feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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Examples/Shapes/DoublePendulum.cs
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Examples/Shapes/DoublePendulum.cs
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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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using System;
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Shapes;
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public partial class DoublePendulum : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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// Constant for Simulation
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private const int SIMULATION_STEPS = 30;
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private const float G = 9.81f;
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public string Name => "Shapes / Double Pendulum";
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public string Title => "raylib [shapes] example - double pendulum";
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public ConfigFlags ConfigFlags => ConfigFlags.HighDpiWindow;
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// Simulation Parameters
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private float l1, m1, theta1, w1;
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private float l2, m2, theta2, w2;
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private float lengthScaler;
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private float totalM;
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private Vector2 previousPosition;
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// Scale length
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private float L1;
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private float L2;
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// Draw parameters
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private float lineThick, trailThick;
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private float fateAlpha;
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// Create framebuffer
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private RenderTexture2D target;
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// Calculate pendulum end point
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private static Vector2 CalculatePendulumEndPoint(float l, float theta)
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{
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return new(10 * l * MathF.Sin(theta), 10 * l * MathF.Cos(theta));
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}
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// Calculate double pendulum end point
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private 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 new(endpoint1.X + endpoint2.X, endpoint1.Y + endpoint2.Y);
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}
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public void Init()
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{
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// Simulation Parameters
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l1 = 15.0f; m1 = 0.2f; theta1 = DEG2RAD * 170; w1 = 0;
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l2 = 15.0f; m2 = 0.1f; theta2 = DEG2RAD * 0; w2 = 0;
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lengthScaler = 0.1f;
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totalM = m1 + m2;
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previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
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previousPosition.X += ((float)screenWidth / 2);
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previousPosition.Y += ((float)screenHeight / 2 - 100);
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// Scale length
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L1 = l1 * lengthScaler;
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L2 = l2 * lengthScaler;
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// Draw parameters
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lineThick = 20; trailThick = 2;
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fateAlpha = 0.01f;
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// Create framebuffer
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target = LoadRenderTexture(screenWidth, screenHeight);
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SetTextureFilter(target.Texture, TextureFilter.Bilinear);
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}
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public void Update()
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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 = MathF.Sin(delta), cosD = MathF.Cos(delta), cos2D = MathF.Cos(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) * MathF.Sin(theta1)
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- m2 * G * MathF.Sin(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 * MathF.Cos(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 += (float)screenWidth / 2;
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currentPosition.Y += (float)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(Color.Black, fateAlpha));
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// Draw trail
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DrawCircleV(previousPosition, trailThick, Color.Red);
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DrawLineEx(previousPosition, currentPosition, trailThick * 2, Color.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(Color.Black);
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// Draw trails texture
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DrawTextureRec(target.Texture, new Rectangle(0, 0, (float)target.Texture.Width, (float)-target.Texture.Height), new Vector2(0, 0), Color.White);
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// Draw double pendulum
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DrawRectanglePro(new Rectangle(screenWidth / 2.0f, screenHeight / 2.0f - 100, 10 * l1, lineThick),
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new Vector2(0, lineThick * 0.5f), 90 - RAD2DEG * theta1, Color.RayWhite);
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Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1);
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DrawRectanglePro(new Rectangle(screenWidth / 2.0f + endpoint1.X, screenHeight / 2.0f - 100 + endpoint1.Y, 10 * l2, lineThick),
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new Vector2(0, lineThick * 0.5f), 90 - RAD2DEG * theta2, Color.RayWhite);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadRenderTexture(target);
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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SetConfigFlags(ConfigFlags.HighDpiWindow);
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - double pendulum");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new DoublePendulum();
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game.Init();
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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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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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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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