/******************************************************************************************* * * 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 #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) }; }