|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   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) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #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); | 
						
						
							|  | 
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							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Program main entry point | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | int main(void) | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     const int screenWidth = 800; | 
						
						
							|  |     const int screenHeight = 450; | 
						
						
							|  | 
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							|  |     SetConfigFlags(FLAG_WINDOW_HIGHDPI); | 
						
						
							|  |     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - double pendulum"); | 
						
						
							|  | 
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							|  |     // 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; | 
						
						
							|  | 
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							|  |     Vector2 previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2); | 
						
						
							|  |     previousPosition.x += (screenWidth/2); | 
						
						
							|  |     previousPosition.y += (screenHeight/2 - 100); | 
						
						
							|  | 
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							|  |     // Scale length | 
						
						
							|  |     float L1 = l1*lengthScaler; | 
						
						
							|  |     float L2 = l2*lengthScaler; | 
						
						
							|  | 
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							|  |     // Draw parameters | 
						
						
							|  |     int lineThick = 20, trailThick = 2; | 
						
						
							|  |     float fateAlpha = 0.01; | 
						
						
							|  | 
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							|  |     // Create framebuffer | 
						
						
							|  |     RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); | 
						
						
							|  |     SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR); | 
						
						
							|  | 
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							|  |     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; | 
						
						
							|  | 
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							|  |         // 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; | 
						
						
							|  | 
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							|  |             // 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)); | 
						
						
							|  | 
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							|  |             // Calculate a2 | 
						
						
							|  |             float a2 = (2*sinD*(ww1*L1*totalM | 
						
						
							|  |                          + G*totalM*cosf(theta1) | 
						
						
							|  |                          + ww2*L2*m2*cosD)) | 
						
						
							|  |                         /(L2*(2*m1 + m2 - m2*cos2D)); | 
						
						
							|  | 
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							|  |             // Update thetas | 
						
						
							|  |             theta1 += w1*step + 0.5f*a1*step2; | 
						
						
							|  |             theta2 += w2*step + 0.5f*a2*step2; | 
						
						
							|  | 
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							|  |             // Update omegas | 
						
						
							|  |             w1 += a1*step; | 
						
						
							|  |             w2 += a2*step; | 
						
						
							|  |         } | 
						
						
							|  | 
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							|  |         // Calculate position | 
						
						
							|  |         Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2); | 
						
						
							|  |         currentPosition.x += screenWidth/2; | 
						
						
							|  |         currentPosition.y += screenHeight/2 - 100; | 
						
						
							|  | 
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							|  |         // Draw to render texture | 
						
						
							|  |         BeginTextureMode(target); | 
						
						
							|  |             // Draw a transparent rectangle - smaller alpha = longer trails | 
						
						
							|  |             DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, fateAlpha)); | 
						
						
							|  | 
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							|  |             // Draw trail | 
						
						
							|  |             DrawCircleV(previousPosition, trailThick, RED); | 
						
						
							|  |             DrawLineEx(previousPosition, currentPosition, trailThick*2, RED); | 
						
						
							|  |         EndTextureMode(); | 
						
						
							|  | 
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							|  |         // Update previous position | 
						
						
							|  |         previousPosition = currentPosition; | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
							|  | 
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							|  |             ClearBackground(BLACK); | 
						
						
							|  | 
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							|  |             // Draw trails texture | 
						
						
							|  |             DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); | 
						
						
							|  | 
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							|  |             // Draw double pendulum | 
						
						
							|  |             DrawRectanglePro((Rectangle){ screenWidth/2, screenHeight/2 - 100, 10*l1, lineThick }, | 
						
						
							|  |                 (Vector2){0, lineThick*0.5}, 90 - RAD2DEG*theta1, RAYWHITE); | 
						
						
							|  | 
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							|  |             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); | 
						
						
							|  | 
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadRenderTexture(target); | 
						
						
							|  | 
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							|  |     CloseWindow();        // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | } | 
						
						
							|  | 
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							|  | //---------------------------------------------------------------------------------- | 
						
						
							|  | // Module Functions Definition | 
						
						
							|  | //---------------------------------------------------------------------------------- | 
						
						
							|  | // Calculate pendulum end point | 
						
						
							|  | static Vector2 CalculatePendulumEndPoint(float l, float theta) | 
						
						
							|  | { | 
						
						
							|  |     return (Vector2){ 10*l*sin(theta), 10*l*cos(theta) }; | 
						
						
							|  | } | 
						
						
							|  | 
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							|  | // 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 }; | 
						
						
							|  | }
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