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

View File

@@ -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();
}