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