📄 billard.c
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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*1.01, 0.5*sqrt(3.0)*1.01,0.0),BALL_D); dball2=vec_scale(vec_xyz(+0.5*1.01, 0.5*sqrt(3.0)*1.01,0.0),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, vec_scale(dball2,2.0) ); balls->ball[ 3].r = vec_add( balls->ball[2].r, vec_scale(dball1,2.0) ); balls->ball[ 4].r = vec_add( balls->ball[1].r, vec_scale(dball1,2.0) ); balls->ball[ 5].r = vec_add( balls->ball[1].r, dball1 ); balls->ball[ 6].r = vec_add( balls->ball[1].r, dball2 ); balls->ball[ 7].r = vec_add( balls->ball[2].r, dball1 ); balls->ball[ 8].r = vec_add( balls->ball[4].r, dball2 ); balls->ball[ 9].r = vec_add( balls->ball[1].r, vec_add(dball1,dball2) ); /* add randomness to init positions */ for( i=1 ; i<balls->nr ; i++ ){ double ang, ampl; myvec verr; ang = rand(); ang = (double)rand()/(double)RAND_MAX*2.0*M_PI; ampl = (double)rand()/(double)RAND_MAX*0.0049*BALL_D; verr = vec_scale( vec_xyz(cos(ang),sin(ang),0.0), ampl ); balls->ball[i].r = vec_add( balls->ball[i].r, verr ); } 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 placecarambolballnrs( BallsType * balls ){ int i; for(i=0;i<balls->nr;i++){ balls->ball[i].nr=i; }}void create_carambol_scene( BallsType * balls ){ int i; myvec vdummy; balls->gametype=GAME_CARAMBOL; /* balls */ balls->nr=3; if( balls->ball != NULL ) billard_free( balls->ball ); balls->ball = billard_malloc(sizeof(BallType)*balls->nr); placecarambolballnrs(balls); for(i=0;i<balls->nr;i++){ balls->ball[i].nr=i; } 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; } /* white ball */ balls->ball[0].r = vec_xyz( TABLE_W/4.0, -TABLE_L/4.0, 0.0 ); balls->ball[1].r = vec_xyz( 0.0, -TABLE_L/4.0, 0.0 ); balls->ball[2].r = vec_xyz( 0.0, +TABLE_L/4.0, 0.0 ); for( i=0 ; i<balls->nr ; i++ ){ balls->ball[i].path=0; balls->ball[i].pathcnt=0; balls->ball[i].pathsize=0; }}void placesnookerballnrs( BallsType * balls ){ int i;/* for(i=0;i<8;i++){ balls->ball[i].nr=i; }*/ for(i=0;i<balls->nr;i++){ balls->ball[i].nr=i; }}int try_snooker_spot(BallsType *balls,struct Vect spot){ int i,available=1; for(i=0;i<22;i++) { if(balls->ball[i].in_game && vec_abs(vec_diff(spot,balls->ball[i].r)) < (balls->ball[i].d) + 0.001) { available=0; } } return available;}#define TABLE_SCALE (TABLE_L/(3.571042))void spot_snooker_ball(BallsType *balls,int nr){ int i,found=0; struct Vect spots[8]; spots[0]=vec_xyz(0.1,-TABLE_L/2+TABLE_SCALE*0.737,0.0);/*white*/ spots[2]=vec_xyz(TABLE_SCALE*0.292,-TABLE_L/2+TABLE_SCALE*0.737,0.0);/*yellow*/ spots[3]=vec_xyz(-TABLE_SCALE*0.292,-TABLE_L/2+TABLE_SCALE*0.737,0.0);/*green*/ spots[4]=vec_xyz(0.0,-TABLE_L/2+TABLE_SCALE*0.737,0.0);/*brown*/ spots[5]=vec_xyz(0.0,0.0,0.0);/*blue*/ spots[6]=vec_xyz(0.0,TABLE_L/4.0,0.0);/*pink*/ spots[7]=vec_xyz(0.0,TABLE_L/2-TABLE_SCALE*0.324,0.0);/*black*/ balls->ball[nr].in_game=0; if(try_snooker_spot(balls,spots[nr])) { balls->ball[nr].r=spots[nr]; found=1; } else { i=7; while(i>=2 && !found) { if(try_snooker_spot(balls,spots[i])) { balls->ball[nr].r=spots[i]; found=1; } i--; } } if(!found) { struct Vect try=spots[nr]; while(!try_snooker_spot(balls,try)) { try.y-=0.001; } balls->ball[nr].r=try; } balls->ball[nr].in_game=1; balls->ball[nr].in_hole=0; balls->ball[nr].v=vec_xyz(0.0,0.0,0.0); balls->ball[nr].w=vec_xyz(0.0,0.0,0.0);}void create_snooker_scene( BallsType * balls ){ int i; myvec dball1, dball2, vdummy; balls->gametype=GAME_SNOOKER; /* balls */ balls->nr=22; if( balls->ball != NULL ) billard_free( balls->ball ); balls->ball = billard_malloc(sizeof(BallType)*balls->nr); placesnookerballnrs(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].r = vec_xyz(TABLE_L*3,TABLE_L*3,0.0); /* get balls out of the way */ 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*1.01, 0.5*sqrt(3.0)*1.01,0.0),BALL_D); dball2=vec_scale(vec_xyz( 1.01, 0.0, 0.0),BALL_D); /* red balls */ balls->ball[ 1].r = vec_xyz(0.0,TABLE_L/4.0+1.1*BALL_D,0.0); balls->ball[ 8].r = vec_add( balls->ball[ 1].r, dball1 ); balls->ball[ 9].r = vec_add( balls->ball[ 8].r, dball2 ); balls->ball[10].r = vec_add( balls->ball[ 8].r, dball1 ); balls->ball[11].r = vec_add( balls->ball[10].r, dball2 ); balls->ball[12].r = vec_add( balls->ball[11].r, dball2 ); balls->ball[13].r = vec_add( balls->ball[10].r, dball1 ); balls->ball[14].r = vec_add( balls->ball[13].r, dball2 ); balls->ball[15].r = vec_add( balls->ball[14].r, dball2 ); balls->ball[16].r = vec_add( balls->ball[15].r, dball2 ); balls->ball[17].r = vec_add( balls->ball[13].r, dball1 ); balls->ball[18].r = vec_add( balls->ball[17].r, dball2 ); balls->ball[19].r = vec_add( balls->ball[18].r, dball2 ); balls->ball[20].r = vec_add( balls->ball[19].r, dball2 ); balls->ball[21].r = vec_add( balls->ball[20].r, dball2 ); /* color balls */ for(i=7;i>=2;i--) { spot_snooker_ball(balls,i); } /* white ball */ spot_snooker_ball(balls,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; ampl = (double)rand()/(double)RAND_MAX*0.0049*BALL_D; verr = vec_scale( vec_xyz(cos(ang),sin(ang),0.0), ampl ); balls->ball[i].r = vec_add( balls->ball[i].r, verr ); } 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);}int balls_in_game( BallsType * balls, int full_half )/* without white, 8 is neither full nor half */{ int i; int nr=0; for(i=1;i<balls->nr;i++) { if( ( ( full_half==BALL_FULL && balls->ball[i].nr<8 ) || ( full_half==BALL_HALF && balls->ball[i].nr>8 ) || ( full_half==BALL_ANY ) ) && balls->ball[i].in_game ) nr++; } return nr;}
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