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LorenzAttractor.cpp
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#include "raylib.h"
#include "raymath.h"
#define RAYGUI_IMPLEMENTATION
#include "raygui.h"
#include <iostream>
#include <vector> //for STL vector
using namespace std;
//The Lorenz equations
float dxdt(float x, float y){
return 10.0*(y-x);
}
float dydt(float x, float y, float z) {
return -1*x*z+28.0*x-y;
}
float dzdt(float x, float y, float z) {
return x*y-(8.0/3.0)*z;
}
//Fourth order Runge-Kutta discrete integration
Vector3 rk4(Vector3 p, float dt) {
float k0,k1,k2,k3;
Vector3 np=p;
k0=dt*dxdt(p.x,p.y);
k1=dt*dxdt(p.x+k0/2.0,p.y);
k2=dt*dxdt(p.x+k1/2.0,p.y);
k3=dt*dxdt(p.x+k2,p.y);
np.x=p.x+k0/6.0+k1/3.0+k2/3.0+k3/6.0;
k0=dt*dydt(p.x,p.y,p.z);
k1=dt*dydt(p.x,p.y+k0/2.0,p.z);
k2=dt*dydt(p.x,p.y+k1/2.0,p.z);
k3=dt*dydt(p.x,p.y+k2,p.z);
np.y=p.y+k0/6.0+k1/3.0+k2/3.0+k3/6.0;
k0=dt*dzdt(p.x,p.y,p.z);
k1=dt*dzdt(p.x,p.y,p.z+k0/2.0);
k2=dt*dzdt(p.x,p.y,p.z+k1/2.0);
k3=dt*dzdt(p.x,p.y,p.z+k2);
np.z=p.z+k0/6.0+k1/3.0+k2/3.0+k3/6.0;
return np;
}
int main()
{
//Initialize Raylib
InitWindow(800, 800, "Lorenz Attractor");
SetWindowPosition(500,50);
Camera camera = { 0 };
camera.position = (Vector3){50.0, 50.0, 50.0};
camera.target=(Vector3){0.0,0.0,0.0};
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 60.0f;
camera.projection = CAMERA_PERSPECTIVE;
SetCameraMode(camera,CAMERA_FREE);
SetTargetFPS(30);
uint numPoints=8000;
float ix=0.0,iy=1.0,iz=0.0;
vector<Vector3>vec_list;
while (!WindowShouldClose()){
//Update
ix=GuiSlider({150,10,50,30},"X",ix,-40.0,40.0,true);
iy=GuiSlider({250,10,50,30},"Y",iy,-40.0,40.0,true);
iz=GuiSlider({350,10,50,30},"Z",iz,0.0,40.0,true);
vec_list.clear();
Vector3 pos={ix,iy,iz};
for (uint i=0;i<numPoints;i++){
vec_list.push_back(pos);
pos=rk4(pos,0.01);
}
//Draw
BeginDrawing();
ClearBackground(BLACK);
BeginMode3D(camera);
//DrawGrid(100, 1.0f);
for (uint i=0;i<numPoints-1;i++){
DrawLine3D(vec_list[i],vec_list[i+1],BLUE);
}
UpdateCamera(&camera);
EndMode3D();
DrawFPS(10,10);
EndDrawing();
}
return 0;
}