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