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https://github.com/raysan5/raylib.git
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197 lines
6.8 KiB
C
197 lines
6.8 KiB
C
/*******************************************************************************************
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*
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* raylib [shapes] example - hilbert curve example
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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, last time updated with raylib 5.6
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*
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* Example contributed by Hamza RAHAL (@hmz-rhl) and reviewed by Ramon Santamaria (@raysan5)
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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) 2025 Hamza RAHAL (@hmz-rhl)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define RAYGUI_IMPLEMENTATION
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#include "raygui.h"
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#include <stdlib.h> // Required for: calloc(), free()
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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static Vector2 *LoadHilbertPath(int order, float size, int *strokeCount);
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static void UnloadHilbertPath(Vector2 *hilbertPath);
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static Vector2 ComputeHilbertStep(int order, int index);
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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 - hilbert curve");
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int order = 2;
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float size = GetScreenHeight();
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int strokeCount = 0;
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Vector2 *hilbertPath = LoadHilbertPath(order, size, &strokeCount);
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int prevOrder = order;
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int prevSize = (int)size; // NOTE: Size from slider is float but for comparison we use int
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int counter = 0;
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float thick = 2.0f;
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bool animate = true;
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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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//--------------------------------------------------------------------------------------
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Check if order or size have changed to regenerate
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// NOTE: Size from slider is float but for comparison we use int
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if ((prevOrder != order) || (prevSize != (int)size))
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{
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UnloadHilbertPath(hilbertPath);
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hilbertPath = LoadHilbertPath(order, size, &strokeCount);
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if (animate) counter = 0;
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else counter = strokeCount;
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prevOrder = order;
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prevSize = size;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//--------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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if (counter < strokeCount)
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{
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// Draw Hilbert path animation, one stroke every frame
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for (int i = 1; i <= counter; i++)
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{
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DrawLineEx(hilbertPath[i], hilbertPath[i - 1], thick, ColorFromHSV(((float)i/strokeCount)*360.0f, 1.0f, 1.0f));
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}
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counter += 1;
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}
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else
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{
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// Draw full Hilbert path
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for (int i = 1; i < strokeCount; i++)
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{
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DrawLineEx(hilbertPath[i], hilbertPath[i - 1], thick, ColorFromHSV(((float)i/strokeCount)*360.0f, 1.0f, 1.0f));
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}
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}
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// Draw UI using raygui
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GuiCheckBox((Rectangle){ 450, 50, 20, 20 }, "ANIMATE GENERATION ON CHANGE", &animate);
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GuiSpinner((Rectangle){ 585, 100, 180, 30 }, "HILBERT CURVE ORDER: ", &order, 2, 8, false);
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GuiSlider((Rectangle){ 524, 150, 240, 24 }, "THICKNESS: ", NULL, &thick, 1.0f, 10.0f);
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GuiSlider((Rectangle){ 524, 190, 240, 24 }, "TOTAL SIZE: ", NULL, &size, 10.0f, GetScreenHeight()*1.5f);
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EndDrawing();
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//--------------------------------------------------------------------------
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}
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//--------------------------------------------------------------------------------------
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadHilbertPath(hilbertPath);
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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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//------------------------------------------------------------------------------------
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// Module Functions Definition
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//------------------------------------------------------------------------------------
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// Load the whole Hilbert Path (including each U and their link)
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static Vector2 *LoadHilbertPath(int order, float size, int *strokeCount)
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{
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int N = 1 << order;
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float len = size/N;
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*strokeCount = N*N;
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Vector2 *hilbertPath = (Vector2 *)RL_CALLOC(*strokeCount, sizeof(Vector2));
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for (int i = 0; i < *strokeCount; i++)
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{
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hilbertPath[i] = ComputeHilbertStep(order, i);
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hilbertPath[i].x = hilbertPath[i].x*len + len/2.0f;
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hilbertPath[i].y = hilbertPath[i].y*len + len/2.0f;
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}
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return hilbertPath;
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}
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// Unload Hilbert path data
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static void UnloadHilbertPath(Vector2 *hilbertPath)
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{
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RL_FREE(hilbertPath);
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}
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// Compute Hilbert path U positions
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static Vector2 ComputeHilbertStep(int order, int index)
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{
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// Hilbert points base pattern
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static const Vector2 hilbertPoints[4] = {
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[0] = { .x = 0, .y = 0 },
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[1] = { .x = 0, .y = 1 },
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[2] = { .x = 1, .y = 1 },
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[3] = { .x = 1, .y = 0 },
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};
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int hilbertIndex = index&3;
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Vector2 vect = hilbertPoints[hilbertIndex];
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float temp = 0.0f;
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int len = 0;
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for (int j = 1; j < order; j++)
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{
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index = index >> 2;
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hilbertIndex = index&3;
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len = 1 << j;
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switch (hilbertIndex)
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{
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case 0:
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{
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temp = vect.x;
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vect.x = vect.y;
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vect.y = temp;
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} break;
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case 2: vect.x += len;
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case 1: vect.y += len; break;
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case 3:
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{
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temp = len - 1 - vect.x;
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vect.x = 2*len - 1 - vect.y;
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vect.y = temp;
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} break;
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default: break;
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}
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}
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return vect;
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}
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