reviewed ALL non-external files to follow raylib's convention of no spaces around / or * (#5153)

This commit is contained in:
JohnnyCena123
2025-08-29 15:53:16 +03:00
committed by GitHub
parent 507c85900f
commit 0e73e0ea64
34 changed files with 122 additions and 122 deletions

View File

@ -46,8 +46,8 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - double pendulum");
// 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 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;
@ -56,8 +56,8 @@ int main(void)
previousPosition.y += (screenHeight/2 - 100);
// Scale length
float L1 = l1 * lengthScaler;
float L2 = l2 * lengthScaler;
float L1 = l1*lengthScaler;
float L2 = l2*lengthScaler;
// Draw parameters
int lineThick = 20, trailThick = 2;
@ -76,26 +76,26 @@ int main(void)
// Update
//----------------------------------------------------------------------------------
float dt = GetFrameTime();
float step = dt / SIMULATION_STEPS, step2 = step * step;
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;
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));
/(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));
/(L2*(2*m1 + m2 - m2*cos2D));
// Update thetas
theta1 += w1*step + 0.5f*a1*step2;
@ -118,7 +118,7 @@ int main(void)
// Draw trail
DrawCircleV(previousPosition, trailThick, RED);
DrawLineEx(previousPosition, currentPosition, trailThick * 2, RED);
DrawLineEx(previousPosition, currentPosition, trailThick*2, RED);
EndTextureMode();
// Update previous position
@ -135,12 +135,12 @@ int main(void)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
// Draw double pendulum
DrawRectanglePro((Rectangle){ screenWidth/2, screenHeight/2 - 100, 10 * l1, lineThick },
(Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta1, RAYWHITE);
DrawRectanglePro((Rectangle){ screenWidth/2, screenHeight/2 - 100, 10*l1, lineThick },
(Vector2){0, lineThick*0.5}, 90 - RAD2DEG*theta1, RAYWHITE);
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);
DrawRectanglePro((Rectangle){ screenWidth/2 + endpoint1.x, screenHeight/2 - 100 + endpoint1.y, 10*l2, lineThick },
(Vector2){0, lineThick*0.5}, 90 - RAD2DEG*theta2, RAYWHITE);
EndDrawing();
//----------------------------------------------------------------------------------
@ -159,7 +159,7 @@ int main(void)
// Calculate Pendulum End Point
static Vector2 CalculatePendulumEndPoint(float l, float theta)
{
return (Vector2){ 10 * l * sin(theta), 10 * l * cos(theta) };
return (Vector2){ 10*l*sin(theta), 10*l*cos(theta) };
}
// Calculate Double Pendulum End Point