Watch
2
0
Fork
You've already forked raylib-cs
0
raylib-cs/Examples/Shapes/HilbertCurve.cs

270 lines
10 KiB
C#

/*******************************************************************************************
*
* raylib [shapes] example - hilbert curve
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Hamza RAHAL (@hmz-rhl) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Hamza RAHAL (@hmz-rhl)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public partial class HilbertCurve : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Hilbert Curve";
public string Title => "raylib [shapes] example - hilbert curve";
private int order;
private float size;
private int strokeCount;
private Vector2[] hilbertPath;
private int prevOrder;
private int prevSize; // NOTE: Size from slider is float but for comparison we use int
private int counter;
private float thick;
private bool animate;
public void Init()
{
order = 2;
size = (float)GetScreenHeight();
strokeCount = 0;
hilbertPath = LoadHilbertPath(order, size, out strokeCount);
prevOrder = order;
prevSize = (int)size;
counter = 0;
thick = 2.0f;
animate = true;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Check if order or size have changed to regenerate
// NOTE: Size from slider is float but for comparison we use int
if ((prevOrder != order) || (prevSize != (int)size))
{
hilbertPath = LoadHilbertPath(order, size, out strokeCount);
if (animate) counter = 0;
else counter = strokeCount;
prevOrder = order;
prevSize = (int)size;
}
//----------------------------------------------------------------------------------
// Draw
//--------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (counter < strokeCount)
{
// Draw Hilbert path animation, one stroke every frame
for (int i = 1; i <= counter; i++)
{
DrawLineEx(hilbertPath[i], hilbertPath[i - 1], thick, ColorFromHSV(((float)i / strokeCount) * 360.0f, 1.0f, 1.0f));
}
counter += 1;
}
else
{
// Draw full Hilbert path
for (int i = 1; i < strokeCount; i++)
{
DrawLineEx(hilbertPath[i], hilbertPath[i - 1], thick, ColorFromHSV(((float)i / strokeCount) * 360.0f, 1.0f, 1.0f));
}
}
// Draw UI (minimal raygui-like controls, raygui is not bound in raylib-cs)
GuiCheckBox(new Rectangle(450, 50, 20, 20), "ANIMATE GENERATION ON CHANGE", ref animate);
GuiSpinner(new Rectangle(585, 100, 180, 30), "HILBERT CURVE ORDER: ", ref order, 2, 8);
GuiSlider(new Rectangle(524, 150, 240, 24), "THICKNESS: ", null, ref thick, 1.0f, 10.0f);
GuiSlider(new Rectangle(524, 190, 240, 24), "TOTAL SIZE: ", null, ref size, 10.0f, GetScreenHeight() * 1.5f);
EndDrawing();
//--------------------------------------------------------------------------
}
public void Unload()
{
}
//------------------------------------------------------------------------------------
// Module Functions Definition
//------------------------------------------------------------------------------------
// Load the whole Hilbert Path (including each U and their link)
private static Vector2[] LoadHilbertPath(int order, float size, out int strokeCount)
{
int N = 1 << order;
float len = size / N;
strokeCount = N * N;
Vector2[] hilbertPath = new Vector2[strokeCount];
for (int i = 0; i < strokeCount; i++)
{
hilbertPath[i] = ComputeHilbertStep(order, i);
hilbertPath[i].X = hilbertPath[i].X * len + len / 2.0f;
hilbertPath[i].Y = hilbertPath[i].Y * len + len / 2.0f;
}
return hilbertPath;
}
// Compute Hilbert path U positions
private static Vector2 ComputeHilbertStep(int order, int index)
{
// Hilbert points base pattern
Vector2[] hilbertPoints = new Vector2[4]
{
new Vector2(0, 0),
new Vector2(0, 1),
new Vector2(1, 1),
new Vector2(1, 0),
};
int hilbertIndex = index & 3;
Vector2 vect = hilbertPoints[hilbertIndex];
float temp = 0.0f;
int len = 0;
for (int j = 1; j < order; j++)
{
index = index >> 2;
hilbertIndex = index & 3;
len = 1 << j;
switch (hilbertIndex)
{
case 0:
{
temp = vect.X;
vect.X = vect.Y;
vect.Y = temp;
} break;
case 2:
{
vect.X += len;
vect.Y += len;
} break;
case 1: vect.Y += len; break;
case 3:
{
temp = len - 1 - vect.X;
vect.X = 2 * len - 1 - vect.Y;
vect.Y = temp;
} break;
default: break;
}
}
return vect;
}
//----------------------------------------------------------------------------------
// Minimal raygui-like widgets (plain raylib re-implementation)
//----------------------------------------------------------------------------------
private static void GuiCheckBox(Rectangle bounds, string text, ref bool active)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (hover && IsMouseButtonPressed(MouseButton.Left)) active = !active;
DrawRectangleLinesEx(bounds, 1, hover ? Color.DarkBlue : Color.Gray);
if (active) DrawRectangle((int)bounds.X + 4, (int)bounds.Y + 4, (int)bounds.Width - 8, (int)bounds.Height - 8, Color.DarkGray);
if (text != null) DrawText(text, (int)(bounds.X + bounds.Width + 8), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
private static void GuiSpinner(Rectangle bounds, string text, ref int value, int minValue, int maxValue)
{
Vector2 mouse = GetMousePosition();
Rectangle left = new Rectangle(bounds.X, bounds.Y, bounds.Height, bounds.Height);
Rectangle right = new Rectangle(bounds.X + bounds.Width - bounds.Height, bounds.Y, bounds.Height, bounds.Height);
Rectangle mid = new Rectangle(bounds.X + bounds.Height, bounds.Y, bounds.Width - 2 * bounds.Height, bounds.Height);
if (CheckCollisionPointRec(mouse, left) && IsMouseButtonPressed(MouseButton.Left) && value > minValue) value--;
if (CheckCollisionPointRec(mouse, right) && IsMouseButtonPressed(MouseButton.Left) && value < maxValue) value++;
DrawRectangleRec(mid, Color.RayWhite);
DrawRectangleLinesEx(mid, 1, Color.Gray);
DrawRectangleRec(left, Color.LightGray);
DrawRectangleLinesEx(left, 1, Color.Gray);
DrawRectangleRec(right, Color.LightGray);
DrawRectangleLinesEx(right, 1, Color.Gray);
DrawText("-", (int)(left.X + left.Width / 2 - 2), (int)(left.Y + left.Height / 2 - 5), 10, Color.DarkGray);
DrawText("+", (int)(right.X + right.Width / 2 - 3), (int)(right.Y + right.Height / 2 - 5), 10, Color.DarkGray);
string vs = value.ToString();
DrawText(vs, (int)(mid.X + mid.Width / 2 - MeasureText(vs, 10) / 2), (int)(mid.Y + mid.Height / 2 - 5), 10, Color.DarkGray);
if (text != null) DrawText(text, (int)bounds.X - MeasureText(text, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
private static void GuiSlider(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (hover && IsMouseButtonDown(MouseButton.Left))
{
value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
if (value < minValue) value = minValue;
if (value > maxValue) value = maxValue;
}
DrawRectangleRec(bounds, Color.LightGray);
float pct = (value - minValue) / (maxValue - minValue);
float handleX = bounds.X + pct * bounds.Width;
DrawRectangle((int)(handleX - 5), (int)bounds.Y, 10, (int)bounds.Height, Color.DarkGray);
DrawRectangleLinesEx(bounds, 1, Color.Gray);
if (textLeft != null) DrawText(textLeft, (int)bounds.X - MeasureText(textLeft, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
if (textRight != null) DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - hilbert curve");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new HilbertCurve();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}