fixed the issue of entire Y-axis being plotted due to an overflow error
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parent
71e22ebaae
commit
fcff945372
56
src/main.zig
56
src/main.zig
@ -17,20 +17,21 @@ pub fn main() !void {
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defer rl.closeWindow();
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rl.setTargetFPS(60);
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// todo move away from being a loop, a static trigonometry should not be redrawn every frame
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rl.beginDrawing();
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rl.clearBackground(rl.Color.white);
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try markAxis(allocator);
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plotGraph();
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drawAxis();
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try markAxis(allocator);
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rl.endDrawing();
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while (!rl.windowShouldClose()) {
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rl.beginDrawing();
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// DEBUG
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// const pos = rl.getMousePosition();
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// std.debug.print("x: {d} y:{}\n", .{ pos.x, pos.y });
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rl.endDrawing();
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}
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}
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@ -55,7 +56,7 @@ fn markAxis(allocator: std.mem.Allocator) !void {
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var cnt: usize = 0;
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var i: i32 = start_x;
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while (i <= SCREENWIDTH) : (i += SCALE) {
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// get
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// int to string
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const text = try std.fmt.bufPrintZ(&buf, "{}", .{cnt});
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cnt += 1;
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// 0 is due to us working with C-style strings
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@ -75,17 +76,30 @@ fn markAxis(allocator: std.mem.Allocator) !void {
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rl.drawText(text_back, SCREENWIDTH - i - diff - diff / 2, start_y + diff, font_size, rl.Color.black);
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}
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// start at 1 as we're not drawing 0 this time
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cnt = 1;
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i = start_y;
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while (i <= SCREENHEIGHT) : (i += SCALE) {
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// +y
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rl.drawCircle(start_x, @intCast(i), radius, rl.Color.black);
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// skip 0 as it is already rendered during x scale
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if (i == start_y) continue;
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const text = try std.fmt.bufPrintZ(&buf, "{}", .{cnt});
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cnt += 1;
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var text_back = try allocator.allocSentinel(u8, text.len + 1, 0);
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defer allocator.free(text_back);
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@memcpy(text_back[0..1], "-");
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@memcpy(text_back[1..], text);
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// -y
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rl.drawCircle(start_x, @intCast(i), radius, rl.Color.black);
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rl.drawText(text_back, start_x + diff, @as(i32, @intCast(i)) - diff, font_size, rl.Color.black);
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// +y
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rl.drawCircle(start_x, SCREENHEIGHT - i, radius, rl.Color.black);
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rl.drawText(text, start_x + diff, SCREENHEIGHT - i - diff, font_size, rl.Color.black);
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}
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}
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// todo in the future we will do calculations only once and just repeat displaying
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fn plotGraph() void {
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const diff: f32 = 0.01;
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const thickness = 2.5;
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@ -94,36 +108,36 @@ fn plotGraph() void {
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while (x_value <= SCREENWIDTH) : (x_value += diff) {
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const cur_pos = adjustForGridSystem(rl.Vector2{
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.x = x_value,
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.y = getY(x_value),
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.y = getY(x_value) catch {
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continue;
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},
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});
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// this is to ensure the value doesn't wrap around to zero causing the entire Y-axis to be graphed
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if (cur_pos.y > SCREENHEIGHT) {
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continue;
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}
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const next_pos = adjustForGridSystem(rl.Vector2{
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.x = x_value + diff,
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.y = getY(x_value + diff),
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.y = getY(x_value + diff) catch {
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continue;
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},
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});
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// test
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if (cur_pos.x == 0 or next_pos.x == 0) {
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continue;
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}
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rl.drawLineEx(cur_pos, next_pos, thickness, rl.Color.dark_blue);
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}
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}
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// f(x)
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fn getY(x: f32) f32 {
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const min_threshold = 1e-3;
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const a = x / 10;
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var b: f32 = 1.0;
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if (b == 0) b = a / min_threshold;
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return a / b;
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fn getY(x: f32) !f32 {
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return math.calculate(x, -3, .Power);
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}
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fn adjustForGridSystem(input_vector: rl.Vector2) rl.Vector2 {
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// std.debug.print("{d} => {d}\n", .{ input_vector.x, input_vector.x * SCALE });
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const new_vector = rl.Vector2{
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// we add screenwidth because in traditional gui libraries the grid starts in top left and not in the center like the coordinate system
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.x = input_vector.x * SCALE + SCREENWIDTH / 2,
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.y = -input_vector.y * SCALE + SCREENHEIGHT / 2, // minus is there because y works the opposite in gui libraries than in coordination system
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};
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36
src/math.zig
36
src/math.zig
@ -1,4 +1,36 @@
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pub fn abs(a: f32) f32 {
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const std = @import("std");
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pub const MathOperation = enum {
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Division,
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Power,
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Root,
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};
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pub fn calculate(first: f32, second: f32, op: MathOperation) !f32 {
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switch (op) {
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.Division => {
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if (second == 0) {
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return error.InvalidParam;
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}
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return first / second;
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},
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.Power => {
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if (first == 0) std.debug.print("KOK", .{});
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if (first == 0 and second < 0) {
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return error.InvalidParam;
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}
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return pow(first, @intFromFloat(second));
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},
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.Root => {
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if (first < 0 or second < 0) {
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return error.InvalidParam;
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}
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return std.math.sqrt(second);
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},
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}
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}
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fn abs(a: f32) f32 {
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if (a < 0) {
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return -a;
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}
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@ -6,7 +38,7 @@ pub fn abs(a: f32) f32 {
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return a;
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}
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pub fn pow(a: f32, b: i32) f32 {
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fn pow(a: f32, b: i32) f32 {
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var res: f32 = 1.0;
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var n: usize = undefined;
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var f: f32 = undefined;
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