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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) };
}