How to resolve the algorithm Animate a pendulum step by step in the C++ programming language
How to resolve the algorithm Animate a pendulum step by step in the C++ programming language
Table of Contents
Problem Statement
One good way of making an animation is by simulating a physical system and illustrating the variables in that system using a dynamically changing graphical display. The classic such physical system is a simple gravity pendulum.
Create a simple physical model of a pendulum and animate it.
Let's start with the solution:
Step by Step solution about How to resolve the algorithm Animate a pendulum step by step in the C++ programming language
The code is a C++ program that simulates a pendulum. It has two classes: wxPendulumDlgApp
and wxPendulumDlg
.
wxPendulumDlgApp
is the application class and it creates the main window of the program, which is an instance of wxPendulumDlg
.
wxPendulumDlg
is the main window class and it contains the code to draw the pendulum and handle the events.
The constructor of wxPendulumDlg
creates a timer and starts it. The timer calls the OnTimer
method every 20 milliseconds, which forces the window to refresh and redraw the pendulum.
The wxPendulumDlgPaint
method is called when the window needs to be redrawn.
It sets the background color of the window to powderblue and draws the pendulum.
The pendulum is drawn using a black pen and a black brush.
The length of the pendulum is 200 pixels and the initial angle is pi/2 radians.
The angle and angular velocity of the pendulum are updated in the OnTimer
method using the equations of motion for a pendulum.
The wxPendulumDlgSize
method is called when the size of the window changes.
It calls the Refresh
method to redraw the pendulum.
The OnClose
method is called when the user closes the window.
It destroys the window and exits the program.
The code you provided is a C++ program that creates a simple graphical application that simulates a pendulum. The program uses the wxWidgets library to create a window displaying the pendulum and a timer to update the pendulum's position over time.
Here is a detailed explanation of the code:
-
wxPendulumDlgApp: This class is a derived from wxApp class, which initializes the application and creates the main frame window.
-
wxPendulumDlg: This class is a derived from wxDialog class, which creates the dialog window that displays the pendulum.
-
CreateGUIControls(): This method creates the GUI controls for the dialog window.
-
wxPendulumDlgPaint(wxPaintEvent& event): This method is called when the dialog window needs to be repainted. It draws the pendulum using the wxDC class.
-
wxPendulumDlgSize(wxSizeEvent& event): This method is called when the dialog window is resized. It updates the size of the pendulum to match the size of the window.
-
OnTimer(wxTimerEvent& event): This method is called when the timer expires. It updates the pendulum's position and redraws the window.
The program works by first creating a wxPendulumDlg object. This object creates a dialog window with a canvas for drawing the pendulum and a timer for updating the pendulum's position. The timer is started when the dialog window is created and expires every 20 milliseconds. Each time the timer expires, the OnTimer() method is called. This method updates the pendulum's position and redraws the window.
The pendulum's position is updated using the following equation:
m_Angle += m_AngleVelocity * dt;
where:
m_Angle
is the angle of the pendulumm_AngleVelocity
is the angular velocity of the pendulumdt
is the time step
The angular acceleration of the pendulum is calculated using the following equation:
angleAccel = (-9.81 / m_uiLength) * sin(m_Angle);
where:
angleAccel
is the angular acceleration of the pendulumm_uiLength
is the length of the pendulumm_Angle
is the angle of the pendulum
The program uses a double buffering technique to avoid flickering when the pendulum is moving. Double buffering involves drawing the pendulum to an off-screen buffer first and then copying the buffer to the screen. This prevents the screen from being updated until the entire pendulum has been drawn.
The program is a simple example of how to use wxWidgets to create a graphical application. It can be used as a starting point for creating more complex applications.
Source code in the cpp programming language
#ifndef __wxPendulumDlg_h__
#define __wxPendulumDlg_h__
// ---------------------
/// @author Martin Ettl
/// @date 2013-02-03
// ---------------------
#ifdef __BORLANDC__
#pragma hdrstop
#endif
#ifndef WX_PRECOMP
#include <wx/wx.h>
#include <wx/dialog.h>
#else
#include <wx/wxprec.h>
#endif
#include <wx/timer.h>
#include <wx/dcbuffer.h>
#include <cmath>
class wxPendulumDlgApp : public wxApp
{
public:
bool OnInit();
int OnExit();
};
class wxPendulumDlg : public wxDialog
{
public:
wxPendulumDlg(wxWindow *parent, wxWindowID id = 1, const wxString &title = wxT("wxPendulum"),
const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxDefaultSize,
long style = wxSUNKEN_BORDER | wxCAPTION | wxRESIZE_BORDER | wxSYSTEM_MENU | wxDIALOG_NO_PARENT | wxMINIMIZE_BOX | wxMAXIMIZE_BOX | wxCLOSE_BOX);
virtual ~wxPendulumDlg();
// Event handler
void wxPendulumDlgPaint(wxPaintEvent& event);
void wxPendulumDlgSize(wxSizeEvent& event);
void OnTimer(wxTimerEvent& event);
private:
// a pointer to a timer object
wxTimer *m_timer;
unsigned int m_uiLength;
double m_Angle;
double m_AngleVelocity;
enum wxIDs
{
ID_WXTIMER1 = 1001,
ID_DUMMY_VALUE_
};
void OnClose(wxCloseEvent& event);
void CreateGUIControls();
DECLARE_EVENT_TABLE()
};
#endif // __wxPendulumDlg_h__
// ---------------------
/// @author Martin Ettl
/// @date 2013-02-03
// ---------------------
#include "wxPendulumDlg.hpp"
#include <wx/pen.h>
IMPLEMENT_APP(wxPendulumDlgApp)
bool wxPendulumDlgApp::OnInit()
{
wxPendulumDlg* dialog = new wxPendulumDlg(NULL);
SetTopWindow(dialog);
dialog->Show(true);
return true;
}
int wxPendulumDlgApp::OnExit()
{
return 0;
}
BEGIN_EVENT_TABLE(wxPendulumDlg, wxDialog)
EVT_CLOSE(wxPendulumDlg::OnClose)
EVT_SIZE(wxPendulumDlg::wxPendulumDlgSize)
EVT_PAINT(wxPendulumDlg::wxPendulumDlgPaint)
EVT_TIMER(ID_WXTIMER1, wxPendulumDlg::OnTimer)
END_EVENT_TABLE()
wxPendulumDlg::wxPendulumDlg(wxWindow *parent, wxWindowID id, const wxString &title, const wxPoint &position, const wxSize& size, long style)
: wxDialog(parent, id, title, position, size, style)
{
CreateGUIControls();
}
wxPendulumDlg::~wxPendulumDlg()
{
}
void wxPendulumDlg::CreateGUIControls()
{
SetIcon(wxNullIcon);
SetSize(8, 8, 509, 412);
Center();
m_uiLength = 200;
m_Angle = M_PI/2.;
m_AngleVelocity = 0;
m_timer = new wxTimer();
m_timer->SetOwner(this, ID_WXTIMER1);
m_timer->Start(20);
}
void wxPendulumDlg::OnClose(wxCloseEvent& WXUNUSED(event))
{
Destroy();
}
void wxPendulumDlg::wxPendulumDlgPaint(wxPaintEvent& WXUNUSED(event))
{
SetBackgroundStyle(wxBG_STYLE_CUSTOM);
wxBufferedPaintDC dc(this);
// Get window dimensions
wxSize sz = GetClientSize();
// determine the center of the canvas
const wxPoint center(wxPoint(sz.x / 2, sz.y / 2));
// create background color
wxColour powderblue = wxColour(176,224,230);
// draw powderblue background
dc.SetPen(powderblue);
dc.SetBrush(powderblue);
dc.DrawRectangle(0, 0, sz.x, sz.y);
// draw lines
wxPen Pen(*wxBLACK_PEN);
Pen.SetWidth(1);
dc.SetPen(Pen);
dc.SetBrush(*wxBLACK_BRUSH);
double angleAccel, dt = 0.15;
angleAccel = (-9.81 / m_uiLength) * sin(m_Angle);
m_AngleVelocity += angleAccel * dt;
m_Angle += m_AngleVelocity * dt;
int anchorX = sz.x / 2, anchorY = sz.y / 4;
int ballX = anchorX + (int)(sin(m_Angle) * m_uiLength);
int ballY = anchorY + (int)(cos(m_Angle) * m_uiLength);
dc.DrawLine(anchorX, anchorY, ballX, ballY);
dc.SetBrush(*wxGREY_BRUSH);
dc.DrawEllipse(anchorX - 3, anchorY - 4, 7, 7);
dc.SetBrush(wxColour(255,255,0)); // yellow
dc.DrawEllipse(ballX - 7, ballY - 7, 20, 20);
}
void wxPendulumDlg::wxPendulumDlgSize(wxSizeEvent& WXUNUSED(event))
{
Refresh();
}
void wxPendulumDlg::OnTimer(wxTimerEvent& WXUNUSED(event))
{
// force refresh
Refresh();
}
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