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- #include <WindowsConstants.au3>
- #include <GUIConstants.au3>
- #include <GDIPlus.au3>
- #include <WinAPI.au3>
- #include <Misc.au3>
- ; - Author: name22 (www.autoit.de)
- Opt("GUIOnEventMode", 1)
- ;###-v-SETTINGS-v-###
- $iGUIWidth = 600
- $iGUIHeight = 400
- $iARGB_BG = 0xFFFFFFFF
- $nFPS = 60
- $nGravity = 0
- $nAirFriction = 1
- $nGroundFriction = 1
- $nBounciness = 1
- $iCircles = 10
- $nSlowMotion = 10
- ;###-^-SETTINGS-^-###
- $nSleepTime = 1000 / $nFPS
- $nTimeMod = 1
- $nFPS_Display = 0
- $vNTdll = DllOpen("ntdll.dll")
- $vUser32Dll = DllOpen("User32.dll")
- $tPrecSleep = DllStructCreate("int64 time;")
- $pPrecSleep = DllStructGetPtr($tPrecSleep)
- $hMain = GUICreate("Physics Engine", $iGUIWidth, $iGUIHeight)
- GUISetState()
- $hDC_Main = _WinAPI_GetDC($hMain)
- $hDC_Buffer = _WinAPI_CreateCompatibleDC($hDC_Main)
- $hBitmap_Buffer = _WinAPI_CreateCompatibleBitmap($hDC_Main, $iGUIWidth, $iGUIHeight)
- _WinAPI_SelectObject($hDC_Buffer, $hBitmap_Buffer)
- _GDIPlus_Startup()
- $hGraphics = _GDIPlus_GraphicsCreateFromHDC($hDC_Buffer)
- _GDIPlus_GraphicsSetSmoothingMode($hGraphics, 2)
- $hBrush_Black = _GDIPlus_BrushCreateSolid(0xFF000000)
- $hStringFormat = _GDIPlus_StringFormatCreate()
- $hFamily_FPS = _GDIPlus_FontFamilyCreate("Arial")
- $hFont_FPS = _GDIPlus_FontCreate($hFamily_FPS, 6)
- $hFont_Copyright = _GDIPlus_FontCreate($hFamily_FPS, 8)
- $hFont_Number = _GDIPlus_FontCreate($hFamily_FPS, 10)
- $aMeasure = _GDIPlus_GraphicsMeasureString($hGraphics, "FPS: 000", $hFont_FPS, _GDIPlus_RectFCreate(), $hStringFormat)
- $tLayout_FPS = $aMeasure[0]
- $aMeasure = ""
- DllStructSetData($tLayout_FPS, "X", $iGUIWidth - DllStructGetData($tLayout_FPS, "Width") - 3)
- DllStructSetData($tLayout_FPS, "Y", $iGUIHeight - DllStructGetData($tLayout_FPS, "Height"))
- DllStructSetData($tLayout_FPS, "Width", 0)
- $tLayout_Copyright = _GDIPlus_RectFCreate(0, $iGUIHeight - 15)
- Global $aCircles[$iCircles + 1][6] = [[$iCircles]]
- For $i = 1 To $aCircles[0][0]
- $aCircles[$i][4] = Random(10, 20, 1) ;Circle Radius/Mass
- $aCircles[$i][0] = Random($aCircles[$i][4], $iGUIWidth - $aCircles[$i][4], 1) ;X-Position of Circle Center
- $aCircles[$i][1] = Random($aCircles[$i][4], $iGUIHeight - $aCircles[$i][4], 1) ;Y-Position of Circle Center
- $aCircles[$i][2] = Random(-1, 1) ;X-Velocity
- $aCircles[$i][3] = Random(-1, 1) ;Y-Velocity
- $nRandomSpeed = Random(200, 400, 1) * - 1 ^ Random(1, 2, 1)
- $aCircles[$i][2] = $aCircles[$i][2] * $nRandomSpeed
- $aCircles[$i][3] = $aCircles[$i][3] * $nRandomSpeed
- $aCircles[$i][5] = _GDIPlus_BrushCreateSolid("0xFF" & Hex(Random(0x000000, 0xFFFFFF, 1), 6)) ;Brush
- Next
- GUISetOnEvent($GUI_EVENT_CLOSE, "_Close", $hMain)
- OnAutoItExitRegister("_Shutdown")
- $nT_Sleep = TimerInit() + $nSleepTime
- $nT_UpdateFPS = TimerInit()
- While True
- DllStructSetData($tPrecSleep, "time", -10000 * ($nSleepTime - TimerDiff($nT_Sleep)))
- DllCall($vNTdll, "dword", "ZwDelayExecution", "int", 0, "ptr", $pPrecSleep)
- $nFrameTime = TimerDiff($nT_Sleep)
- $nT_Sleep = TimerInit()
- $nFPS_Cur = 1000 / $nFrameTime
- If TimerDiff($nT_UpdateFPS) >= 500 Then
- $nFPS_Display = $nFPS_Cur
- $nT_UpdateFPS = TimerInit()
- EndIf
- Switch _IsPressed("20", $vUser32Dll)
- Case True
- $nTimeMod = $nSlowMotion
- Case False
- If $nTimeMod <> 1 Then $nTimeMod = 1
- EndSwitch
- $nFPS_Cur *= $nTimeMod
- _GDIPlus_GraphicsClear($hGraphics, $iARGB_BG)
- For $i1 = 1 To $aCircles[0][0]
- $aCircles[$i1][3] += $nGravity
- $aCircles[$i1][2] *= $nAirFriction
- $aCircles[$i1][3] *= $nAirFriction
- Switch True
- Case $aCircles[$i1][0] + $aCircles[$i1][2] / $nFPS_Cur <= $aCircles[$i1][4]
- $aCircles[$i1][2] *= -$nBounciness
- $aCircles[$i1][3] *= $nGroundFriction
- $aCircles[$i1][0] = $aCircles[$i1][4]
- Case $aCircles[$i1][0] + $aCircles[$i1][2] / $nFPS_Cur >= $iGUIWidth - $aCircles[$i1][4]
- $aCircles[$i1][2] *= -$nBounciness
- $aCircles[$i1][3] *= $nGroundFriction
- $aCircles[$i1][0] = $iGUIWidth - $aCircles[$i1][4]
- EndSwitch
- Switch True
- Case $aCircles[$i1][1] + $aCircles[$i1][3] / $nFPS_Cur <= $aCircles[$i1][4]
- $aCircles[$i1][3] *= -$nBounciness
- $aCircles[$i1][2] *= $nGroundFriction
- $aCircles[$i1][1] = $aCircles[$i1][4]
- Case $aCircles[$i1][1] + $aCircles[$i1][3] / $nFPS_Cur >= $iGUIHeight - $aCircles[$i1][4]
- $aCircles[$i1][3] *= -$nBounciness
- $aCircles[$i1][2] *= $nGroundFriction
- $aCircles[$i1][1] = $iGUIHeight - $aCircles[$i1][4]
- EndSwitch
- For $i2 = $i1 + 1 To $aCircles[0][0]
- $nX_V = ($aCircles[$i1][2] - $aCircles[$i2][2]) / $nFPS_Cur
- $nY_V = ($aCircles[$i1][3] - $aCircles[$i2][3]) / $nFPS_Cur
- $nL_V = Sqrt($nX_V ^ 2 + $nY_V ^ 2)
- $nX_N = $nX_V / $nL_V
- $nY_N = $nY_V / $nL_V
- $nX_C = $aCircles[$i2][0] - $aCircles[$i1][0]
- $nY_C = $aCircles[$i2][1] - $aCircles[$i1][1]
- $nL_C = Sqrt($nX_C ^ 2 + $nY_C ^ 2)
- Switch $nL_V > 0
- Case True
- Switch $nL_C - ($aCircles[$i1][4] + $aCircles[$i2][4]) <= $nL_V
- Case True
- $nD = $nX_N * $nX_C + $nY_N * $nY_C
- Switch $nD >= 0
- Case True
- $nF = $nL_C ^ 2 - $nD ^ 2
- Switch $nF <= ($aCircles[$i1][4] + $aCircles[$i2][4]) ^ 2
- Case True
- $nDistance = $nD - Sqrt(($aCircles[$i1][4] + $aCircles[$i2][4]) ^ 2 - $nF)
- Switch $nDistance <= $nL_V
- Case True
- $nQ = $nDistance / $nL_V
- $aCircles[$i1][0] += $aCircles[$i1][2] / $nFPS_Cur * $nQ
- $aCircles[$i1][1] += $aCircles[$i1][3] / $nFPS_Cur * $nQ
- $aCircles[$i2][0] += $aCircles[$i2][2] / $nFPS_Cur * $nQ
- $aCircles[$i2][1] += $aCircles[$i2][3] / $nFPS_Cur * $nQ
- $nX_C = $aCircles[$i2][0] - $aCircles[$i1][0]
- $nY_C = $aCircles[$i2][1] - $aCircles[$i1][1]
- $nL_C = Sqrt($nX_C ^ 2 + $nY_C ^ 2)
- $nX_UN = $nX_C / $nL_C
- $nY_UN = $nY_C / $nL_C
- $nVel1_N = ($nX_UN * $aCircles[$i1][2] + $nY_UN * $aCircles[$i1][3]) * $nBounciness
- $nVel2_N = ($nX_UN * $aCircles[$i2][2] + $nY_UN * $aCircles[$i2][3]) * $nBounciness
- $nVel1_T = (-$nY_UN * $aCircles[$i1][2] + $nX_UN * $aCircles[$i1][3]) * $nGroundFriction
- $nVel2_T = (-$nY_UN * $aCircles[$i2][2] + $nX_UN * $aCircles[$i2][3]) * $nGroundFriction
- $nVel1_N_New = ($nVel1_N * ($aCircles[$i1][4] - $aCircles[$i2][4]) + 2 * $aCircles[$i2][4] * $nVel2_N) / ($aCircles[$i1][4] + $aCircles[$i2][4])
- $nVel2_N_New = ($nVel2_N * ($aCircles[$i2][4] - $aCircles[$i1][4]) + 2 * $aCircles[$i1][4] * $nVel1_N) / ($aCircles[$i1][4] + $aCircles[$i2][4])
- $aCircles[$i1][2] = $nVel1_N_New * $nX_UN + $nVel1_T * - $nY_UN
- $aCircles[$i1][3] = $nVel1_N_New * $nY_UN + $nVel1_T * $nX_UN
- $aCircles[$i2][2] = $nVel2_N_New * $nX_UN + $nVel2_T * - $nY_UN
- $aCircles[$i2][3] = $nVel2_N_New * $nY_UN + $nVel2_T * $nX_UN
- EndSwitch
- EndSwitch
- EndSwitch
- EndSwitch
- EndSwitch
- Next
- $aCircles[$i1][0] += $aCircles[$i1][2] / $nFPS_Cur
- $aCircles[$i1][1] += $aCircles[$i1][3] / $nFPS_Cur
- _GDIPlus_GraphicsFillEllipse($hGraphics, $aCircles[$i1][0] - $aCircles[$i1][4], $aCircles[$i1][1] - $aCircles[$i1][4], $aCircles[$i1][4] * 2, $aCircles[$i1][4] * 2, $aCircles[$i1][5])
- Next
- _GDIPlus_GraphicsDrawStringEx($hGraphics, "FPS: " & Round($nFPS_Display, 1), $hFont_FPS, $tLayout_FPS, $hStringFormat, $hBrush_Black)
- _GDIPlus_GraphicsDrawStringEx($hGraphics, "© name22", $hFont_Copyright, $tLayout_Copyright, $hStringFormat, $hBrush_Black)
- _WinAPI_BitBlt($hDC_Main, 0, 0, $iGUIWidth, $iGUIHeight, $hDC_Buffer, 0, 0, $SRCCOPY)
- WEnd
- Func _Close()
- Exit
- EndFunc ;==>_Close
- Func _Shutdown()
- _WinAPI_ReleaseDC($hMain, $hDC_Main)
- _WinAPI_DeleteDC($hDC_Buffer)
- _WinAPI_DeleteObject($hBitmap_Buffer)
- _GDIPlus_GraphicsDispose($hGraphics)
- _GDIPlus_BrushDispose($hBrush_Black)
- For $i = 1 To $aCircles[0][0]
- _GDIPlus_BrushDispose($aCircles[$i][5])
- Next
- _GDIPlus_StringFormatDispose($hStringFormat)
- _GDIPlus_FontFamilyDispose($hFamily_FPS)
- _GDIPlus_FontDispose($hFont_FPS)
- _GDIPlus_Shutdown()
- DllClose($vNTdll)
- DllClose($vUser32Dll)
- EndFunc ;==>_Shutdown
- ;- Copyright: name22, Donnerstag 12. Mai 2011
- ; #FUNCTION#;===============================================================================
- ;
- ; Name...........: _HighPrecisionSleep()
- ; Description ...: Sleeps down to 0.1 microseconds
- ; Syntax.........: _HighPrecisionSleep( $iMicroSeconds, $hDll=False)
- ; Parameters ....: $iMicroSeconds - Amount of microseconds to sleep
- ; $hDll - Can be supplied so the UDF doesn't have to re-open the dll all the time.
- ; Return values .: None
- ; Author ........: Andreas Karlsson (monoceres)
- ; Modified.......:
- ; Remarks .......: Even though this has high precision you need to take into consideration that it will take some time for autoit to call the function.
- ; Related .......:
- ; Link ..........;
- ; Example .......; No
- ;
- ;;==========================================================================================
- Func _HighPrecisionSleep($iMicroSeconds, $hDll = False)
- Local $hStruct, $bLoaded
- If Not $hDll Then
- $hDll = DllOpen("ntdll.dll")
- $bLoaded = True
- EndIf
- $hStruct = DllStructCreate("int64 time;")
- DllStructSetData($hStruct, "time", -1 * ($iMicroSeconds * 10))
- DllCall($hDll, "dword", "ZwDelayExecution", "int", 0, "ptr", DllStructGetPtr($hStruct))
- If $bLoaded Then DllClose($hDll)
- EndFunc ;==>_HighPrecisionSleep
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