Merge branch 'master' into more-spline-functions
This commit is contained in:
commit
b80920b1ee
9 changed files with 20425 additions and 18426 deletions
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@ -52,6 +52,8 @@ int main(void)
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DrawCircle(screenWidth/5, 120, 35, DARKBLUE);
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DrawCircleGradient(screenWidth/5, 220, 60, GREEN, SKYBLUE);
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DrawCircleLines(screenWidth/5, 340, 80, DARKBLUE);
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DrawEllipse(screenWidth/5, 120, 25, 20, YELLOW);
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DrawEllipseLines(screenWidth/5, 120, 30, 25, YELLOW);
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// Rectangle shapes and lines
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DrawRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED);
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185
examples/shapes/shapes_digital_clock.c
Normal file
185
examples/shapes/shapes_digital_clock.c
Normal file
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@ -0,0 +1,185 @@
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/*******************************************************************************************
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*
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* raylib [shapes] example - fancy clock using basic shapes
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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 Hamza RAHAL (@hmz-rhl) 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 Hamza RAHAL (@hmz-rhl)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <math.h> // Required for: cosf(), sinf()
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#include <time.h> // Required for: time(), localtime()
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#define DIGIT_SIZE 30
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef enum {
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MODE_NORMAL = 0,
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MODE_HANDS_FREE,
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} ClockMode;
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typedef struct {
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int value;
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Vector2 origin;
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float angle;
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int length;
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int thickness;
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Color color;
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} ClockHand;
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typedef struct {
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ClockMode mode;
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ClockHand second;
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ClockHand minute;
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ClockHand hour;
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} Clock;
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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static void UpdateClock(Clock *clock); // Update clock time
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static void DrawClock(Clock clock, Vector2 centerPos); // Draw clock at desired position
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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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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - digital clock");
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// Initialize clock
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Clock myClock = {
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.mode = MODE_NORMAL,
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.second.angle = 45,
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.second.length = 140,
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.second.thickness = 3,
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.second.color = BEIGE,
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.minute.angle = 10,
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.minute.length = 130,
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.minute.thickness = 7,
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.minute.color = DARKGRAY,
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.hour.angle = 0,
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.hour.length = 100,
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.hour.thickness = 7,
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.hour.color = BLACK,
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};
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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if (IsKeyPressed(KEY_SPACE))
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{
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if (myClock.mode == MODE_HANDS_FREE) myClock.mode = MODE_NORMAL;
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else if (myClock.mode == MODE_NORMAL) myClock.mode = MODE_HANDS_FREE;
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}
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UpdateClock(&myClock);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawCircle(400, 225, 5, BLACK); // Clock center dot
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DrawClock(myClock, (Vector2){ 400, 225 }); // Clock in selected mode
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DrawText("Press [SPACE] to switch clock mode", 10, 10, 20, DARKGRAY);
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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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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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// Update clock time
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static void UpdateClock(Clock *clock)
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{
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time_t rawtime;
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struct tm * timeinfo;
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time(&rawtime);
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timeinfo = localtime(&rawtime);
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// Updating time data
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clock->second.value = timeinfo->tm_sec;
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clock->minute.value = timeinfo->tm_min;
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clock->hour.value = timeinfo->tm_hour;
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clock->hour.angle = (timeinfo->tm_hour%12)*180.0/6.0f;
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clock->hour.angle += (timeinfo->tm_min%60)*30/60.0f;
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clock->hour.angle -= 90;
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clock->minute.angle = (timeinfo->tm_min%60)*6.0f;
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clock->minute.angle += (timeinfo->tm_sec%60)*6/60.0f;
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clock->minute.angle -= 90;
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clock->second.angle = (timeinfo->tm_sec%60)*6.0f;
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clock->second.angle -= 90;
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}
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// Draw clock
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static void DrawClock(Clock clock, Vector2 centerPosition)
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{
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if (clock.mode == MODE_HANDS_FREE)
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{
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DrawCircleLinesV(centerPosition, clock.minute.length, LIGHTGRAY);
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DrawText(TextFormat("%i", clock.second.value), centerPosition.x + (clock.second.length - 10)*cosf(clock.second.angle*(float)(PI/180)) - DIGIT_SIZE/2, centerPosition.y + clock.second.length*sinf(clock.second.angle*(float)(PI/180)) - DIGIT_SIZE/2, DIGIT_SIZE, GRAY);
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DrawText(TextFormat("%i", clock.minute.value), clock.minute.origin.x + clock.minute.length*cosf(clock.minute.angle*(float)(PI/180)) - DIGIT_SIZE/2, centerPosition.y + clock.minute.length*sinf(clock.minute.angle*(float)(PI/180)) - DIGIT_SIZE/2, DIGIT_SIZE, RED);
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DrawText(TextFormat("%i", clock.hour.value), centerPosition.x + clock.hour.length*cosf(clock.hour.angle*(float)(PI/180)) - DIGIT_SIZE/2, centerPosition.y + clock.hour.length*sinf(clock.hour.angle*(float)(PI/180)) - DIGIT_SIZE/2, DIGIT_SIZE, GOLD);
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}
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else if (clock.mode == MODE_NORMAL)
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{
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// Draw hand seconds
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DrawRectanglePro((Rectangle){ centerPosition.x, centerPosition.y, clock.second.length, clock.second.thickness },
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(Vector2){ 0.0f, clock.second.thickness/2.0f }, clock.second.angle, clock.second.color);
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// Draw hand minutes
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DrawRectanglePro((Rectangle){ centerPosition.x, centerPosition.y, clock.minute.length, clock.minute.thickness },
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(Vector2){ 0.0f, clock.minute.thickness/2.0f }, clock.minute.angle, clock.minute.color);
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// Draw hand hours
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DrawRectanglePro((Rectangle){ centerPosition.x, centerPosition.y, clock.hour.length, clock.hour.thickness },
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(Vector2){ 0.0f, clock.hour.thickness/2.0f }, clock.hour.angle, clock.hour.color);
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}
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}
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BIN
examples/shapes/shapes_digital_clock.png
Normal file
BIN
examples/shapes/shapes_digital_clock.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 3.6 KiB |
182
examples/shapes/shapes_double_pendulum.c
Normal file
182
examples/shapes/shapes_double_pendulum.c
Normal file
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@ -0,0 +1,182 @@
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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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||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.5
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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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||||
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#include "raylib.h"
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||||
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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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#define SCREEN_WIDTH 800
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#define SCREEN_HEIGHT 450
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#define CENTER_X SCREEN_WIDTH * 0.5
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#define CENTER_Y SCREEN_HEIGHT * 0.5 - 100
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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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||||
SetConfigFlags(FLAG_WINDOW_HIGHDPI);
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InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [shapes] example - Double Pendulum");
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// Simulation Paramters
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//--------------------------------------------------------------------------------------
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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 += CENTER_X;
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previousPosition.y += CENTER_Y;
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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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|
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// Draw Parameters
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//--------------------------------------------------------------------------------------
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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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||||
//--------------------------------------------------------------------------------------
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||||
RenderTexture2D target = LoadRenderTexture(SCREEN_WIDTH, SCREEN_HEIGHT);
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SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR);
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|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
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||||
{
|
||||
// Update
|
||||
float dt = GetFrameTime();
|
||||
float step = dt / SIMULATION_STEPS, step2 = step * step;
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|
||||
// Update Physics - larger steps = better approximation
|
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//----------------------------------------------------------------------------------
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for (int i = 0; i < SIMULATION_STEPS; ++i)
|
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{
|
||||
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)
|
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- m2 * G * sin(theta1 - 2 * theta2)
|
||||
- 2 * sinD * m2 * (ww2 * L2 + ww1 * L1 * cosD))
|
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/ (L1 * (2 * m1 + m2 - m2 * cos2D));
|
||||
|
||||
// Calculate a2
|
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float a2 = (2 * sinD * (ww1 * L1 * totalM
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+ G * totalM * cos(theta1)
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+ ww2 * L2 * m2 * cosD))
|
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/ (L2 * (2 * m1 + m2 - m2 * cos2D));
|
||||
|
||||
// Update thetas
|
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theta1 += w1 * step + 0.5 * a1 * step2;
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theta2 += w2 * step + 0.5 * 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
|
||||
Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
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currentPosition.x += CENTER_X;
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currentPosition.y += CENTER_Y;
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|
||||
// Draw to framebuffer
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//----------------------------------------------------------------------------------
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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, SCREEN_WIDTH, SCREEN_HEIGHT, 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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||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
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||||
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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 },
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(Vector2){ 0, 0 }, WHITE);
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// Draw Double Pendulum
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DrawRectanglePro((Rectangle){ CENTER_X, CENTER_Y, 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);
|
||||
DrawRectanglePro((Rectangle){ CENTER_X + endpoint1.x, CENTER_Y + endpoint1.y, 10 * l2, lineThick },
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(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 };
|
||||
}
|
||||
BIN
examples/shapes/shapes_double_pendulum.png
Normal file
BIN
examples/shapes/shapes_double_pendulum.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 285 KiB |
|
|
@ -15,7 +15,7 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include <raylib.h>
|
||||
#include "raylib.h"
|
||||
|
||||
#define RAYGUI_IMPLEMENTATION
|
||||
#include "raygui.h" // Required for GUI controls
|
||||
|
|
|
|||
|
|
@ -15,7 +15,7 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include <raylib.h>
|
||||
#include "raylib.h"
|
||||
|
||||
#define RAYGUI_IMPLEMENTATION
|
||||
#include "raygui.h" // Required for GUI controls
|
||||
|
|
|
|||
|
|
@ -15,7 +15,7 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include <raylib.h>
|
||||
#include "raylib.h"
|
||||
|
||||
#define RAYGUI_IMPLEMENTATION
|
||||
#include "raygui.h" // Required for GUI controls
|
||||
|
|
|
|||
|
|
@ -103,15 +103,18 @@ int main(void)
|
|||
}
|
||||
|
||||
// Spline point focus and selection logic
|
||||
for (int i = 0; i < pointCount; i++)
|
||||
if ((selectedPoint == -1) && ((splineTypeActive != SPLINE_BEZIER) || (selectedControlPoint == NULL)))
|
||||
{
|
||||
if (CheckCollisionPointCircle(GetMousePosition(), points[i], 8.0f))
|
||||
focusedPoint = -1;
|
||||
for (int i = 0; i < pointCount; i++)
|
||||
{
|
||||
focusedPoint = i;
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedPoint = i;
|
||||
break;
|
||||
if (CheckCollisionPointCircle(GetMousePosition(), points[i], 8.0f))
|
||||
{
|
||||
focusedPoint = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else focusedPoint = -1;
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selectedPoint = focusedPoint;
|
||||
}
|
||||
|
||||
// Spline point movement logic
|
||||
|
|
@ -125,21 +128,23 @@ int main(void)
|
|||
if (((splineTypeActive == SPLINE_BEZIER) || (splineTypeActive == SPLINE_BEZIER_VAR)) && (focusedPoint == -1))
|
||||
{
|
||||
// Spline control point focus and selection logic
|
||||
for (int i = 0; i < pointCount - 1; i++)
|
||||
if (selectedControlPoint == NULL)
|
||||
{
|
||||
if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f))
|
||||
focusedControlPoint = NULL;
|
||||
for (int i = 0; i < pointCount - 1; i++)
|
||||
{
|
||||
focusedControlPoint = &control[i].start;
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedControlPoint = &control[i].start;
|
||||
break;
|
||||
if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f))
|
||||
{
|
||||
focusedControlPoint = &control[i].start;
|
||||
break;
|
||||
}
|
||||
else if (CheckCollisionPointCircle(GetMousePosition(), control[i].end, 6.0f))
|
||||
{
|
||||
focusedControlPoint = &control[i].end;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if (CheckCollisionPointCircle(GetMousePosition(), control[i].end, 6.0f))
|
||||
{
|
||||
focusedControlPoint = &control[i].end;
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedControlPoint = &control[i].end;
|
||||
break;
|
||||
}
|
||||
else focusedControlPoint = NULL;
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selectedControlPoint = focusedControlPoint;
|
||||
}
|
||||
|
||||
// Spline control point movement logic
|
||||
|
|
@ -157,6 +162,9 @@ int main(void)
|
|||
else if (IsKeyPressed(KEY_FOUR)) splineTypeActive = 3;
|
||||
else if (IsKeyPressed(KEY_FIVE)) splineTypeActive = 4;
|
||||
else if (IsKeyPressed(KEY_SIX)) splineTypeActive = 5;
|
||||
|
||||
// Clear selection when changing to a spline without control points
|
||||
if (IsKeyPressed(KEY_ONE) || IsKeyPressed(KEY_TWO) || IsKeyPressed(KEY_THREE)) selectedControlPoint = NULL;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -299,7 +307,7 @@ int main(void)
|
|||
}
|
||||
|
||||
// Check all possible UI states that require controls lock
|
||||
if (splineTypeEditMode) GuiLock();
|
||||
if (splineTypeEditMode || (selectedPoint != -1) || (selectedControlPoint != NULL)) GuiLock();
|
||||
|
||||
// Draw spline config
|
||||
GuiLabel((Rectangle){ 12, 62, 140, 24 }, TextFormat("Spline thickness: %i", (int)splineThickness));
|
||||
|
|
@ -307,10 +315,11 @@ int main(void)
|
|||
|
||||
GuiCheckBox((Rectangle){ 12, 110, 20, 20 }, "Show point helpers", &splineHelpersActive);
|
||||
|
||||
GuiUnlock();
|
||||
if (splineTypeEditMode) GuiUnlock();
|
||||
|
||||
GuiLabel((Rectangle){ 12, 10, 140, 24 }, "Spline type:");
|
||||
if (GuiDropdownBox((Rectangle){ 12, 8 + 24, 140, 28 }, "LINEAR;BSPLINE;CATMULLROM;BEZIER;LINEAR VARIABLE;BEZIER VARIABLE", &splineTypeActive, splineTypeEditMode)) splineTypeEditMode = !splineTypeEditMode;
|
||||
GuiUnlock();
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
|
|||
Loading…
Reference in a new issue