/******************************************************************************************* * * 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 //---------------------------------------------------------------------------------- #define SCREEN_WIDTH 800 #define SCREEN_HEIGHT 450 #define CENTER_X SCREEN_WIDTH * 0.5 #define CENTER_Y SCREEN_HEIGHT * 0.5 - 100 // 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 //-------------------------------------------------------------------------------------- SetConfigFlags(FLAG_WINDOW_HIGHDPI); InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "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 += CENTER_X; previousPosition.y += CENTER_Y; // 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(SCREEN_WIDTH, SCREEN_HEIGHT); 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 = sin(delta), cosD = cos(delta), cos2D = cos(2 * delta); float ww1 = w1 * w1, ww2 = w2 * w2; // Calculate a1 float a1 = (-G * (2 * m1 + m2) * sin(theta1) - m2 * G * sin(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 * cos(theta1) + ww2 * L2 * m2 * cosD)) / (L2 * (2 * m1 + m2 - m2 * cos2D)); // Update thetas theta1 += w1 * step + 0.5 * a1 * step2; theta2 += w2 * step + 0.5 * a2 * step2; // Update omegas w1 += a1 * step; w2 += a2 * step; } //---------------------------------------------------------------------------------- // Calculate position Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2); currentPosition.x += CENTER_X; currentPosition.y += CENTER_Y; // Draw to framebuffer //---------------------------------------------------------------------------------- BeginTextureMode(target); // Draw a transparent rectangle - smaller alpha = longer trails DrawRectangle(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 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){ CENTER_X, CENTER_Y, 10 * l1, lineThick }, (Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta1, RAYWHITE); Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1); DrawRectanglePro((Rectangle){ CENTER_X + endpoint1.x, CENTER_Y + 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 }; }