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Update shapes_double_pendulum.c
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@@ -22,12 +22,6 @@
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//----------------------------------------------------------------------------------
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// Macro Helpers
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//----------------------------------------------------------------------------------
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#define SCREEN_WIDTH 800
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#define SCREEN_HEIGHT 450
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#define CENTER_X SCREEN_WIDTH * 0.5
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#define CENTER_Y SCREEN_HEIGHT * 0.5 - 100
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// Constant for Simulation
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#define SIMULATION_STEPS 30
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#define G 9.81
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@@ -45,32 +39,32 @@ int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_WINDOW_HIGHDPI);
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InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [shapes] example - Double Pendulum");
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - double pendulum");
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// Simulation Paramters
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//--------------------------------------------------------------------------------------
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float l1 = 15, m1 = 0.2, theta1 = DEG2RAD * 170, w1 = 0;
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float l2 = 15, m2 = 0.1, theta2 = DEG2RAD * 0, w2 = 0;
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float lengthScaler = 0.1;
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float totalM = m1 + m2;
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Vector2 previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
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previousPosition.x += CENTER_X;
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previousPosition.y += CENTER_Y;
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previousPosition.x += (screenWidth/2);
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previousPosition.y += (screenHeight/2 - 100);
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// Scale length
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float L1 = l1 * lengthScaler;
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float L2 = l2 * lengthScaler;
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// Draw Parameters
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//--------------------------------------------------------------------------------------
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// Draw parameters
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int lineThick = 20, trailThick = 2;
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float fateAlpha = 0.01;
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// Create Framebuffer
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//--------------------------------------------------------------------------------------
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RenderTexture2D target = LoadRenderTexture(SCREEN_WIDTH, SCREEN_HEIGHT);
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// Create framebuffer
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR);
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SetTargetFPS(60);
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@@ -80,60 +74,56 @@ int main(void)
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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float dt = GetFrameTime();
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float step = dt / SIMULATION_STEPS, step2 = step * step;
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// Update Physics - larger steps = better approximation
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//----------------------------------------------------------------------------------
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for (int i = 0; i < SIMULATION_STEPS; ++i)
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{
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float delta = theta1 - theta2;
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float sinD = sin(delta), cosD = cos(delta), cos2D = cos(2 * delta);
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float sinD = sinf(delta), cosD = cosf(delta), cos2D = cosf(2*delta);
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float ww1 = w1 * w1, ww2 = w2 * w2;
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// Calculate a1
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float a1 = (-G * (2 * m1 + m2) * sin(theta1)
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- m2 * G * sin(theta1 - 2 * theta2)
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- 2 * sinD * m2 * (ww2 * L2 + ww1 * L1 * cosD))
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/ (L1 * (2 * m1 + m2 - m2 * cos2D));
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float a1 = (-G*(2*m1 + m2)*sinf(theta1)
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- m2*G*sinf(theta1 - 2*theta2)
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- 2*sinD*m2*(ww2*L2 + ww1*L1*cosD))
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/ (L1*(2*m1 + m2 - m2*cos2D));
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// Calculate a2
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float a2 = (2 * sinD * (ww1 * L1 * totalM
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+ G * totalM * cos(theta1)
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+ ww2 * L2 * m2 * cosD))
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/ (L2 * (2 * m1 + m2 - m2 * cos2D));
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float a2 = (2*sinD*(ww1*L1*totalM
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+ G*totalM*cosf(theta1)
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+ ww2*L2*m2*cosD))
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/ (L2*(2*m1 + m2 - m2*cos2D));
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// Update thetas
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theta1 += w1 * step + 0.5 * a1 * step2;
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theta2 += w2 * step + 0.5 * a2 * step2;
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theta1 += w1*step + 0.5f*a1*step2;
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theta2 += w2*step + 0.5f*a2*step2;
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// Update omegas
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w1 += a1 * step;
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w2 += a2 * step;
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w1 += a1*step;
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w2 += a2*step;
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}
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//----------------------------------------------------------------------------------
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// Calculate position
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Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
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currentPosition.x += CENTER_X;
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currentPosition.y += CENTER_Y;
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currentPosition.x += screenWidth/2;
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currentPosition.y += screenHeight/2 - 100;
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// Draw to framebuffer
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//----------------------------------------------------------------------------------
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// Draw to render texture
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BeginTextureMode(target);
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// Draw a transparent rectangle - smaller alpha = longer trails
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DrawRectangle(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, Fade(BLACK, fateAlpha));
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DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, fateAlpha));
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// Draw trail
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DrawCircleV(previousPosition, trailThick, RED);
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DrawLineEx(previousPosition, currentPosition, trailThick * 2, RED);
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EndTextureMode();
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//----------------------------------------------------------------------------------
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// Update previous position
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previousPosition = currentPosition;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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@@ -141,17 +131,16 @@ int main(void)
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ClearBackground(BLACK);
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// Draw Trails Texture
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height },
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(Vector2){ 0, 0 }, WHITE);
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// Draw trails texture
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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// Draw Double Pendulum
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DrawRectanglePro((Rectangle){ CENTER_X, CENTER_Y, 10 * l1, lineThick },
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(Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta1, RAYWHITE);
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// Draw double pendulum
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DrawRectanglePro((Rectangle){ screenWidth/2, screenHeight/2 - 100, 10 * l1, lineThick },
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(Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta1, RAYWHITE);
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Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1);
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DrawRectanglePro((Rectangle){ CENTER_X + endpoint1.x, CENTER_Y + endpoint1.y, 10 * l2, lineThick },
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(Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta2, RAYWHITE);
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DrawRectanglePro((Rectangle){ screenWidth/2 + endpoint1.x, screenHeight/2 - 100 + endpoint1.y, 10 * l2, lineThick },
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(Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta2, RAYWHITE);
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EndDrawing();
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//----------------------------------------------------------------------------------
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