#include #include "raylib.h" #include "raymath.h" #include "Tree.hpp" #include "Math.hpp" // Public Tree::Tree(int size) { this->size = size; target = LoadRenderTexture(size, size); start.x = size / 2; start.y = size; branches.assign(11, {0}); } Tree::~Tree() { } 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}; rotation = 360 - rotation; DrawTexturePro(target.texture, source, dest, origin, rotation, WHITE); } void Tree::newTree() { generateBranches(); BeginTextureMode(target); ClearBackground(WHITE); drawTree(); EndTextureMode(); } void Tree::deinit() { UnloadRenderTexture(target); } // 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 / ((arg.lenghth / thick) * 1.5); for (float i = 0; i < 1; i += fstep) { 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::drawBranch() { DrawArgs arg = draw_calls.front(); if (arg.dep >= MAX_DEPTH) return; Vector2 next = drawLine(); 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 < branches[arg.dep].numOfBranches; i++) { float newAngle = arg.angleDeg - 90 + (degres * (i + 1)); draw_calls.push_back((DrawArgs){next, newAngle, arg.lenghth * next_len, arg.dep + 1}); } } void Tree::drawTree() { draw_calls.push_back((DrawArgs){start, 0, (float)size / 4, 1}); while (!draw_calls.empty()) { drawBranch(); draw_calls.pop_front(); } } 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); branches[i].color = (Color){r, g, b, 255}; branches[i].numOfBranches = GetRandomValue(1, 3); branches[i].lenghthRatio = ((float)GetRandomValue(600, 700)) / 1000.0f; } branches[0].color = branches[1].color; }