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								/*******************************************************************************************
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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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