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https://github.com/raysan5/raylib.git
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172 lines
6.5 KiB
C
172 lines
6.5 KiB
C
/*******************************************************************************************
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*
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* raylib [shapes] example - Double Pendulum
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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 5.5, last time updated with raylib 5.5
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*
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* Example contributed by JoeCheong (@Joecheong2006) 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 JoeCheong (@Joecheong2006)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <math.h> // Required for: sin(), cos(), PI
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//----------------------------------------------------------------------------------
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// Macro Helpers
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//----------------------------------------------------------------------------------
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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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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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static Vector2 CalculatePendulumEndPoint(float l, float theta);
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static Vector2 CalculateDoublePendulumEndPoint(float l1, float theta1, float l2, float theta2);
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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_WINDOW_HIGHDPI);
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - double pendulum");
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// Simulation Paramters
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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 += (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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int lineThick = 20, trailThick = 2;
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float fateAlpha = 0.01;
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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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//--------------------------------------------------------------------------------------
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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 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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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 = 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)*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*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 + 0.5f*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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}
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// Calculate position
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Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
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currentPosition.x += screenWidth/2;
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currentPosition.y += screenHeight/2 - 100;
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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, 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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// 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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BeginDrawing();
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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 }, (Vector2){ 0, 0 }, WHITE);
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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){ 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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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadRenderTexture(target);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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// Calculate Pendulum End Point
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static Vector2 CalculatePendulumEndPoint(float l, float theta)
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{
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return (Vector2){ 10 * l * sin(theta), 10 * l * cos(theta) };
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}
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// Calculate Double Pendulum End Point
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static Vector2 CalculateDoublePendulumEndPoint(float l1, float theta1, float l2, float theta2)
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{
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Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1);
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Vector2 endpoint2 = CalculatePendulumEndPoint(l2, theta2);
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return (Vector2){ endpoint1.x + endpoint2.x, endpoint1.y + endpoint2.y };
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}
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