ch
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@@ -32,8 +32,9 @@ private:
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Vector2 start = {0};
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std::list<DrawArgs> drawCalls;
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void drawBranch();
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void calculateBranch();
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void drawBranch(Vector2 startPoint, Vector2 endPoint, Color startColor, Color endColor, float startThickness, float endThickness);
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inline size_t getNumOfBranches(int dep);
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inline Color getStartColor(DrawArgs &arg);
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inline Color getEndColor(int dep, Color &start);
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@@ -4,6 +4,7 @@
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#include <raylib.h>
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#include <raymath.h>
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#include <rlgl.h>
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#define ITER_PER_FRAME 5000
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@@ -40,7 +41,7 @@ void Tree::init(int size)
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start.x = size / 2;
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start.y = size;
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calculateLevels(size);
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//texBunny = LoadTexture("dot.png"); // bug add deinit to unload texutre
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// texBunny = LoadTexture("dot.png"); // bug add deinit to unload texutre
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}
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void Tree::draw(Dna *dna)
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@@ -56,7 +57,7 @@ bool Tree::tick()
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size_t i = 0;
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while (!drawCalls.empty())
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{
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drawBranch();
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calculateBranch();
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drawCalls.pop_front();
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i++;
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if (i >= ITER_PER_FRAME)
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@@ -68,7 +69,7 @@ bool Tree::tick()
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// Private
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void Tree::drawBranch()
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void Tree::calculateBranch()
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{
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DrawArgs arg = drawCalls.front();
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if (arg.dep == MAX_DEPTH)
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@@ -86,17 +87,14 @@ void Tree::drawBranch()
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Color colorStart = getStartColor(arg);
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Color colorEnd = getEndColor(arg.dep, colorStart);
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// drawBranch(arg.start, end, colorStart, colorEnd, sizeStart, sizeEnd);
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for (float i = 0; i < 1; i += fstep)
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{
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Vector2 point = Vector2Lerp(arg.start, end, i);
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Color color = ColorLerp(colorStart, colorEnd, i);
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int size = Lerp(sizeStart, sizeEnd, i);
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DrawCircleV(point, size, color);
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//DrawTextureEx(texBunny, point,0, ((float)size) / texBunny.height, color);
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// use
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// DrawRectangleGradientEx
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// DrawTextureEx(texBunny, point,0, ((float)size) / texBunny.height, color);
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}
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// add more branches to draw
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@@ -200,3 +198,51 @@ inline float Tree::getAngleVar(DrawArgs &arg)
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return angleVar;
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}
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void Tree::drawBranch(Vector2 startPoint, Vector2 endPoint, Color startColor, Color endColor, float startThickness, float endThickness)
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{
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// Calculate the direction vector from startPoint to endPoint
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Vector2 direction = {endPoint.x - startPoint.x, endPoint.y - startPoint.y};
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// Normalize the direction vector
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float length = sqrtf(direction.x * direction.x + direction.y * direction.y);
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if (length == 0)
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length = 1; // Avoid division by zero
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Vector2 normalizedDir = {direction.x / length, direction.y / length};
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// Calculate the perpendicular vector (rotate 90 degrees)
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Vector2 perpendicular = {-normalizedDir.y, normalizedDir.x};
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// Calculate the four vertices of the quadrilateral
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Vector2 topLeft = {
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startPoint.x + perpendicular.x * startThickness,
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startPoint.y + perpendicular.y * startThickness};
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Vector2 topRight = {
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endPoint.x + perpendicular.x * endThickness,
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endPoint.y + perpendicular.y * endThickness};
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Vector2 bottomLeft = {
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startPoint.x - perpendicular.x * startThickness,
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startPoint.y - perpendicular.y * startThickness};
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Vector2 bottomRight = {
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endPoint.x - perpendicular.x * endThickness,
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endPoint.y - perpendicular.y * endThickness};
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// Draw the two triangles to form the quadrilateral
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rlBegin(RL_TRIANGLES);
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// First triangle
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rlColor4ub(startColor.r, startColor.g, startColor.b, startColor.a);
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rlVertex2f(topLeft.x, topLeft.y);
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rlColor4ub(endColor.r, endColor.g, endColor.b, endColor.a);
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rlVertex2f(topRight.x, topRight.y);
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rlColor4ub(startColor.r, startColor.g, startColor.b, startColor.a);
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rlVertex2f(bottomLeft.x, bottomLeft.y);
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// Second triangle
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rlColor4ub(startColor.r, startColor.g, startColor.b, startColor.a);
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rlVertex2f(bottomLeft.x, bottomLeft.y);
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rlColor4ub(endColor.r, endColor.g, endColor.b, endColor.a);
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rlVertex2f(topRight.x, topRight.y);
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rlColor4ub(endColor.r, endColor.g, endColor.b, endColor.a);
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rlVertex2f(bottomRight.x, bottomRight.y);
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rlEnd();
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}
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