コード例 #1
0
        //TODO Make this thing recursive.
        /// <summary>
        /// Adds a new branch to the tree.
        /// </summary>
        /// <param name="currentNode">Node (branch) that is currently processed. New node will be attached to it.</param>
        /// <param name="sideBranch">True if the node will start a new branch. 
        /// False (default) if node will continue current branch.</param>
        /// <returns>New node.</returns>
        public static Node AddBranch(Node currentNode, bool sideBranch = false)
        {
            // Create new node which extend current branch.
            Node n = new Node(new SFML.Window.Vector2f(5, 0));
            n.Origin = currentNode.Origin;
            n.FillColor = currentNode.FillColor;
            n.Generation = currentNode.Generation + 1;

            // Offset for new node's position. Will make it grow at the end of current node.
            double offsetX = Math.Abs(currentNode.Size.Y) * Math.Sin(currentNode.Rotation * (Math.PI / 180));
            double offsetY = Math.Abs(currentNode.Size.Y) * Math.Cos(currentNode.Rotation * (Math.PI / 180));

            n.Position = currentNode.Position + new Vector2f((float)offsetX, -(float)offsetY);

            if (!sideBranch)
            {
                n.Rotation = rnd. Next(((int)(currentNode.Rotation) - 5), ((int)(currentNode.Rotation) + 5));
                return n;
            }
            else
            {
                n.Rotation = rnd.Next(((int)(currentNode.Rotation) - 50), ((int)
                    (currentNode.Rotation) + 50));
                return n;
            }
        }
コード例 #2
0
        static void Main(string[] args)
        {
            RenderWindow window = new RenderWindow(new SFML.Window.VideoMode(800, 600), "Title");

            RenderTexture treeTexture = new RenderTexture(800, 600);
            Sprite treeSprite = new Sprite(treeTexture.Texture);

            // List of tree nodes.
            List<Node> nodes = new List<Node>();
            List<Node> dividedNodes = new List<Node>();

            DateTime timeOfLastDraw = DateTime.Now;
            // Create root node.
            Node root = new Node(new SFML.Window.Vector2f(5, 2));
            root.Origin = new SFML.Window.Vector2f(1, 0);
            root.Position = new SFML.Window.Vector2f(400, 600);
            root.FillColor = new Color(0, 200, 50);
            root.Generation = 1;
            nodes.Add(root);

            DateTime timeOfLastUpdate = DateTime.Now;

            // Loop
            while (window.IsOpen())
            {
                window.Clear(Color.White);

                for (int i = 0; i < nodes.Count; i++)
                {
                    treeTexture.Draw(nodes[i]);
                    if (nodes[i].Divided)
                    {
                        dividedNodes.Add(nodes[i]);
                        nodes.RemoveAt(i);
                        continue;
                    }
                    // Grow the node until it meets its max size.
                    else if (nodes[i].Size.Y > -25)
                    {
                        nodes[i].Size += new SFML.Window.Vector2f(0, -100 * (float)(Utilities.GetTimeDifference(timeOfLastUpdate)));
                    }
                    else // Node reached maximum size and can be cloned.
                    {
                        // Mark current node as divided, meaning it won't get any more branches and will be ignored by the loop.
                        nodes[i].Divided = true;

                        // Decide if current branch will extend.
                        if (rnd.Next(0, 101) > 20)
                        {
                            nodes.Add(AddBranch(nodes[i]));
                        }

                        // Devide if the branch will split.
                        if (rnd.Next(0, 101) > 40)
                        {
                            nodes.Add(AddBranch(nodes[i], true));
                        }
                    }
                }
                timeOfLastUpdate = DateTime.Now;
                treeTexture.Display();

                window.Draw(treeSprite);
                foreach (Node node in dividedNodes)
                {
                    treeTexture.Draw(node);
                }

                window.Display();
            }
        }