export tree functions to a class
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12
inc/Math.hpp
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12
inc/Math.hpp
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#include "raylib.h"
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#include "raymath.h"
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Color ColorLerp(Color c1, Color c2, float amount)
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{
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Color ret{0};
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ret.r = Clamp(Lerp(c1.r, c2.r, amount), 0, 255);
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ret.g = Clamp(Lerp(c1.g, c2.g, amount), 0, 255);
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ret.b = Clamp(Lerp(c1.b, c2.b, amount), 0, 255);
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ret.a = Clamp(Lerp(c1.a, c2.a, amount), 0, 255);
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return ret;
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}
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43
inc/Tree.hpp
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inc/Tree.hpp
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#include "raylib.h";
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#include <cstdint>
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#include <vector>
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#include <list>
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#define MAX_DEPTH 11
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struct branch
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{
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Color color;
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uint8_t numOfBranches;
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float lenghthRatio;
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};
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struct draw_args
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{
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Vector2 start;
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float angleDeg;
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float lenghth;
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int dep;
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};
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class Tree
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{
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public:
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Tree(int size);
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~Tree();
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void Draw(Rectangle dest);
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void new_tree();
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void generate_tree();
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void draw_tree(draw_args first);
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void draw_branch(draw_args arg);
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Vector2 draw_line(Vector2 start, float angleDeg, float lenghth, int dep);
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private:
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int size = 0;
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RenderTexture2D target = {0};
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Vector2 start = {0};
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std::vector<branch> tree;
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std::list<draw_args> draw_calls;
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};
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150
main.cpp
150
main.cpp
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#include <cmath>
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#include <vector>
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#include <cstdint>
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#include <list>
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#include "raylib.h"
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#include "raymath.h"
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#include "Tree.hpp"
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#define MAX_DEPTH 11
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const int screenWidth = 800;
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const int screenHeight = 800;
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#define textureWidth screenWidth
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#define textureHeight screenHeight
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const Vector2 start = {textureWidth / 2, textureHeight};
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Color ColorLerp(Color c1, Color c2, float amount)
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{
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Color ret{0};
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ret.r = Clamp(Lerp(c1.r, c2.r, amount), 0, 255);
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ret.g = Clamp(Lerp(c1.g, c2.g, amount), 0, 255);
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ret.b = Clamp(Lerp(c1.b, c2.b, amount), 0, 255);
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ret.a = Clamp(Lerp(c1.a, c2.a, amount), 0, 255);
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return ret;
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}
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struct branch
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{
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Color color;
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uint8_t numOfBranches;
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float lenghthRatio;
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};
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struct draw_args
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{
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Vector2 start;
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float angleDeg;
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float lenghth;
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int dep;
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};
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static std::vector<branch> tree(MAX_DEPTH);
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static std::list<draw_args> draw_calls;
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static RenderTexture2D target;
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Vector2 draw_line(Vector2 start, float angleDeg, float lenghth, int dep)
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{
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angleDeg += 180.0f;
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float angle = (angleDeg * PI) / 180.0f;
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float nx = lenghth * std::sin(angle);
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float ny = lenghth * std::cos(angle);
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Vector2 end = {start.x + nx, start.y + ny};
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float thick = 2.0;
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float fstep = 1.0 / ((lenghth / thick) * 1.5);
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for (float i = 0; i < 1; i += fstep)
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{
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Vector2 point = Vector2Lerp(start, end, i);
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Color color = ColorLerp(tree[dep - 1].color, tree[dep].color, i);
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DrawCircleV(point, thick, color);
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}
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return end;
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}
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void draw_branch(draw_args arg)
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{
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if (arg.dep >= MAX_DEPTH)
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return;
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Vector2 next = draw_line(arg.start, arg.angleDeg, arg.lenghth, arg.dep);
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float next_len = tree[arg.dep].lenghthRatio;
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float sectors = tree[arg.dep].numOfBranches + 1;
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float degres = 180.0f / sectors;
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for (size_t i = 0; i < tree[arg.dep].numOfBranches; i++)
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{
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float newAngle = arg.angleDeg - 90 + (degres * (i + 1));
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draw_calls.push_back((draw_args){next, newAngle, arg.lenghth * next_len, arg.dep + 1});
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}
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}
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void draw_tree(draw_args first)
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{
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draw_calls.push_back(first);
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while (!draw_calls.empty())
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{
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draw_branch(draw_calls.front());
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draw_calls.pop_front();
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}
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}
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void generate_tree()
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{
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for (size_t i = 0; i < MAX_DEPTH; i++)
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{
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uint8_t r = GetRandomValue(0, 255);
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uint8_t g = GetRandomValue(0, 255);
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uint8_t b = GetRandomValue(0, 255);
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tree[i].color = (Color){r, g, b, 255};
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tree[i].numOfBranches = GetRandomValue(1, 3);
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tree[i].lenghthRatio = ((float)GetRandomValue(600, 700)) / 1000.0f;
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}
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tree[0].color = tree[1].color;
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}
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void new_tree()
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{
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generate_tree();
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BeginTextureMode(target);
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ClearBackground(WHITE);
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draw_tree((draw_args){start, 0, textureHeight / 4, 1});
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EndTextureMode();
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}
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int main(void)
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{
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InitWindow(screenWidth, screenHeight, "raylib");
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SetTargetFPS(60);
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target = LoadRenderTexture(textureWidth, textureHeight);
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new_tree();
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Rectangle source = {0, 0, (float)target.texture.width, (float)-target.texture.height};
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Rectangle dest = {0, 0, screenWidth, screenHeight};
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Vector2 position = {0, 0};
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Vector2 origin = {0.0f, 0.0f};
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while (!WindowShouldClose())
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{
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Tree tre(800);
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tre.new_tree();
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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Rectangle dest = {0, 0, screenWidth, screenHeight};
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while (!WindowShouldClose())
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{
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new_tree();
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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{
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tre.new_tree();
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}
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BeginDrawing();
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tre.Draw(dest);
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EndDrawing();
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}
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BeginDrawing();
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DrawTexturePro(target.texture, source, dest, origin, 0.0f, WHITE);
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EndDrawing();
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}
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CloseWindow();
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return 0;
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}
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103
src/Tree.cpp
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103
src/Tree.cpp
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#include "Tree.hpp"
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#include "raylib.h"
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#include "raymath.h"
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#include "Math.hpp"
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#include <cmath>
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Tree::Tree(int size)
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{
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this->size = size;
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target = LoadRenderTexture(size, size);
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start.x = size / 2;
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start.y = size;
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tree.assign(11, {0});
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}
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Tree::~Tree()
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{
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UnloadRenderTexture(target);
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}
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void Tree::Draw(Rectangle dest)
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{
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Rectangle source = {0, 0, (float)target.texture.width, (float)-target.texture.height};
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Vector2 origin = {0.0f, 0.0f};
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DrawTexturePro(target.texture, source, dest, origin, 0.0f, WHITE);
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}
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Vector2 Tree::draw_line(Vector2 start, float angleDeg, float lenghth, int dep)
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{
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angleDeg += 180.0f;
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float angle = (angleDeg * PI) / 180.0f;
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float nx = lenghth * std::sin(angle);
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float ny = lenghth * std::cos(angle);
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Vector2 end = {start.x + nx, start.y + ny};
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float thick = 2.0;
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float fstep = 1.0 / ((lenghth / thick) * 1.5);
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for (float i = 0; i < 1; i += fstep)
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{
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Vector2 point = Vector2Lerp(start, end, i);
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Color color = ColorLerp(tree[dep - 1].color, tree[dep].color, i);
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DrawCircleV(point, thick, color);
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}
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return end;
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}
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void Tree::draw_branch(draw_args arg)
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{
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if (arg.dep >= MAX_DEPTH)
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return;
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Vector2 next = draw_line(arg.start, arg.angleDeg, arg.lenghth, arg.dep);
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float next_len = tree[arg.dep].lenghthRatio;
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float sectors = tree[arg.dep].numOfBranches + 1;
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float degres = 180.0f / sectors;
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for (size_t i = 0; i < tree[arg.dep].numOfBranches; i++)
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{
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float newAngle = arg.angleDeg - 90 + (degres * (i + 1));
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draw_calls.push_back((draw_args){next, newAngle, arg.lenghth * next_len, arg.dep + 1});
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}
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}
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void Tree::draw_tree(draw_args first)
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{
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draw_calls.push_back(first);
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while (!draw_calls.empty())
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{
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draw_branch(draw_calls.front());
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draw_calls.pop_front();
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}
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}
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void Tree::generate_tree()
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{
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for (size_t i = 0; i < MAX_DEPTH; i++)
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{
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uint8_t r = GetRandomValue(0, 255);
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uint8_t g = GetRandomValue(0, 255);
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uint8_t b = GetRandomValue(0, 255);
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tree[i].color = (Color){r, g, b, 255};
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tree[i].numOfBranches = GetRandomValue(1, 3);
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tree[i].lenghthRatio = ((float)GetRandomValue(600, 700)) / 1000.0f;
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}
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tree[0].color = tree[1].color;
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}
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void Tree::new_tree()
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{
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generate_tree();
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BeginTextureMode(target);
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ClearBackground(WHITE);
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draw_tree((draw_args){start, 0, size / 4, 1});
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EndTextureMode();
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}
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