double pendulum
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//! raylib [shapes] example - double pendulum
//!
//! Zig-API translation of examples/shapes/shapes_double_pendulum.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2025 JoeCheong (@Joecheong2006)
const rl = @import("raylib");
// Constant for Simulation
const simulation_steps = 30;
const g: f32 = 9.81;
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.setConfigFlags(.{ .window_highdpi = true });
rl.initWindow(screen_width, screen_height, "raylib [shapes] example - double pendulum");
defer rl.closeWindow(); // Close window and OpenGL context
// Simulation Parameters
const l1: f32 = 15.0;
const m1: f32 = 0.2;
var theta1: f32 = rl.deg2rad * 170;
var w1: f32 = 0;
const l2: f32 = 15.0;
const m2: f32 = 0.1;
var theta2: f32 = rl.deg2rad * 0;
var w2: f32 = 0;
const length_scaler: f32 = 0.1;
const total_m = m1 + m2;
var previous_position = calculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
previous_position.x += screen_width / 2.0;
previous_position.y += screen_height / 2.0 - 100;
// Scale length
const scaled_l1 = l1 * length_scaler;
const scaled_l2 = l2 * length_scaler;
// Draw parameters
const line_thick: f32 = 20;
const trail_thick: f32 = 2;
const fade_alpha: f32 = 0.01;
// Create framebuffer
const target = try rl.loadRenderTexture(screen_width, screen_height);
defer rl.unloadRenderTexture(target);
rl.setTextureFilter(target.texture, .bilinear);
rl.setTargetFPS(60);
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
const dt = rl.getFrameTime();
const step = dt / simulation_steps;
const step2 = step * step;
// Update Physics - larger steps = better approximation
for (0..simulation_steps) |_| {
const delta = theta1 - theta2;
const sin_d = @sin(delta);
const cos_d = @cos(delta);
const cos_2d = @cos(2 * delta);
const ww1 = w1 * w1;
const ww2 = w2 * w2;
// Calculate a1
const a1 = (-g * (2 * m1 + m2) * @sin(theta1) -
m2 * g * @sin(theta1 - 2 * theta2) -
2 * sin_d * m2 * (ww2 * scaled_l2 + ww1 * scaled_l1 * cos_d)) /
(scaled_l1 * (2 * m1 + m2 - m2 * cos_2d));
// Calculate a2
const a2 = (2 * sin_d * (ww1 * scaled_l1 * total_m +
g * total_m * @cos(theta1) +
ww2 * scaled_l2 * m2 * cos_d)) /
(scaled_l2 * (2 * m1 + m2 - m2 * cos_2d));
// 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
var current_position = calculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
current_position.x += screen_width / 2.0;
current_position.y += screen_height / 2.0 - 100;
// Draw to render texture
{
rl.beginTextureMode(target);
defer rl.endTextureMode();
// Draw a transparent rectangle - smaller alpha = longer trails
rl.drawRectangle(0, 0, screen_width, screen_height, rl.fade(.black, fade_alpha));
// Draw trail
rl.drawCircleV(previous_position, trail_thick, .red);
rl.drawLineEx(previous_position, current_position, trail_thick * 2, .red);
}
// Update previous position
previous_position = current_position;
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.black);
// Draw trails texture (flipped: render textures are stored bottom-up)
const texture = target.texture;
rl.drawTextureRec(texture, .{
.x = 0,
.y = 0,
.width = @floatFromInt(texture.width),
.height = @floatFromInt(-texture.height),
}, .{ .x = 0, .y = 0 }, .white);
// Draw double pendulum
rl.drawRectanglePro(
.{ .x = screen_width / 2.0, .y = screen_height / 2.0 - 100, .width = 10 * l1, .height = line_thick },
.{ .x = 0, .y = line_thick * 0.5 },
90 - rl.rad2deg * theta1,
.ray_white,
);
const endpoint1 = calculatePendulumEndPoint(l1, theta1);
rl.drawRectanglePro(
.{ .x = screen_width / 2.0 + endpoint1.x, .y = screen_height / 2.0 - 100 + endpoint1.y, .width = 10 * l2, .height = line_thick },
.{ .x = 0, .y = line_thick * 0.5 },
90 - rl.rad2deg * theta2,
.ray_white,
);
}
}
/// Calculate pendulum end point
fn calculatePendulumEndPoint(l: f32, theta: f32) rl.Vector2 {
return .{ .x = 10 * l * @sin(theta), .y = 10 * l * @cos(theta) };
}
/// Calculate double pendulum end point
fn calculateDoublePendulumEndPoint(l1: f32, theta1: f32, l2: f32, theta2: f32) rl.Vector2 {
const endpoint1 = calculatePendulumEndPoint(l1, theta1);
const endpoint2 = calculatePendulumEndPoint(l2, theta2);
return .{ .x = endpoint1.x + endpoint2.x, .y = endpoint1.y + endpoint2.y };
}/*******************************************************************************************
*
* 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 <math.h> // Required for: sin(), cos(), PI
// Constant for Simulation
#define SIMULATION_STEPS 30
#define G 9.81f
//----------------------------------------------------------------------------------
// 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
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_WINDOW_HIGHDPI);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - double pendulum");
// Simulation Parameters
float l1 = 15.0f, m1 = 0.2f, theta1 = DEG2RAD*170, w1 = 0;
float l2 = 15.0f, m2 = 0.1f, theta2 = DEG2RAD*0, w2 = 0;
float lengthScaler = 0.1f;
float totalM = m1 + m2;
Vector2 previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
previousPosition.x += ((float)screenWidth/2);
previousPosition.y += ((float)screenHeight/2 - 100);
// Scale length
float L1 = l1*lengthScaler;
float L2 = l2*lengthScaler;
// Draw parameters
float lineThick = 20, trailThick = 2;
float fateAlpha = 0.01f;
// Create framebuffer
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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 = sinf(delta), cosD = cosf(delta), cos2D = cosf(2*delta);
float ww1 = w1*w1, ww2 = w2*w2;
// 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));
// Calculate a2
float a2 = (2*sinD*(ww1*L1*totalM
+ G*totalM*cosf(theta1)
+ ww2*L2*m2*cosD))
/(L2*(2*m1 + m2 - m2*cos2D));
// Update thetas
theta1 += w1*step + 0.5f*a1*step2;
theta2 += w2*step + 0.5f*a2*step2;
// Update omegas
w1 += a1*step;
w2 += a2*step;
}
// Calculate position
Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
currentPosition.x += (float)screenWidth/2;
currentPosition.y += (float)screenHeight/2 - 100;
// Draw to render texture
BeginTextureMode(target);
// Draw a transparent rectangle - smaller alpha = longer trails
DrawRectangle(0, 0, screenWidth, screenHeight, 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, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
// Draw double pendulum
DrawRectanglePro((Rectangle){ screenWidth/2.0f, screenHeight/2.0f - 100, 10*l1, lineThick },
(Vector2){0, lineThick*0.5f}, 90 - RAD2DEG*theta1, RAYWHITE);
Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1);
DrawRectanglePro((Rectangle){ screenWidth/2.0f + endpoint1.x, screenHeight/2.0f - 100 + endpoint1.y, 10*l2, lineThick },
(Vector2){0, lineThick*0.5f}, 90 - RAD2DEG*theta2, RAYWHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(target);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Calculate pendulum end point
static Vector2 CalculatePendulumEndPoint(float l, float theta)
{
return (Vector2){ 10*l*sinf(theta), 10*l*cosf(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 };
}From raylib 6.2. The original on GitHub.