2 = vec_xyz( +TABLE_W/2.0, -TABLE_L/2.0, 0.0 ); walls->border[0].r3 = vec_xyz( +TABLE_W/2.0, +TABLE_L/2.0, BALL_D/2.0 ); walls->border[0].n = vec_xyz( -1.0, 0.0, 0.0 ); walls->border[1].pnr = 3; walls->border[1].r1 = vec_xyz( -TABLE_W/2.0, -TABLE_L/2.0, BALL_D/2.0 ); walls->border[1].r2 = vec_xyz( -TABLE_W/2.0, +TABLE_L/2.0, 0.0 ); walls->border[1].r3 = vec_xyz( -TABLE_W/2.0, -TABLE_L/2.0, -BALL_D/2.0 ); walls->border[1].n = vec_xyz( +1.0, 0.0, 0.0 ); walls->border[2].pnr = 3; walls->border[2].r1 = vec_xyz( -TABLE_W/2.0, +TABLE_L/2.0, -BALL_D/2.0 ); walls->border[2].r2 = vec_xyz( +TABLE_W/2.0, +TABLE_L/2.0, 0.0 ); walls->border[2].r3 = vec_xyz( -TABLE_W/2.0, +TABLE_L/2.0, BALL_D/2.0 ); walls->border[2].n = vec_xyz( 0.0, -1.0, 0.0 ); walls->border[3].pnr = 3; walls->border[3].r1 = vec_xyz( -TABLE_W/2.0, -TABLE_L/2.0, -BALL_D/2.0 ); walls->border[3].r2 = vec_xyz( +TABLE_W/2.0, -TABLE_L/2.0, 0.0 ); walls->border[3].r3 = vec_xyz( -TABLE_W/2.0, -TABLE_L/2.0, BALL_D/2.0 ); walls->border[3].n = vec_xyz( 0.0, +1.0, 0.0 );*/ walls->border[0].pnr = 2; walls->border[0].r1 = vec_xyz( +TABLE_W/2.0, +TABLE_L/2.0, options_jump_shots ? 0.14*BALL_D : 0.0 ); walls->border[0].r2 = vec_xyz( +TABLE_W/2.0, -TABLE_L/2.0, options_jump_shots ? 0.14*BALL_D : 0.0 ); walls->border[1].pnr = 2; walls->border[1].r1 = vec_xyz( -TABLE_W/2.0, -TABLE_L/2.0, options_jump_shots ? 0.14*BALL_D : 0.0 ); walls->border[1].r2 = vec_xyz( -TABLE_W/2.0, +TABLE_L/2.0, options_jump_shots ? 0.14*BALL_D : 0.0 ); walls->border[2].pnr = 2; walls->border[2].r1 = vec_xyz( -TABLE_W/2.0, +TABLE_L/2.0, options_jump_shots ? 0.14*BALL_D : 0.0 ); walls->border[2].r2 = vec_xyz( +TABLE_W/2.0, +TABLE_L/2.0, options_jump_shots ? 0.14*BALL_D : 0.0 ); walls->border[3].pnr = 2; walls->border[3].r1 = vec_xyz( -TABLE_W/2.0, -TABLE_L/2.0, options_jump_shots ? 0.14*BALL_D : 0.0 ); walls->border[3].r2 = vec_xyz( +TABLE_W/2.0, -TABLE_L/2.0, options_jump_shots ? 0.14*BALL_D : 0.0 ); for(i=0;i<walls->nr;i++){ walls->border[i].mu = 0.12; walls->border[i].loss0 = 0.2; walls->border[i].loss_max = 0.5; walls->border[i].loss_wspeed = 4.0; /* [m/s] */ } /* table surface */ walls->border[4].pnr = 3; walls->border[4].r1 = vec_xyz( -TABLE_W/2.0, -TABLE_L/2.0, -BALL_D/2.0-0.0001 ); walls->border[4].r2 = vec_xyz( +TABLE_W/2.0, -TABLE_L/2.0, -BALL_D/2.0-0.0001 ); walls->border[4].r3 = vec_xyz( +TABLE_W/2.0, +TABLE_L/2.0, -BALL_D/2.0-0.0001 ); walls->border[4].n = vec_xyz( 0.0, 0.0, 1.0 ); walls->border[5].pnr = 3; walls->border[5].r1 = vec_xyz( -TABLE_W/2.0, -TABLE_L/2.0, -BALL_D/2.0-0.0001 ); walls->border[5].r3 = vec_xyz( +TABLE_W/2.0, +TABLE_L/2.0, -BALL_D/2.0-0.0001 ); walls->border[5].r2 = vec_xyz( -TABLE_W/2.0, +TABLE_L/2.0, -BALL_D/2.0-0.0001 ); walls->border[5].n = vec_xyz( 0.0, 0.0, 1.0 ); walls->border[4].mu = 0.2; walls->border[4].loss0 = 0.6; walls->border[4].loss_max = 0.9; walls->border[4].loss_wspeed = 2.0; walls->border[5].mu = 0.2; walls->border[5].loss0 = 0.6; walls->border[5].loss_max = 0.9; walls->border[5].loss_wspeed = 2.0; /* no holes */ walls->holenr = 0; if( walls->hole != NULL ) billard_free( walls->hole ); walls->hole = billard_malloc(sizeof(HoleType)*walls->holenr);}void create_8ball_scene( BallsType * balls ){ int i; myvec dball1, dball2, vdummy;// double poserr=0.002; double poserr=0.007; balls->gametype=GAME_8BALL; /* balls */ balls->nr=16; if( balls->ball != NULL ) billard_free( balls->ball ); balls->ball = billard_malloc(sizeof(BallType)*balls->nr); place8ballnrs(balls); for(i=0;i<balls->nr;i++){ balls->ball[i].m=BALL_M; /* I_kugel = (m.r^2)2/5 = (m.d^2)/10 */ balls->ball[i].I=BALL_M*BALL_D*BALL_D/10.0/**0.01*/; balls->ball[i].d=BALL_D; balls->ball[i].v=vec_xyz(0.0,0.0,0.0); balls->ball[i].w=vec_xyz(0.0,0.0,0.0); balls->ball[i].b[0]=vec_unit(vec_xyz(rand(),rand(),rand())); vdummy=vec_xyz(rand(),rand(),rand()); balls->ball[i].b[1]=vec_unit(vec_diff(vdummy,vec_proj(vdummy,balls->ball[i].b[0]))); balls->ball[i].b[2]=vec_cross(balls->ball[i].b[0],balls->ball[i].b[1]); balls->ball[i].in_game=1; balls->ball[i].in_hole=0; } dball1=vec_scale( vec_xyz(-0.5, 0.5*sqrt(3.0), 0.0), (1.0+2.0*poserr)*BALL_D ); dball2=vec_scale( vec_xyz( 1.0, 0.0, 0.0), (1.0+2.0*poserr)*BALL_D ); /* white ball */ balls->ball[0].r = vec_xyz(0.0,-TABLE_L/4.0,0.0);// balls->ball[0].w = vec_xyz(-M_PI*5.0,0.0,-M_PI*5.0); balls->ball[0].w = vec_xyz(0.0,0.0,0.0); /* other balls */ balls->ball[ 1].r = vec_xyz(0.0,TABLE_L/4.0,0.0); balls->ball[ 2].r = vec_add( balls->ball[ 1].r, dball1 ); balls->ball[ 3].r = vec_add( balls->ball[ 2].r, dball2 ); balls->ball[ 4].r = vec_add( balls->ball[ 2].r, dball1 ); balls->ball[ 5].r = vec_add( balls->ball[ 4].r, dball2 ); balls->ball[ 6].r = vec_add( balls->ball[ 5].r, dball2 ); balls->ball[ 7].r = vec_add( balls->ball[ 4].r, dball1 ); balls->ball[ 8].r = vec_add( balls->ball[ 7].r, dball2 ); balls->ball[ 9].r = vec_add( balls->ball[ 8].r, dball2 ); balls->ball[10].r = vec_add( balls->ball[ 9].r, dball2 ); balls->ball[11].r = vec_add( balls->ball[ 7].r, dball1 ); balls->ball[12].r = vec_add( balls->ball[11].r, dball2 ); balls->ball[13].r = vec_add( balls->ball[12].r, dball2 ); balls->ball[14].r = vec_add( balls->ball[13].r, dball2 ); balls->ball[15].r = vec_add( balls->ball[14].r, dball2 );// balls->ball[15].r = vec_xyz( 0, -TABLE_L/4, 0 ); /* add randomness to init positions */ for( i=1 ; i<balls->nr ; i++ ){ double ang, ampl; myvec verr; ang = (double)rand()/(double)RAND_MAX*2.0*M_PI; DPRINTF("ball_placemet_err: angle=%f ",ang); ampl = (double)rand()/(double)RAND_MAX*(poserr*0.95)*BALL_D; DPRINTF("amplitude=%f\n",ampl); verr = vec_scale( vec_xyz(cos(ang),sin(ang),0.0), (poserr*0.95)*BALL_D ); balls->ball[i].r = vec_add( balls->ball[i].r, verr ); } for( i=1 ; i<balls->nr ; i++ ){ int j; for( j=i+1 ; j<balls->nr ; j++ ){ if (vec_abs(vec_diff(balls->ball[i].r,balls->ball[j].r))/BALL_D<1.5){ DPRINTF("BALLLDISR(%d,%d)=%f\n",balls->ball[i].nr,balls->ball[j].nr,vec_abs(vec_diff(balls->ball[i].r,balls->ball[j].r))/BALL_D); } } } for( i=0 ; i<balls->nr ; i++ ){ balls->ball[i].path=0; balls->ball[i].pathcnt=0; balls->ball[i].pathsize=0; }// balls->ball[0].v=vec_xyz(1.5,2.0,0.0); balls->ball[0].v=vec_xyz(0.0,0.0,0.0);}void place9ballnrs( BallsType * balls ){ int i; for(i=0;i<balls->nr;i++){ balls->ball[i].nr=i; }}void create_9ball_scene( BallsType * balls ){ int i; myvec dball1, dball2, vdummy; balls->gametype=GAME_9BALL; /* balls */ balls->nr=10; if( balls->ball != NULL ) billard_free( balls->ball ); balls->ball = billard_malloc(sizeof(BallType)*balls->nr); place9ballnrs(balls); for(i=0;i<balls->nr;i++){ balls->ball[i].m=BALL_M; /* I_kugel = (m.r^2)2/5 = (m.d^2)/10 */ balls->ball[i].I=BALL_M*BALL_D*BALL_D/10.0/**0.01*/; balls->ball[i].d=BALL_D; balls->ball[i].v=vec_xyz(0.0,0.0,0.0); balls->ball[i].w=vec_xyz(0.0,0.0,0.0); balls->ball[i].b[0]=vec_unit(vec_xyz(rand(),rand(),rand())); vdummy=vec_xyz(rand(),rand(),rand()); balls->ball[i].b[1]=vec_unit(vec_diff(vdummy,vec_proj(vdummy,balls->ball[i].b[0])));
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