follow the conventions
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@ -48,7 +48,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - shapes recursive tree");
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - shapes recursive tree");
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Vector2 start = { (screenWidth / 2.0f) - 125, screenHeight };
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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 angle = 40.0f;
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float thick = 1.0f;
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float thick = 1.0f;
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float treeDepth = 10.0f;
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float treeDepth = 10.0f;
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@ -64,21 +64,24 @@ int main(void)
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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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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float theta = angle*DEG2RAD;
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Branch branches[4096];
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int maxBranches = (int)(powf(2, (int)(treeDepth)));
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Branch branches[1024];
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int count = 0;
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int count = 0;
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Vector2 initialEnd = CalculateBranchEnd(start, 0.0f, length);
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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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branches[count++] = (Branch){start, initialEnd, 0.0f, length};
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for (int i = 0; i < count; i++) {
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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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Branch branch = branches[i];
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if (branch.length < 2) continue;
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if (branch.length < 2) continue;
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float nextLength = branch.length * branchDecay;
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float nextLength = branch.length * branchDecay;
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if (count < maxBranches && nextLength >= 2) {
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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 branchStart = branch.end;
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Vector2 branchEnd1 = CalculateBranchEnd(branchStart, branch.angle + theta, nextLength);
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Vector2 branchEnd1 = CalculateBranchEnd(branchStart, branch.angle + theta, nextLength);
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@ -95,9 +98,11 @@ int main(void)
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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for (int i = 0; i < count; i++) {
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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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Branch branch = branches[i];
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if (branch.length >= 2) {
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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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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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else DrawLineBezier(branch.start, branch.end, thick, RED);
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}
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}
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@ -111,7 +116,7 @@ int main(void)
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GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f", angle), &angle, 0, 180);
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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, 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, 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, 12.f);
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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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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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GuiCheckBox((Rectangle){ 640, 190, 20, 20 }, "Bezier", &bezier);
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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@ -130,9 +135,7 @@ int main(void)
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return 0;
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return 0;
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}
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}
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static Vector2 CalculateBranchEnd(Vector2 start, float angle, float length) {
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static Vector2 CalculateBranchEnd(Vector2 start, float angle, float length)
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return (Vector2){
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{
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start.x + length * sinf(angle),
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return (Vector2){ start.x + length*sinf(angle), start.y - length*cosf(angle) };
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start.y - length * cosf(angle)
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};
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}
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}
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