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recursive tree

★★★☆by Jopestpe (@jopestpe)

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//! raylib [shapes] example - recursive tree
//!
//! Zig-API translation of examples/shapes/shapes_recursive_tree.c (raylib 6.2).
//! Example contributed by Jopestpe (@jopestpe)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2025 Jopestpe (@jopestpe)

const std = @import("std");
const rl = @import("raylib");
const gui = @import("raygui");

const Branch = struct {
    start: rl.Vector2,
    end: rl.Vector2,
    angle: f32,
    length: f32,

    /// The branch growing from `start` at `angle` (radians from vertical).
    fn grow(start: rl.Vector2, angle: f32, length: f32) Branch {
        return .{
            .start = start,
            .end = .{ .x = start.x + length * @sin(angle), .y = start.y - length * @cos(angle) },
            .angle = angle,
            .length = length,
        };
    }
};

pub fn main() void {
    // Initialization
    const screen_width = 800;
    const screen_height = 450;

    rl.initWindow(screen_width, screen_height, "raylib [shapes] example - recursive tree");
    defer rl.closeWindow(); // Close window and OpenGL context

    const start: rl.Vector2 = .{ .x = (screen_width / 2.0) - 125.0, .y = screen_height };
    var angle: f32 = 40.0;
    var thick: f32 = 1.0;
    var tree_depth: f32 = 10.0;
    var branch_decay: f32 = 0.66;
    var length: f32 = 120.0;
    var bezier = false;

    rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update
        const theta = angle * rl.deg2rad;
        const max_branches = std.math.pow(usize, 2, @intFromFloat(@floor(tree_depth)));
        var buffer: [1030]Branch = undefined;
        var branches: std.ArrayList(Branch) = .initBuffer(&buffer);

        branches.appendAssumeCapacity(.grow(start, 0.0, length));

        // Breadth-first: the list grows while it is being walked
        var i: usize = 0;
        while (i < branches.items.len) : (i += 1) {
            const branch = branches.items[i];
            if (branch.length < 2) continue;

            const next_length = branch.length * branch_decay;

            if (branches.items.len < max_branches and next_length >= 2) {
                branches.appendAssumeCapacity(.grow(branch.end, branch.angle + theta, next_length));
                branches.appendAssumeCapacity(.grow(branch.end, branch.angle - theta, next_length));
            }
        }

        // Draw
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.ray_white);

        for (branches.items) |branch| {
            if (branch.length >= 2) {
                if (bezier) {
                    rl.drawLineBezier(branch.start, branch.end, thick, .red);
                } else {
                    rl.drawLineEx(branch.start, branch.end, thick, .red);
                }
            }
        }

        rl.drawLine(580, 0, 580, rl.getScreenHeight(), .{ .r = 218, .g = 218, .b = 218, .a = 255 });
        rl.drawRectangle(580, 0, rl.getScreenWidth(), rl.getScreenHeight(), .{ .r = 232, .g = 232, .b = 232, .a = 255 });

        // Draw GUI controls
        _ = gui.sliderBar(.{ .x = 640, .y = 40, .width = 120, .height = 20 }, "Angle", rl.textFormat("{d:.0}", .{angle}), &angle, 0, 180);
        _ = gui.sliderBar(.{ .x = 640, .y = 70, .width = 120, .height = 20 }, "Length", rl.textFormat("{d:.0}", .{length}), &length, 12.0, 240.0);
        _ = gui.sliderBar(.{ .x = 640, .y = 100, .width = 120, .height = 20 }, "Decay", rl.textFormat("{d:.2}", .{branch_decay}), &branch_decay, 0.1, 0.78);
        _ = gui.sliderBar(.{ .x = 640, .y = 130, .width = 120, .height = 20 }, "Depth", rl.textFormat("{d:.0}", .{tree_depth}), &tree_depth, 1.0, 10.0);
        _ = gui.sliderBar(.{ .x = 640, .y = 160, .width = 120, .height = 20 }, "Thick", rl.textFormat("{d:.0}", .{thick}), &thick, 1, 8);
        _ = gui.checkBox(.{ .x = 640, .y = 190, .width = 20, .height = 20 }, "Bezier", &bezier);

        rl.drawFPS(10, 10);
    }
}
/*******************************************************************************************
*
*   raylib [shapes] example - recursive tree
*
*   Example complexity rating: [★★★☆] 3/4
*
*   Example originally created with raylib 6.0, last time updated with raylib 6.0
*
*   Example contributed by Jopestpe (@jopestpe)
*
*   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 Jopestpe (@jopestpe)
*
********************************************************************************************/

#include "raylib.h"
#include <math.h>

#define RAYGUI_IMPLEMENTATION
#include "raygui.h"                 // Required for GUI controls

//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct {
    Vector2 start;
    Vector2 end;
    float angle;
    float length;
} Branch;

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - recursive tree");

    Vector2 start = { (screenWidth/2.0f) - 125.0f, (float)screenHeight };
    float angle = 40.0f;
    float thick = 1.0f;
    float treeDepth = 10.0f;
    float branchDecay = 0.66f;
    float length = 120.0f;
    bool bezier = false;

    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        float theta = angle*DEG2RAD;
        int maxBranches = (int)(powf(2, floorf(treeDepth)));
        Branch branches[1030] = { 0 };
        int count = 0;

        Vector2 initialEnd = { start.x + length*sinf(0.0f), start.y - length*cosf(0.0f) };
        branches[count++] = (Branch){start, initialEnd, 0.0f, length};

        for (int i = 0; i < count; i++)
        {
            Branch branch = branches[i];
            if (branch.length < 2) continue;

            float nextLength = branch.length*branchDecay;

            if (count < maxBranches && nextLength >= 2)
            {
                Vector2 branchStart = branch.end;

                float angle1 = branch.angle + theta;
                Vector2 branchEnd1 = { branchStart.x + nextLength*sinf(angle1), branchStart.y - nextLength*cosf(angle1) };
                branches[count++] = (Branch){branchStart, branchEnd1, angle1, nextLength};

                float angle2 = branch.angle - theta;
                Vector2 branchEnd2 = { branchStart.x + nextLength*sinf(angle2), branchStart.y - nextLength*cosf(angle2) };
                branches[count++] = (Branch){branchStart, branchEnd2, angle2, nextLength};
            }
        }
        //----------------------------------------------------------------------------------
        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            for (int i = 0; i < count; i++)
            {
                Branch branch = branches[i];
                if (branch.length >= 2)
                {
                    if (bezier) DrawLineBezier(branch.start, branch.end, thick, RED);
                    else DrawLineEx(branch.start, branch.end, thick, RED);
                }
            }

            DrawLine(580, 0, 580, GetScreenHeight(), (Color){ 218, 218, 218, 255 });
            DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 232, 232, 232, 255 });

            // Draw GUI controls
            //------------------------------------------------------------------------------
            GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f", angle), &angle, 0, 180);
            GuiSliderBar((Rectangle){ 640, 70, 120, 20 }, "Length", TextFormat("%.0f", length), &length, 12.0f, 240.0f);
            GuiSliderBar((Rectangle){ 640, 100, 120, 20}, "Decay", TextFormat("%.2f", branchDecay), &branchDecay, 0.1f, 0.78f);
            GuiSliderBar((Rectangle){ 640, 130, 120, 20 }, "Depth", TextFormat("%.0f", treeDepth), &treeDepth, 1.0f, 10.0f);
            GuiSliderBar((Rectangle){ 640, 160, 120, 20}, "Thick", TextFormat("%.0f", thick), &thick, 1, 8);
            GuiCheckBox((Rectangle){ 640, 190, 20, 20 }, "Bezier", &bezier);
            //------------------------------------------------------------------------------

            DrawFPS(10, 10);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

From raylib 6.2. The original on GitHub.