/******************************************************************************************* * * raylib [shapes] example - math sine cosine * * Example complexity rating: [★★☆☆] 2/4 * * Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev * * Example contributed by Jopestpe (@jopestpe) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2025 Jopestpe (@jopestpe) * ********************************************************************************************/ #include "raylib.h" #include #include "raymath.h" #define RAYGUI_IMPLEMENTATION #include "raygui.h" // Required for GUI controls // Wave points for sine/cosine visualization #define WAVE_POINTS 36 //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - math sine cosine"); Vector2 sinePoints[WAVE_POINTS]; Vector2 cosPoints[WAVE_POINTS]; Vector2 center = { (screenWidth/2.0f) - 30.f, screenHeight/2.0f }; Rectangle start = { 20.f, screenHeight - 120.f , 200.0f, 100.0f}; float radius = 130.0f; float angle = 0.0f; bool pause = false; for (int i = 0; i < WAVE_POINTS; i++) { float t = i/(float)(WAVE_POINTS - 1); float currentAngle = t*360.0f*DEG2RAD; sinePoints[i] = (Vector2){ start.x + t*start.width, start.y + start.height/2.0f - sinf(currentAngle)*(start.height/2.0f) }; cosPoints[i] = (Vector2){ start.x + t*start.width, start.y + start.height/2.0f - cosf(currentAngle)*(start.height/2.0f) }; } SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- float angleRad = angle*DEG2RAD; float cosRad = cosf(angleRad); float sinRad = sinf(angleRad); Vector2 point = { center.x + cosRad*radius, center.y - sinRad*radius }; Vector2 limitMin = { center.x - radius, center.y - radius }; Vector2 limitMax = { center.x + radius, center.y + radius }; float complementary = 90.0f - angle; float supplementary = 180.0f - angle; float explementary = 360.0f - angle; float tangent = Clamp(tanf(angleRad), -10.0f, 10.0f); float cotangent = (fabsf(tangent) > 0.001f) ? Clamp(1.0f/tangent, -radius, radius) : 0.0f; Vector2 tangentPoint = { center.x + radius, center.y - tangent*radius }; Vector2 cotangentPoint = { center.x + cotangent*radius, center.y - radius }; angle = Wrap(angle + (!pause ? 1.0f : 0.0f), 0.0f, 360.0f); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // Cotangent (orange) DrawLineEx((Vector2){ center.x , limitMin.y }, (Vector2){ cotangentPoint.x, limitMin.y }, 2.0f, ORANGE); DrawLineDashed(center, cotangentPoint, 10.0f, 4.0f, ORANGE); // Side background DrawLine(580, 0, 580, GetScreenHeight(), (Color){ 218, 218, 218, 255 }); DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 232, 232, 232, 255 }); // Base circle and axes DrawCircleLinesV(center, radius, GRAY); DrawLineEx((Vector2){ center.x, limitMin.y }, (Vector2){ center.x, limitMax.y }, 1.0f, GRAY); DrawLineEx((Vector2){ limitMin.x, center.y }, (Vector2){ limitMax.x, center.y }, 1.f, GRAY); // Wave graph axes DrawLineEx((Vector2){ start.x , start.y }, (Vector2){ start.x , start.y + start.height }, 2.0f, GRAY); DrawLineEx((Vector2){ start.x + start.width, start.y }, (Vector2){ start.x + start.width, start.y + start.height }, 2.0f, GRAY); DrawLineEx((Vector2){ start.x, start.y + start.height/2 }, (Vector2){ start.x + start.width, start.y + start.height/2 }, 2.0f, GRAY); // Wave graph axis labels DrawText("1", start.x - 8, start.y, 6, GRAY); DrawText("0", start.x - 8, start.y + start.height/2 - 6, 6, GRAY); DrawText("-1", start.x - 12, start.y + start.height - 8, 6, GRAY); DrawText("0", start.x - 2, start.y + start.height + 4, 6, GRAY); DrawText("360", start.x + start.width - 8, start.y + start.height + 4, 6, GRAY); // Sine (red - vertical) DrawLineEx((Vector2){ center.x, center.y }, (Vector2){ center.x, point.y }, 2.0f, RED); DrawLineDashed((Vector2){ point.x, center.y }, (Vector2){ point.x, point.y }, 10.0f, 4.0f, RED); DrawText(TextFormat("Sine %.2f", sinRad), 640, 190, 6, RED); DrawCircleV((Vector2){ start.x + (angle/360.0f)*start.width, start.y + ((-sinRad + 1)*start.height/2.0f) }, 4.0f, RED); DrawSplineLinear(sinePoints, WAVE_POINTS, 1.0f, RED); // Cosine (blue - horizontal) DrawLineEx((Vector2){ center.x, center.y }, (Vector2){ point.x, center.y }, 2.0f, BLUE); DrawLineDashed((Vector2){ center.x , point.y }, (Vector2){ point.x, point.y }, 10.0f, 4.0f, BLUE); DrawText(TextFormat("Cosine %.2f", cosRad), 640, 210, 6, BLUE); DrawCircleV((Vector2){ start.x + (angle/360.0f)*start.width, start.y + ((-cosRad + 1)*start.height/2.0f) }, 4.0f, BLUE); DrawSplineLinear(cosPoints, WAVE_POINTS, 1.0f, BLUE); // Tangent (purple) DrawLineEx((Vector2){ limitMax.x , center.y }, (Vector2){ limitMax.x, tangentPoint.y }, 2.0f, PURPLE); DrawLineDashed(center, tangentPoint, 10.0f, 4.0f, PURPLE); DrawText(TextFormat("Tangent %.2f", tangent), 640, 230, 6, PURPLE); // Cotangent (orange) DrawText(TextFormat("Cotangent %.2f", cotangent), 640, 250, 6, ORANGE); // Complementary angle (beige) DrawCircleSectorLines(center, radius*0.6f , -angle, -90.f , 36.0f, BEIGE); DrawText(TextFormat("Complementary %0.f°",complementary), 640, 150, 6, BEIGE); // Supplementary angle (darkblue) DrawCircleSectorLines(center, radius*0.5f , -angle, -180.f , 36.0f, DARKBLUE); DrawText(TextFormat("Supplementary %0.f°",supplementary), 640, 130, 6, DARKBLUE); // Explementary angle (pink) DrawCircleSectorLines(center, radius*0.4f , -angle, -360.f , 36.0f, PINK); DrawText(TextFormat("Explementary %0.f°",explementary), 640, 170, 6, PINK); // Current angle - arc (lime), radius (black), endpoint (black) DrawCircleSectorLines(center, radius*0.7f , -angle, 0.f, 36.0f, LIME); DrawLineEx((Vector2){ center.x , center.y }, point, 2.0f, BLACK); DrawCircleV(point, 4.0f, BLACK); // Draw GUI controls //------------------------------------------------------------------------------ GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(GRAY)); GuiToggle((Rectangle){ 640, 70, 120, 20}, TextFormat("Pause"), &pause); GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(LIME)); GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f°", angle), &angle, 0.0f, 360.f); // Angle values panel GuiGroupBox((Rectangle){ 620, 110, 140, 170}, "Angle Values"); //------------------------------------------------------------------------------ DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }