Simple pendulum
This commit is contained in:
@@ -33,10 +33,8 @@ public:
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Zre = tX;
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iteration++;
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}
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long double ratio1 = (long double)iteration - std::log2(std::log2(Zre*Zre + Zim*Zim)) / m_maxIterations;
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long double ratio2 = (long double)iteration - std::log(std::log(Zre*Zre * Zim*Zim)) / m_maxIterations;
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long double ratio3 = (long double)iteration - std::log10(std::log10(Zre*Zre - Zim*Zim)) / m_maxIterations;
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olc::Pixel colour = olc::Pixel(ratio1 + 255.0f, ratio2 + 255.0f, ratio3 + 255.0f);
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long double ratio = (long double)iteration - std::log2(std::log2(Zre*Zre + Zim*Zim)) / m_maxIterations;
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olc::Pixel colour = olc::Pixel(ratio + 255.0f, ratio + 255.0f, ratio + 255.0f);
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DrawRect(pX, pY, 1, 1, colour);
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}
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}
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@@ -61,7 +59,7 @@ private:
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long double m_x = 1.0f;
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long double m_y = 1.0f;
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long double m_scale = 0.7f;
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int m_maxIterations = 15;
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int m_maxIterations = 100;
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std::map<int, olc::Pixel> m_palete;
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};
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BIN
C++/Mandelbrot explorer/output.o
Executable file
BIN
C++/Mandelbrot explorer/output.o
Executable file
Binary file not shown.
6
C++/Simple pendulum/.vscode/settings.json
vendored
Normal file
6
C++/Simple pendulum/.vscode/settings.json
vendored
Normal file
@@ -0,0 +1,6 @@
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{
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"files.associations": {
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"ostream": "cpp",
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"cmath": "cpp"
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}
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}
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101
C++/Simple pendulum/main.cpp
Normal file
101
C++/Simple pendulum/main.cpp
Normal file
@@ -0,0 +1,101 @@
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#include <iostream>
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#include <sstream>
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#include <math.h>
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#include "rect.h"
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#define OLC_PGE_APPLICATION
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#include "olcPixelGameEngine.h"
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#define PI 3.14159265359
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class SimplePendulum : public olc::PixelGameEngine {
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public:
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SimplePendulum() {
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sAppName = "Simple Pendulum";
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}
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bool OnUserCreate() override {
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return true;
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}
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bool OnUserUpdate(float fElapsedTime) override {
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/* START CALCULATONS */
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if (!m_isStopped) {
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m_aAccel = ((-1 * m_gravity / m_pLength) * sin(m_theta) * m_pMass) * fElapsedTime;
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m_aVelocity += m_aAccel *= m_pDamping;
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m_theta += m_aVelocity;
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}
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m_x = m_pLength * sin(m_theta) + m_pivotX;
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m_y = m_pLength * cos(m_theta) + m_pivotY;
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/* END CALCULATIONS */
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draw();
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std::stringstream angularVel;
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angularVel << "Angular velocity: " << m_aVelocity;
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DrawString(0, 0, angularVel.str(), olc::BLACK);
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std::stringstream angularAccel;
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angularAccel << "Angular acceleration: " << m_aAccel;
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DrawString(0, 10, angularAccel.str(), olc::BLACK);
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std::stringstream coords;
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coords << "Pendulum bob pos X:" << m_x << " Y: " << m_y;
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DrawString(0, 20, coords.str(), olc::BLACK);
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Rect p;
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p.SetRect(m_x - 40, m_y - 40, 80, 80);
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if (p.Contains(Vec2<int>(GetMouseX(), GetMouseY()))) {
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DrawRect(p.x, p.y, p.w, p.h, olc::DARK_MAGENTA);
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if (GetMouse(0).bHeld) {
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m_isStopped = true;
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m_theta = atan2(GetMouseX() - m_pivotX, GetMouseY() - m_pivotY);
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m_aAccel = 0.0f;
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m_aVelocity = 0.0f;
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} else {
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m_isStopped = false;
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}
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} else {
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DrawRect(p.x, p.y, p.w, p.h, olc::RED);
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m_isStopped = false;
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}
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return true;
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}
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void draw() {
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Clear(olc::WHITE);
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FillCircle(m_pivotX, m_pivotY, 8, olc::RED);
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DrawLine(m_pivotX, m_pivotY, m_x, m_y, olc::BLACK);
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if (!m_isStopped) {
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FillCircle(m_x, m_y, 20, olc::BLACK);
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} else {
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FillCircle(m_x, m_y, 20, olc::DARK_GREY);
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}
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}
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private:
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bool m_isStopped = false;
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float m_theta = PI / 4;
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float m_pivotX = 500;
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float m_pivotY = 20;
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float m_x = 500;
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float m_y = 220;
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float m_pLength = 300;
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float m_aVelocity = 0.0f;
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float m_aAccel = 0.0f;
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float m_gravity = 9.81;
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float m_pMass = 5;
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float m_pDamping = 0.9;
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};
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int main(int argc, char** argv) {
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SimplePendulum app;
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if (app.Construct(1000, 600, 1, 1))
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app.Start();
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return 0;
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}
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223
C++/Simple pendulum/maths.h
Normal file
223
C++/Simple pendulum/maths.h
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@@ -0,0 +1,223 @@
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#ifndef MATH_H_
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#define MATH_H_
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const float DEG2RAD = 0.01745329251994329576923690768f;
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const float RAD2DEG = 57.2957795130823208767981548141f;
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inline float ToRadian(const float Degree) {
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return (Degree * DEG2RAD);
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}
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inline float ToDegree(const float Radian) {
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return (Radian * RAD2DEG);
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}
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template<class T>
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struct Vec4 {
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T x, y, z, w;
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template<class P>
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Vec4(P x, P y, P z, P w) : x(x), y(y), z(z), w(w) {}
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template<class P>
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Vec4(P all) : x(all), y(all), z(all), w(all) {}
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Vec4() : x(0), y(0), z(0), w(0) {}
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inline Vec4& dot(const Vec4<T>& v) {
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return (x * v.x + y * v.y + z * v.z + w * v.w);
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}
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inline const Vec4& operator+() {
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return *this;
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}
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inline Vec4& operator-() {
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return Vec4<T>(-x, -y, -z, -w);
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}
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inline Vec4& operator+(const Vec4<T>& v) {
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return new Vec4(x + v.x, y + v.y, z + v.z, w + v.w);
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}
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inline Vec4& operator-(const Vec4<T>& v) {
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return new Vec4(x - v.x, y - v.y, z - v.z, w - v.w);
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}
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inline Vec4& operator*(const Vec4<T>& v) {
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return new Vec4(x * v.x, y * v.y, z * v.z, w * v.w);
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}
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inline Vec4& operator/(const Vec4<T>& v) {
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return new Vec4(x / v.x, y / v.y, z / v.z, w / v.w);
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}
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inline Vec4& operator+=(const Vec4<T>& v) {
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x+=v.x; y+=v.y; z+=v.z; w+=v.w;
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return *this;
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}
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inline Vec4& operator-=(const Vec4<T>& v) {
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x-=v.x; y-=v.y; z-=v.z; w-=v.w;
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return *this;
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}
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inline Vec4& operator*=(const Vec4<T>& v) {
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x*=v.x; y*=v.y; z*=v.z; w*=v.w;
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return *this;
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}
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inline Vec4& operator/=(const Vec4<T>& v) {
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x/=v.x; y/=v.y; z/=v.z; w/=v.w;
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return *this;
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}
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template<class P>
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inline Vec4& operator+=(P s) {
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x+=s; y+=s; z+=s; w+=s;
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return *this;
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}
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template<class P>
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inline Vec4& operator-=(P s) {
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x-=s; y-=s; z-=s; w-=s;
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return *this;
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}
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template<class P>
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inline Vec4& operator*=(P s) {
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x*=s; y*=s; z*=s; w*=s;
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return *this;
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}
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template<class P>
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inline Vec4& operator/=(P s) {
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x/=s; y/=s; z/=s; w/=s;
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return *this;
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}
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};
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template<class T>
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struct Vec3 {
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T x, y, z;
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template<class P>
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Vec3(P x, P y, P z) : x(x), y(y), z(z) {}
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template<class P>
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Vec3(P all) : x(all), y(all), z(all) {}
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Vec3() : x(0), y(0), z(0) {}
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inline Vec3& cross(const Vec3<T>& v) {
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return new Vec3(
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(y * v.z - z * v.y),
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(x * v.z - z * v.x),
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(x * v.y - y * v.x)
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);
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}
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inline Vec3& dot(const Vec3<T>& v) {
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return (x * v.x + y * v.y + z * v.z);
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}
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inline const Vec3& operator+() {
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return *this;
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}
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inline Vec3& operator-() {
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return Vec3<T>(-x, -y, -z);
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}
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inline Vec3& operator+(const Vec3<T>& v) {
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return new Vec3(x + v.x, y + v.y, z + v.z);
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}
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inline Vec3& operator-(const Vec3<T>& v) {
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return new Vec3(x - v.x, y - v.y, z - v.z);
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}
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inline Vec3& operator*(const Vec3<T>& v) {
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return new Vec3(x * v.x, y * v.y, z * v.z);
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}
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inline Vec3& operator/(const Vec3<T>& v) {
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return new Vec3(x / v.x, y / v.y, z / v.z);
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}
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inline Vec3& operator+=(const Vec3<T>& v) {
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x+=v.x; y+=v.y; z+=v.z;
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return *this;
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}
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inline Vec3& operator-=(const Vec3<T>& v) {
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x-=v.x; y-=v.y; z-=v.z;
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return *this;
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}
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inline Vec3& operator*=(const Vec3<T>& v) {
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x*=v.x; y*=v.y; z*=v.z;
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return *this;
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}
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inline Vec3& operator/=(const Vec3<T>& v) {
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x/=v.x; y/=v.y; z/=v.z;
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return *this;
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}
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template<class P>
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inline Vec3& operator+=(P s) {
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x+=s; y+=s; z+=s;
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return *this;
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}
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template<class P>
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inline Vec3& operator-=(P s) {
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x-=s; y-=s; z-=s;
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return *this;
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}
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template<class P>
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inline Vec3& operator*=(P s) {
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x*=s; y*=s; z*=s;
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return *this;
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}
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template<class P>
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inline Vec3& operator/=(P s) {
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x/=s; y/=s; z/=s;
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return *this;
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}
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};
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template<class T>
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struct Vec2 {
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T x, y;
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template<class P>
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Vec2(P x, P y) : x(x), y(y) {}
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template<class P>
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Vec2(P all) : x(all), y(all) {}
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Vec2() : x(0), y(0) {}
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inline const Vec2& operator+() {
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return *this;
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}
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inline Vec2& dot(const Vec3<T>& v) {
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return (x * v.x + y * v.y);
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}
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inline Vec2& operator-() {
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return Vec3<T>(-x, -y);
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}
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inline Vec2& operator+(const Vec2<T>& v) {
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return new Vec2(x + v.x, y + v.y);
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}
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inline Vec2& operator-(const Vec2<T>& v) {
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return new Vec2(x - v.x, y - v.y);
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}
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inline Vec2& operator*(const Vec2<T>& v) {
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return new Vec2(x * v.x, y * v.y);
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}
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inline Vec2& operator/(const Vec2<T>& v) {
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return new Vec2(x / v.x, y / v.y);
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}
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inline Vec2& operator+=(const Vec2<T>& v) {
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x+=v.x; y+=v.y;
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return *this;
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}
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inline Vec2& operator-=(const Vec2<T>& v) {
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x-=v.x; y-=v.y;
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return *this;
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}
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inline Vec2& operator*=(const Vec2<T>& v) {
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x*=v.x; y*=v.y;
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return *this;
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}
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inline Vec2& operator/=(const Vec2<T>& v) {
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x/=v.x; y/=v.y;
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return *this;
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}
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template<class P>
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inline Vec2& operator+=(P s) {
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x+=s; y+=s;
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return *this;
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}
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template<class P>
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inline Vec2& operator-=(P s) {
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x-=s; y-=s;
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return *this;
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}
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template<class P>
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inline Vec2& operator*=(P s) {
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x*=s; y*=s;
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return *this;
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}
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template<class P>
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inline Vec2& operator/=(P s) {
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x/=s; y/=s;
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return *this;
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}
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};
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#endif
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2069
C++/Simple pendulum/olcPixelGameEngine.h
Normal file
2069
C++/Simple pendulum/olcPixelGameEngine.h
Normal file
File diff suppressed because it is too large
Load Diff
BIN
C++/Simple pendulum/output.o
Executable file
BIN
C++/Simple pendulum/output.o
Executable file
Binary file not shown.
164
C++/Simple pendulum/rect.cpp
Normal file
164
C++/Simple pendulum/rect.cpp
Normal file
@@ -0,0 +1,164 @@
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#include "rect.h"
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Rect::Rect() {
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Clear();
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}
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Rect::Rect(int x, int y, int w, int h) {
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SetRect(x, y, w, h);
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}
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void Rect::Clear() {
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SetRect(0, 0, 0, 0);
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}
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std::string Rect::ToString() {
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std::string res = "(";
|
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res += std::to_string(x);
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res += ", ";
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res += std::to_string(y);
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res += ", ";
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res += std::to_string(w);
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res += ", ";
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res += std::to_string(h);
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res += ")";
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return res;
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}
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||||
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bool Rect::Intersects(Rect* rect) {
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int leftA = x;
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int rightA = x + w;
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int topA = y;
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int bottomA = y + h;
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int leftB = rect->x;
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int rightB = rect->x + rect->w;
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int topB = rect->y;
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int bottomB = rect->y + rect->h;
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if (bottomA <= topB) return false;
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if (topA >= bottomB) return false;
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if (rightA <= leftB) return false;
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if (leftA >= rightB) return false;
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return true;
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}
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// bool Rect::Intersects(int x, int y, int w, int h) {
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// return Intersects(&CreateRect(x, y, w, h));
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// }
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bool Rect::Contains(Rect* rect) {
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return (rect->x >= x && rect->Right() <= (x + w) && rect->y >= y && rect->Bottom() <= (y + h));
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}
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bool Rect::Contains(Vec2<int>* point) {
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return (point->x >= x && point->x <= (x + w) && point->y >= y && point->y <= (y + h));
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}
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||||
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bool Rect::Contains(Vec2<int> point) {
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return (point.x >= x && point.x <= (x + w) && point.y >= y && point.y <= (y + h));
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}
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||||
bool Rect::Contains(int x, int y, int w, int h) {
|
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Rect tempRect(x, y, w, h);
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return Contains(&tempRect);
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}
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|
||||
Vec2<int>* Rect::Position() {
|
||||
Vec2<int>* res = new Vec2<int>(x, y);
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return res;
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||||
}
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||||
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||||
Vec2<int>* Rect::Center() {
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||||
Vec2<int>* res = new Vec2<int>(x + (w / 2), y + (h / 2));
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||||
return res;
|
||||
}
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||||
|
||||
int Rect::CenterX() {
|
||||
return (x + (w / 2));
|
||||
}
|
||||
|
||||
int Rect::CenterY() {
|
||||
return (y + (h / 2));
|
||||
}
|
||||
|
||||
int Rect::Left() {
|
||||
return x;
|
||||
}
|
||||
|
||||
int Rect::Right() {
|
||||
return (x + w);
|
||||
}
|
||||
|
||||
int Rect::Top() {
|
||||
return y;
|
||||
}
|
||||
|
||||
int Rect::Bottom() {
|
||||
return y + h;
|
||||
}
|
||||
|
||||
int Rect::Perimiter() {
|
||||
return (w + w + h + h);
|
||||
}
|
||||
|
||||
int Rect::Area() {
|
||||
return (w + h);
|
||||
}
|
||||
|
||||
int Rect::GetX() {
|
||||
return x;
|
||||
}
|
||||
|
||||
int Rect::GetY() {
|
||||
return y;
|
||||
}
|
||||
|
||||
int Rect::GetW() {
|
||||
return w;
|
||||
}
|
||||
|
||||
int Rect::GetH() {
|
||||
return h;
|
||||
}
|
||||
|
||||
void Rect::SetRect(int x, int y, int w, int h) {
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
this->w = w;
|
||||
this->h = h;
|
||||
}
|
||||
|
||||
void Rect::SetSize(Vec2<int>* size) {
|
||||
this->x = size->x;
|
||||
this->y = size->y;
|
||||
}
|
||||
|
||||
void Rect::SetPos(Vec2<int>* pos) {
|
||||
this->w = pos->x;
|
||||
this->h = pos->y;
|
||||
}
|
||||
|
||||
void Rect::SetPos(int x, int y) {
|
||||
this->w = x;
|
||||
this->h = y;
|
||||
}
|
||||
|
||||
void Rect::Translate(Vec2<int>* offset) {
|
||||
this->x += offset->x;
|
||||
this->y += offset->y;
|
||||
}
|
||||
|
||||
void Rect::TranslateX(int x) {
|
||||
this->x += x;
|
||||
}
|
||||
|
||||
void Rect::TranslateY(int y) {
|
||||
this->y += y;
|
||||
}
|
||||
|
||||
Rect::~Rect() {
|
||||
|
||||
}
|
||||
73
C++/Simple pendulum/rect.h
Normal file
73
C++/Simple pendulum/rect.h
Normal file
@@ -0,0 +1,73 @@
|
||||
#ifndef RECT_H_
|
||||
#define RECT_H_
|
||||
|
||||
#include <string>
|
||||
|
||||
#include "maths.h"
|
||||
|
||||
class Rect {
|
||||
public:
|
||||
Rect();
|
||||
Rect(int x, int y, int w, int h);
|
||||
void Clear();
|
||||
|
||||
static Rect CreateRect(int x, int y, int w, int h) {
|
||||
Rect tempRect(x, y, w, h);
|
||||
return tempRect;
|
||||
}
|
||||
|
||||
Rect operator+(Rect* rect) {
|
||||
return Rect(this->x + rect->x, this->y + this->x, w, h);
|
||||
}
|
||||
Rect operator-(Rect* rect) {
|
||||
return Rect(this->x - rect->x, this->y - this->x, w, h);
|
||||
}
|
||||
bool operator==(const Rect* rect) {
|
||||
return (x == rect->x && y == rect->y && w == rect->w && h == rect->h);
|
||||
}
|
||||
bool operator!=(const Rect* rect) {
|
||||
return !(x == rect->x && y == rect->y && w == rect->w && h == rect->h);
|
||||
}
|
||||
|
||||
std::string ToString();
|
||||
|
||||
bool Intersects(Rect* rect);
|
||||
// bool Intersects(int x, int y, int w, int h);
|
||||
|
||||
bool Contains(Rect* rect);
|
||||
bool Contains(Vec2<int>* point);
|
||||
bool Contains(Vec2<int> point);
|
||||
bool Contains(int x, int y, int w, int h);
|
||||
|
||||
Vec2<int>* Position();
|
||||
Vec2<int>* Center();
|
||||
int CenterX();
|
||||
int CenterY();
|
||||
|
||||
int Left();
|
||||
int Right();
|
||||
int Top();
|
||||
int Bottom();
|
||||
int Perimiter();
|
||||
int Area();
|
||||
|
||||
int GetX();
|
||||
int GetY();
|
||||
int GetW();
|
||||
int GetH();
|
||||
|
||||
void SetRect(int x, int y, int w, int h);
|
||||
void SetSize(Vec2<int>* size);
|
||||
void SetPos(Vec2<int>* pos);
|
||||
void SetPos(int x, int y);
|
||||
void Translate(Vec2<int>* offset);
|
||||
void TranslateX(int x);
|
||||
void TranslateY(int y);
|
||||
|
||||
int x, y, w, h;
|
||||
|
||||
virtual ~Rect();
|
||||
private:
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user