Initial (manual) import
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U0 MyDerivative(CMathODE *ode,F64,COrder2D3 *,COrder2D3 *)
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{
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//The forces due to springs and drag are
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//automatically handled by the
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//ode code. We can add new forces
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//here.
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CTask *task=ode->win_task;
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F64 d,dd;
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CD3 p,p2;
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MyMass *tmpm1,*tmpm2;
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//Collisions
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tmpm1=ode->next_mass;
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while (tmpm1!=&ode->next_mass) {
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tmpm2=tmpm1->next;
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while (tmpm2!=&ode->next_mass) {
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D3Sub(&p,&tmpm2->state->x,&tmpm1->state->x);
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dd=D3NormSqr(&p);
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if (dd<=Sqr(tmpm1->radius+tmpm2->radius)) {
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d=Sqrt(dd)+0.0001;
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dd=10.0*Sqr(Sqr(Sqr(tmpm1->radius+tmpm2->radius)-dd));
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D3MulEqu(&p,dd/d);
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D3AddEqu(&tmpm2->DstateDt->DxDt,&p);
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D3SubEqu(&tmpm1->DstateDt->DxDt,&p);
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}
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tmpm2=tmpm2->next;
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}
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tmpm1=tmpm1->next;
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}
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tmpm1=ode->next_mass;
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while (tmpm1!=&ode->next_mass) {
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if (!(tmpm1->flags&MSF_FIXED))
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tmpm1->DstateDt->DyDt+=10.0*tmpm1->mass; //Gravity
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tmpm1=tmpm1->next;
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}
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if (cursor_mass) {
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p2.x=ms.pos.x-task->pix_left-task->scroll_x;
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p2.y=ms.pos.y-task->pix_top-task->scroll_y;
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p2.z=0;
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D3Sub(&p,&p2,&cursor_mass->state->x);
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d=10.0*D3NormSqr(&p);
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D3MulEqu(&p,d);
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D3AddEqu(&cursor_mass->DstateDt->DxDt,&p);
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}
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}
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