fixed the issue of entire Y-axis being plotted due to an overflow error

This commit is contained in:
Martin Vrhovšek 2025-02-13 23:54:27 +01:00
parent 71e22ebaae
commit fcff945372
2 changed files with 69 additions and 23 deletions

View File

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

View File

@ -1,4 +1,36 @@
pub fn abs(a: f32) f32 {
const std = @import("std");
pub const MathOperation = enum {
Division,
Power,
Root,
};
pub fn calculate(first: f32, second: f32, op: MathOperation) !f32 {
switch (op) {
.Division => {
if (second == 0) {
return error.InvalidParam;
}
return first / second;
},
.Power => {
if (first == 0) std.debug.print("KOK", .{});
if (first == 0 and second < 0) {
return error.InvalidParam;
}
return pow(first, @intFromFloat(second));
},
.Root => {
if (first < 0 or second < 0) {
return error.InvalidParam;
}
return std.math.sqrt(second);
},
}
}
fn abs(a: f32) f32 {
if (a < 0) {
return -a;
}
@ -6,7 +38,7 @@ pub fn abs(a: f32) f32 {
return a;
}
pub fn pow(a: f32, b: i32) f32 {
fn pow(a: f32, b: i32) f32 {
var res: f32 = 1.0;
var n: usize = undefined;
var f: f32 = undefined;