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+/*******************************************************************************************
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+*
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+* raylib [shapes] example - shapes recursive tree
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+*
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+* Example complexity rating: [★★★☆] 3/4
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+*
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+* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
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+*
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+* Example contributed by Jopestpe (@jopestpe)
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+*
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+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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+* BSD-like license that allows static linking with closed source software
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+*
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+* Copyright (c) 2018-2025 Jopestpe (@jopestpe)
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+*
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+********************************************************************************************/
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+
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+#include "raylib.h"
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+#include <math.h>
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+
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+#define RAYGUI_IMPLEMENTATION
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+#include "raygui.h" // Required for GUI controls
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+
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+//----------------------------------------------------------------------------------
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+// Types and Structures Definition
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+//----------------------------------------------------------------------------------
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+typedef struct {
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+ Vector2 start;
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+ Vector2 end;
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+ float angle;
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+ float length;
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+} Branch;
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+
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+//----------------------------------------------------------------------------------
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+// Module Functions Declaration
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+//----------------------------------------------------------------------------------
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+static Vector2 CalculateBranchEnd(Vector2 start, float angle, float length);
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+
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+//------------------------------------------------------------------------------------
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+// Program main entry point
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+//------------------------------------------------------------------------------------
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+int main(void)
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+{
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+ // Initialization
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+ //--------------------------------------------------------------------------------------
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+ const int screenWidth = 800;
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+ const int screenHeight = 450;
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+
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+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - shapes recursive tree");
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+
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+ Vector2 start = { (screenWidth/2.0f) - 125.0f, screenHeight };
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+ float angle = 40.0f;
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+ float thick = 1.0f;
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+ float treeDepth = 10.0f;
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+ float branchDecay = 0.66f;
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+ float length = 120.0f;
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+ bool bezier = false;
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+
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+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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+ //--------------------------------------------------------------------------------------
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+
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+ // Main game loop
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+ while (!WindowShouldClose()) // Detect window close button or ESC key
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+ {
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+ // Update
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+ //----------------------------------------------------------------------------------
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+
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+ float theta = angle*DEG2RAD;
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+ int maxBranches = (int)(powf(2, (int)(treeDepth)));
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+ Branch branches[1024] = { 0 };
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+ int count = 0;
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+
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+ Vector2 initialEnd = CalculateBranchEnd(start, 0.0f, length);
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+ branches[count++] = (Branch){start, initialEnd, 0.0f, length};
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+
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+ for (int i = 0; i < count; i++)
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+ {
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+ Branch branch = branches[i];
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+ if (branch.length < 2) continue;
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+
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+ float nextLength = branch.length*branchDecay;
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+
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+ if (count < maxBranches && nextLength >= 2)
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+ {
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+ Vector2 branchStart = branch.end;
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+
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+ Vector2 branchEnd1 = CalculateBranchEnd(branchStart, branch.angle + theta, nextLength);
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+ Vector2 branchEnd2 = CalculateBranchEnd(branchStart, branch.angle - theta, nextLength);
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+
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+ branches[count++] = (Branch){branchStart, branchEnd1, branch.angle + theta, nextLength};
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+ branches[count++] = (Branch){branchStart, branchEnd2, branch.angle - theta, nextLength};
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+ }
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+ }
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+
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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginDrawing();
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+
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+ ClearBackground(RAYWHITE);
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+
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+ for (int i = 0; i < count; i++)
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+ {
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+ Branch branch = branches[i];
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+ if (branch.length >= 2)
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+ {
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+ if (!bezier) DrawLineEx(branch.start, branch.end, thick, RED);
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+ else DrawLineBezier(branch.start, branch.end, thick, RED);
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+ }
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+ }
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+
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+ DrawLine(580, 0, 580, GetScreenHeight(), (Color){ 218, 218, 218, 255 });
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+ DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 232, 232, 232, 255 });
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+
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+ // Draw GUI controls
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+ //------------------------------------------------------------------------------
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+ GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f", angle), &angle, 0, 180);
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+ GuiSliderBar((Rectangle){ 640, 70, 120, 20 }, "Length", TextFormat("%.0f", length), &length, 12.0f, 240.0f);
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+ GuiSliderBar((Rectangle){ 640, 100, 120, 20}, "Decay", TextFormat("%.2f", branchDecay), &branchDecay, 0.1f, 0.78f);
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+ GuiSliderBar((Rectangle){ 640, 130, 120, 20 }, "Depth", TextFormat("%.0f", treeDepth), &treeDepth, 1.0f, 10.f);
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+ GuiSliderBar((Rectangle){ 640, 160, 120, 20}, "Thick", TextFormat("%.0f", thick), &thick, 1, 8);
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+ GuiCheckBox((Rectangle){ 640, 190, 20, 20 }, "Bezier", &bezier);
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+ //------------------------------------------------------------------------------
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+
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+ DrawFPS(10, 10);
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+
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+ EndDrawing();
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+ //----------------------------------------------------------------------------------
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+ }
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+
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+ // De-Initialization
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+ //--------------------------------------------------------------------------------------
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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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+
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+ return 0;
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+}
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+
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+static Vector2 CalculateBranchEnd(Vector2 start, float angle, float length)
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+{
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+ return (Vector2){ start.x + length*sinf(angle), start.y - length*cosf(angle) };
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+}
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