ianhi_processing/NatureOfCode/The-Nature-of-Code-Examples-master/Processing/chp3_oscillation/NOC_3_10_PendulumExample/Pendulum.pde
// The Nature of Code
// Daniel Shiffman
// http://natureofcode.com

// Pendulum

// A Simple Pendulum Class
// Includes functionality for user can click and drag the pendulum

class Pendulum {

  PVector location;    // Location of pendulum ball
  PVector origin;      // Location of arm origin
  float r;             // Length of arm
  float angle;         // Pendulum arm angle
  float aVelocity;     // Angle velocity
  float aAcceleration; // Angle acceleration

    float ballr;         // Ball radius
  float damping;       // Arbitary damping amount

  boolean dragging = false;

  // This constructor could be improved to allow a greater variety of pendulums
  Pendulum(PVector origin_, float r_) {
    // Fill all variables
    origin = origin_.get();
    location = new PVector();
    r = r_;
    angle = PI/4;

    aVelocity = 0.0;
    aAcceleration = 0.0;
    damping = 0.995;   // Arbitrary damping
    ballr = 48.0;      // Arbitrary ball radius
  }

  void go() {
    update();
    drag();    //for user interaction
    display();
  }

  // Function to update location
  void update() {
    // As long as we aren't dragging the pendulum, let it swing!
    if (!dragging) {
      float gravity = 0.4;                              // Arbitrary constant
      aAcceleration = (-1 * gravity / r) * sin(angle);  // Calculate acceleration (see: http://www.myphysicslab.com/pendulum1.html)
      aVelocity += aAcceleration;                 // Increment velocity
      aVelocity *= damping;                       // Arbitrary damping
      angle += aVelocity;                         // Increment angle
    }
  }

  void display() {
    location.set(r*sin(angle), r*cos(angle), 0);         // Polar to cartesian conversion
    location.add(origin);                              // Make sure the location is relative to the pendulum's origin

    stroke(0);
    strokeWeight(2);
    // Draw the arm
    line(origin.x, origin.y, location.x, location.y);
    ellipseMode(CENTER);
    fill(175);
    if (dragging) fill(0);
    // Draw the ball
    ellipse(location.x, location.y, ballr, ballr);
  }


  // The methods below are for mouse interaction

  // This checks to see if we clicked on the pendulum ball
  void clicked(int mx, int my) {
    float d = dist(mx, my, location.x, location.y);
    if (d < ballr) {
      dragging = true;
    }
  }

  // This tells us we are not longer clicking on the ball
  void stopDragging() {
    aVelocity = 0; // No velocity once you let go
    dragging = false;
  }

  void drag() {
    // If we are draging the ball, we calculate the angle between the 
    // pendulum origin and mouse location
    // we assign that angle to the pendulum
    if (dragging) {
      PVector diff = PVector.sub(origin, new PVector(mouseX, mouseY));      // Difference between 2 points
      angle = atan2(-1*diff.y, diff.x) - radians(90);                      // Angle relative to vertical axis
    }
  }
}

