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https://github.com/raysan5/raylib.git
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176 lines
8.6 KiB
C
176 lines
8.6 KiB
C
/*******************************************************************************************
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*
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* raylib [shapes] example - math sine cosine
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
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*
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* Example contributed by Jopestpe (@jopestpe) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 Jopestpe (@jopestpe)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <math.h>
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#include "raymath.h"
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#define RAYGUI_IMPLEMENTATION
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#include "raygui.h" // Required for GUI controls
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// Wave points for sine/cosine visualization
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#define WAVE_POINTS 36
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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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_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - math sine cosine");
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Vector2 sinePoints[WAVE_POINTS];
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Vector2 cosPoints[WAVE_POINTS];
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Vector2 center = { (screenWidth/2.0f) - 30.f, screenHeight/2.0f };
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Rectangle start = { 20.f, screenHeight - 120.f , 200.0f, 100.0f};
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float radius = 130.0f;
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float angle = 0.0f;
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bool pause = false;
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for (int i = 0; i < WAVE_POINTS; i++)
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{
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float t = i/(float)(WAVE_POINTS - 1);
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float currentAngle = t*360.0f*DEG2RAD;
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sinePoints[i] = (Vector2){ start.x + t*start.width, start.y + start.height/2.0f - sinf(currentAngle)*(start.height/2.0f) };
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cosPoints[i] = (Vector2){ start.x + t*start.width, start.y + start.height/2.0f - cosf(currentAngle)*(start.height/2.0f) };
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}
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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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 angleRad = angle*DEG2RAD;
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float cosRad = cosf(angleRad);
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float sinRad = sinf(angleRad);
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Vector2 point = { center.x + cosRad*radius, center.y - sinRad*radius };
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Vector2 limitMin = { center.x - radius, center.y - radius };
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Vector2 limitMax = { center.x + radius, center.y + radius };
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float complementary = 90.0f - angle;
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float supplementary = 180.0f - angle;
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float explementary = 360.0f - angle;
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float tangent = Clamp(tanf(angleRad), -10.0f, 10.0f);
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float cotangent = (fabsf(tangent) > 0.001f) ? Clamp(1.0f/tangent, -radius, radius) : 0.0f;
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Vector2 tangentPoint = { center.x + radius, center.y - tangent*radius };
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Vector2 cotangentPoint = { center.x + cotangent*radius, center.y - radius };
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angle = Wrap(angle + (!pause ? 1.0f : 0.0f), 0.0f, 360.0f);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Cotangent (orange)
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DrawLineEx((Vector2){ center.x , limitMin.y }, (Vector2){ cotangentPoint.x, limitMin.y }, 2.0f, ORANGE);
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DrawLineDashed(center, cotangentPoint, 10.0f, 4.0f, ORANGE);
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// Side background
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DrawLine(580, 0, 580, GetScreenHeight(), (Color){ 218, 218, 218, 255 });
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DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 232, 232, 232, 255 });
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// Base circle and axes
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DrawCircleLinesV(center, radius, GRAY);
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DrawLineEx((Vector2){ center.x, limitMin.y }, (Vector2){ center.x, limitMax.y }, 1.0f, GRAY);
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DrawLineEx((Vector2){ limitMin.x, center.y }, (Vector2){ limitMax.x, center.y }, 1.f, GRAY);
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// Wave graph axes
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DrawLineEx((Vector2){ start.x , start.y }, (Vector2){ start.x , start.y + start.height }, 2.0f, GRAY);
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DrawLineEx((Vector2){ start.x + start.width, start.y }, (Vector2){ start.x + start.width, start.y + start.height }, 2.0f, GRAY);
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DrawLineEx((Vector2){ start.x, start.y + start.height/2 }, (Vector2){ start.x + start.width, start.y + start.height/2 }, 2.0f, GRAY);
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// Wave graph axis labels
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DrawText("1", start.x - 8, start.y, 6, GRAY);
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DrawText("0", start.x - 8, start.y + start.height/2 - 6, 6, GRAY);
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DrawText("-1", start.x - 12, start.y + start.height - 8, 6, GRAY);
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DrawText("0", start.x - 2, start.y + start.height + 4, 6, GRAY);
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DrawText("360", start.x + start.width - 8, start.y + start.height + 4, 6, GRAY);
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// Sine (red - vertical)
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DrawLineEx((Vector2){ center.x, center.y }, (Vector2){ center.x, point.y }, 2.0f, RED);
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DrawLineDashed((Vector2){ point.x, center.y }, (Vector2){ point.x, point.y }, 10.0f, 4.0f, RED);
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DrawText(TextFormat("Sine %.2f", sinRad), 640, 190, 6, RED);
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DrawCircleV((Vector2){ start.x + (angle/360.0f)*start.width, start.y + ((-sinRad + 1)*start.height/2.0f) }, 4.0f, RED);
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DrawSplineLinear(sinePoints, WAVE_POINTS, 1.0f, RED);
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// Cosine (blue - horizontal)
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DrawLineEx((Vector2){ center.x, center.y }, (Vector2){ point.x, center.y }, 2.0f, BLUE);
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DrawLineDashed((Vector2){ center.x , point.y }, (Vector2){ point.x, point.y }, 10.0f, 4.0f, BLUE);
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DrawText(TextFormat("Cosine %.2f", cosRad), 640, 210, 6, BLUE);
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DrawCircleV((Vector2){ start.x + (angle/360.0f)*start.width, start.y + ((-cosRad + 1)*start.height/2.0f) }, 4.0f, BLUE);
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DrawSplineLinear(cosPoints, WAVE_POINTS, 1.0f, BLUE);
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// Tangent (purple)
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DrawLineEx((Vector2){ limitMax.x , center.y }, (Vector2){ limitMax.x, tangentPoint.y }, 2.0f, PURPLE);
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DrawLineDashed(center, tangentPoint, 10.0f, 4.0f, PURPLE);
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DrawText(TextFormat("Tangent %.2f", tangent), 640, 230, 6, PURPLE);
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// Cotangent (orange)
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DrawText(TextFormat("Cotangent %.2f", cotangent), 640, 250, 6, ORANGE);
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// Complementary angle (beige)
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DrawCircleSectorLines(center, radius*0.6f , -angle, -90.f , 36.0f, BEIGE);
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DrawText(TextFormat("Complementary %0.f°",complementary), 640, 150, 6, BEIGE);
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// Supplementary angle (darkblue)
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DrawCircleSectorLines(center, radius*0.5f , -angle, -180.f , 36.0f, DARKBLUE);
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DrawText(TextFormat("Supplementary %0.f°",supplementary), 640, 130, 6, DARKBLUE);
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// Explementary angle (pink)
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DrawCircleSectorLines(center, radius*0.4f , -angle, -360.f , 36.0f, PINK);
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DrawText(TextFormat("Explementary %0.f°",explementary), 640, 170, 6, PINK);
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// Current angle - arc (lime), radius (black), endpoint (black)
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DrawCircleSectorLines(center, radius*0.7f , -angle, 0.f, 36.0f, LIME);
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DrawLineEx((Vector2){ center.x , center.y }, point, 2.0f, BLACK);
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DrawCircleV(point, 4.0f, BLACK);
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// Draw GUI controls
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//------------------------------------------------------------------------------
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GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(GRAY));
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GuiToggle((Rectangle){ 640, 70, 120, 20}, TextFormat("Pause"), &pause);
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GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(LIME));
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GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f°", angle), &angle, 0.0f, 360.f);
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// Angle values panel
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GuiGroupBox((Rectangle){ 620, 110, 140, 170}, "Angle Values");
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//------------------------------------------------------------------------------
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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} |