/******************************************************************************************* * * raylib [shapes] example - Double Pendulum * * Example complexity rating: [★★☆☆] 2/4 * * Example originally created with raylib 5.5, last time updated with raylib 5.5 * * Example contributed by JoeCheong (@Joecheong2006) 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 JoeCheong (@Joecheong2006) * ********************************************************************************************/ #include "raylib.h" #include // Required for: sin(), cos(), PI //---------------------------------------------------------------------------------- // Macro Helpers //---------------------------------------------------------------------------------- // Constant for Simulation #define SIMULATION_STEPS 30 #define G 9.81 //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- static Vector2 CalculatePendulumEndPoint(float l, float theta); static Vector2 CalculateDoublePendulumEndPoint(float l1, float theta1, float l2, float theta2); //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; SetConfigFlags(FLAG_WINDOW_HIGHDPI); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - double pendulum"); // Simulation Paramters float l1 = 15, m1 = 0.2, theta1 = DEG2RAD * 170, w1 = 0; float l2 = 15, m2 = 0.1, theta2 = DEG2RAD * 0, w2 = 0; float lengthScaler = 0.1; float totalM = m1 + m2; Vector2 previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2); previousPosition.x += (screenWidth/2); previousPosition.y += (screenHeight/2 - 100); // Scale length float L1 = l1 * lengthScaler; float L2 = l2 * lengthScaler; // Draw parameters int lineThick = 20, trailThick = 2; float fateAlpha = 0.01; // Create framebuffer RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR); SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- float dt = GetFrameTime(); float step = dt / SIMULATION_STEPS, step2 = step * step; // Update Physics - larger steps = better approximation for (int i = 0; i < SIMULATION_STEPS; ++i) { float delta = theta1 - theta2; float sinD = sinf(delta), cosD = cosf(delta), cos2D = cosf(2*delta); float ww1 = w1 * w1, ww2 = w2 * w2; // Calculate a1 float a1 = (-G*(2*m1 + m2)*sinf(theta1) - m2*G*sinf(theta1 - 2*theta2) - 2*sinD*m2*(ww2*L2 + ww1*L1*cosD)) / (L1*(2*m1 + m2 - m2*cos2D)); // Calculate a2 float a2 = (2*sinD*(ww1*L1*totalM + G*totalM*cosf(theta1) + ww2*L2*m2*cosD)) / (L2*(2*m1 + m2 - m2*cos2D)); // Update thetas theta1 += w1*step + 0.5f*a1*step2; theta2 += w2*step + 0.5f*a2*step2; // Update omegas w1 += a1*step; w2 += a2*step; } // Calculate position Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2); currentPosition.x += screenWidth/2; currentPosition.y += screenHeight/2 - 100; // Draw to render texture BeginTextureMode(target); // Draw a transparent rectangle - smaller alpha = longer trails DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, fateAlpha)); // Draw trail DrawCircleV(previousPosition, trailThick, RED); DrawLineEx(previousPosition, currentPosition, trailThick * 2, RED); EndTextureMode(); // Update previous position previousPosition = currentPosition; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(BLACK); // Draw trails texture DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); // Draw double pendulum DrawRectanglePro((Rectangle){ screenWidth/2, screenHeight/2 - 100, 10 * l1, lineThick }, (Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta1, RAYWHITE); Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1); DrawRectanglePro((Rectangle){ screenWidth/2 + endpoint1.x, screenHeight/2 - 100 + endpoint1.y, 10 * l2, lineThick }, (Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta2, RAYWHITE); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadRenderTexture(target); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } // Calculate Pendulum End Point static Vector2 CalculatePendulumEndPoint(float l, float theta) { return (Vector2){ 10 * l * sin(theta), 10 * l * cos(theta) }; } // Calculate Double Pendulum End Point static Vector2 CalculateDoublePendulumEndPoint(float l1, float theta1, float l2, float theta2) { Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1); Vector2 endpoint2 = CalculatePendulumEndPoint(l2, theta2); return (Vector2){ endpoint1.x + endpoint2.x, endpoint1.y + endpoint2.y }; }