Files
raylib/examples/shapes/shapes_double_pendulum.c

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6.5 KiB
C

/*******************************************************************************************
*
* 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 <math.h> // Required for: sin(), cos(), PI
// 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;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// 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 };
}