Reformat to folow style

This commit is contained in:
Nikola Petrov 2024-03-03 22:31:15 +01:00
parent 8b3eb1cb7e
commit 462f27aa26
4 changed files with 79 additions and 55 deletions

20
Readme.md Normal file
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@ -0,0 +1,20 @@
# Code style
## Naming Conventions:
- PascalCase:
- Functions
- Class names
- Struct names
- camelCase:
- Class attributes
- Class methods
- Struct attributes
- Variables
## Class Structure:
- Header (.h) Files:
- Declare public methods and attributes first, followed by private members.
- Implementation (.cpp) Files:
- Implement methods in the same order as declared in the corresponding header file.

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@ -1,19 +1,18 @@
#include "raylib.h";
#include "raylib.h"
#include <cstdint>
#include <vector>
#include <list>
#define MAX_DEPTH 11
struct branch
struct Branch
{
Color color;
uint8_t numOfBranches;
float lenghthRatio;
};
struct draw_args
struct DrawArgs
{
Vector2 start;
float angleDeg;
@ -27,17 +26,18 @@ class Tree
public:
Tree(int size);
~Tree();
void Draw(Rectangle dest);
void new_tree();
void generate_tree();
void draw_tree(draw_args first);
void draw_branch(draw_args arg);
Vector2 draw_line(Vector2 start, float angleDeg, float lenghth, int dep);
void draw(Rectangle dest, float rotation);
void newTree();
private:
int size = 0;
RenderTexture2D target = {0};
Vector2 start = {0};
std::vector<branch> tree;
std::list<draw_args> draw_calls;
std::vector<Branch> branches;
std::list<DrawArgs> draw_calls;
void generateBranches();
void drawTree();
void drawBranch();
Vector2 drawLine();
};

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@ -10,21 +10,19 @@ int main(void)
SetTargetFPS(60);
{
Tree tre(800);
tre.new_tree();
Tree tree(800);
tree.newTree();
Rectangle dest = {0, 0, screenWidth, screenHeight};
float rotation = 0.0f;
while (!WindowShouldClose())
{
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
tre.new_tree();
tree.newTree();
}
BeginDrawing();
tre.Draw(dest);
tree.draw(dest, rotation);
EndDrawing();
}
}

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@ -4,6 +4,7 @@
#include "Math.hpp"
#include <cmath>
// Public
Tree::Tree(int size)
{
this->size = size;
@ -11,7 +12,7 @@ Tree::Tree(int size)
start.x = size / 2;
start.y = size;
tree.assign(11, {0});
branches.assign(11, {0});
}
Tree::~Tree()
@ -19,85 +20,90 @@ Tree::~Tree()
UnloadRenderTexture(target);
}
void Tree::Draw(Rectangle dest)
void Tree::draw(Rectangle dest, float rotation)
{
Rectangle source = {0, 0, (float)target.texture.width, (float)-target.texture.height};
Vector2 origin = {0.0f, 0.0f};
DrawTexturePro(target.texture, source, dest, origin, 0.0f, WHITE);
DrawTexturePro(target.texture, source, dest, origin, rotation, WHITE);
}
Vector2 Tree::draw_line(Vector2 start, float angleDeg, float lenghth, int dep)
void Tree::newTree()
{
angleDeg += 180.0f;
float angle = (angleDeg * PI) / 180.0f;
float nx = lenghth * std::sin(angle);
float ny = lenghth * std::cos(angle);
Vector2 end = {start.x + nx, start.y + ny};
generateBranches();
BeginTextureMode(target);
ClearBackground(WHITE);
drawTree();
EndTextureMode();
}
// Private
Vector2 Tree::drawLine()
{
DrawArgs arg = draw_calls.front();
arg.angleDeg += 180.0f;
float angle = (arg.angleDeg * PI) / 180.0f;
float nx = arg.lenghth * std::sin(angle);
float ny = arg.lenghth * std::cos(angle);
Vector2 end = {arg.start.x + nx, arg.start.y + ny};
float thick = 2.0;
float fstep = 1.0 / ((lenghth / thick) * 1.5);
float fstep = 1.0 / ((arg.lenghth / thick) * 1.5);
for (float i = 0; i < 1; i += fstep)
{
Vector2 point = Vector2Lerp(start, end, i);
Color color = ColorLerp(tree[dep - 1].color, tree[dep].color, i);
Vector2 point = Vector2Lerp(arg.start, end, i);
Color color = ColorLerp(branches[arg.dep - 1].color, branches[arg.dep].color, i);
DrawCircleV(point, thick, color);
}
return end;
}
void Tree::draw_branch(draw_args arg)
void Tree::drawBranch()
{
DrawArgs arg = draw_calls.front();
if (arg.dep >= MAX_DEPTH)
return;
Vector2 next = draw_line(arg.start, arg.angleDeg, arg.lenghth, arg.dep);
Vector2 next = drawLine();
float next_len = tree[arg.dep].lenghthRatio;
float sectors = tree[arg.dep].numOfBranches + 1;
float next_len = branches[arg.dep].lenghthRatio;
float sectors = branches[arg.dep].numOfBranches + 1;
float degres = 180.0f / sectors;
for (size_t i = 0; i < tree[arg.dep].numOfBranches; i++)
for (size_t i = 0; i < branches[arg.dep].numOfBranches; i++)
{
float newAngle = arg.angleDeg - 90 + (degres * (i + 1));
draw_calls.push_back((draw_args){next, newAngle, arg.lenghth * next_len, arg.dep + 1});
draw_calls.push_back((DrawArgs){next, newAngle, arg.lenghth * next_len, arg.dep + 1});
}
}
void Tree::draw_tree(draw_args first)
void Tree::drawTree()
{
draw_calls.push_back(first);
draw_calls.push_back((DrawArgs){start, 0, size / 4, 1});
while (!draw_calls.empty())
{
draw_branch(draw_calls.front());
drawBranch();
draw_calls.pop_front();
}
}
void Tree::generate_tree()
void Tree::generateBranches()
{
for (size_t i = 0; i < MAX_DEPTH; i++)
{
uint8_t r = GetRandomValue(0, 255);
uint8_t g = GetRandomValue(0, 255);
uint8_t b = GetRandomValue(0, 255);
tree[i].color = (Color){r, g, b, 255};
branches[i].color = (Color){r, g, b, 255};
tree[i].numOfBranches = GetRandomValue(1, 3);
branches[i].numOfBranches = GetRandomValue(1, 3);
tree[i].lenghthRatio = ((float)GetRandomValue(600, 700)) / 1000.0f;
branches[i].lenghthRatio = ((float)GetRandomValue(600, 700)) / 1000.0f;
}
tree[0].color = tree[1].color;
branches[0].color = branches[1].color;
}
void Tree::new_tree()
{
generate_tree();
BeginTextureMode(target);
ClearBackground(WHITE);
draw_tree((draw_args){start, 0, size / 4, 1});
EndTextureMode();
}