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	* Fix branch array size and remove extra function * Fix branch array size and remove extra function
		
			
				
	
	
		
			132 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			132 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [shapes] example - 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) 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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// 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 - recursive tree");
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    Vector2 start = { (screenWidth/2.0f) - 125.0f, (float)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, floorf(treeDepth)));
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        Branch branches[1030] = { 0 };
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        int count = 0;
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        Vector2 initialEnd = { start.x + length*sinf(0.0f), start.y - length*cosf(0.0f) };
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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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                float angle1 = branch.angle + theta;
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                Vector2 branchEnd1 = { branchStart.x + nextLength*sinf(angle1), branchStart.y - nextLength*cosf(angle1) };
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                branches[count++] = (Branch){branchStart, branchEnd1, angle1, nextLength};
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                float angle2 = branch.angle - theta;
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                Vector2 branchEnd2 = { branchStart.x + nextLength*sinf(angle2), branchStart.y - nextLength*cosf(angle2) };
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                branches[count++] = (Branch){branchStart, branchEnd2, angle2, 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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            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) DrawLineBezier(branch.start, branch.end, thick, RED);
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                    else DrawLineEx(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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} |