ADDED: example: shapes_recursive_tree
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103
examples/shapes/shapes_recursive_tree.c
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examples/shapes/shapes_recursive_tree.c
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/*******************************************************************************************
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*
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* raylib [shapes] example - shapes recursive tree
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
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*
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* Example contributed by Jopestpe (@jopestpe)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2018-2025 Jopestpe (@jopestpe)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <math.h>
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#define RAYGUI_IMPLEMENTATION
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#include "raygui.h" // Required for GUI controls
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float theta;
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float thick = 1.0f;
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float branchDecay = 0.66f;
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bool bezier = false;
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void Branch(Vector2 start, float length, float angle) {
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length *= branchDecay;
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if (length > 2) {
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Vector2 end = {
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start.x + length * sinf(angle),
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start.y - length * cosf(angle)
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};
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if(!bezier) DrawLineEx(start, end, thick, RED);
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else DrawLineBezier(start, end, thick, RED);
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Branch(end, length, angle + theta);
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Branch(end, length, angle - theta);
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}
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}
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - shapes recursive tree");
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Vector2 start = { (screenWidth / 2.0f) - 125, screenHeight };
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Vector2 end = { (screenWidth / 2.0f) - 125, screenHeight - 120.0f };
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float angle = 0.0f;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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float a = (angle / screenWidth) * 90.0f;
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theta = a * (PI / 180.0f);
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawLine(560, 0, 560, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
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DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
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// Draw GUI controls
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//------------------------------------------------------------------------------
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GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.2f", angle), &angle, 0, 1600);
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GuiSliderBar((Rectangle){ 640, 70, 120, 20}, "Thick", TextFormat("%.2f", thick), &thick, 1, 8);
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GuiSliderBar((Rectangle){ 640, 100, 120, 20}, "Branch Decay", TextFormat("%.2f", branchDecay), &branchDecay, 0.1f, 0.78f);
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GuiCheckBox((Rectangle){ 640, 130, 20, 20 }, "Bezier", &bezier);
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//------------------------------------------------------------------------------
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DrawLineEx(start, end, thick, RED);
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Branch(end, 120.0f, 0.0f);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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BIN
examples/shapes/shapes_recursive_tree.png
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BIN
examples/shapes/shapes_recursive_tree.png
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