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[examples] Added shapes_recursive_tree
(#5229)
* ADDED: example: shapes_recursive_tree * [examples] Added shapes_recursive_tree * [examples] shapes_recursive_tree: adjustments * Reduced tree depth from 12 to 10 * new shapes_recursive_tree.png * follow the conventions * follow the conventions 2
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141
examples/shapes/shapes_recursive_tree.c
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141
examples/shapes/shapes_recursive_tree.c
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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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#include "raylib.h"
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#include <math.h>
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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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// 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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// 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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// 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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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - shapes recursive tree");
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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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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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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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Vector2 initialEnd = CalculateBranchEnd(start, 0.0f, length);
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branches[count++] = (Branch){start, initialEnd, 0.0f, length};
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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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float nextLength = branch.length*branchDecay;
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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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Vector2 branchEnd1 = CalculateBranchEnd(branchStart, branch.angle + theta, nextLength);
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Vector2 branchEnd2 = CalculateBranchEnd(branchStart, branch.angle - theta, nextLength);
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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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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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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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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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// 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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DrawFPS(10, 10);
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EndDrawing();
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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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return 0;
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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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