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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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// 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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//----------------------------------------------------------------------------------
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// Module Functions Definition
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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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