turtle3D dodanie modeli unity dla slonecznika
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unity_artifitial_world-st/Assets/LSystem/Vogel.txt
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unity_artifitial_world-st/Assets/LSystem/Vogel.txt
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#axiom
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C(0)
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#rules
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# kat 137.3 nie daje takie optymalnego upakowania parastychow - jest tylko jedna strona spirali i dziury pomiedzy nimi
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# kat 147.6 nalogicznie jedna strona spirali nieupakowanych optymalnie tylko ida w przeciwnym kieruku (kierunke nie zgodny z zegarem)
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# http://algorithmicbotany.org/papers/abop/abop-ch4.pdf
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# S rysuje sfere - kulke najmldosze kwiatki najbardziej w srodku
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C(n) : n<100 -> C(n+1)[+(137.5*n)f(0.03*n^0.5)S]
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# Y - kwiatki takie bardizje rozwiniete z czubkami
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C(n) : n<200 ; n>= 100 -> C(n+1)[+(137.5*n)f(0.03*n^0.5)Y]
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# A -dorosly kwiat
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C(n) : n<300 ; n>=200 -> C(n+1)[+(137.5*n)f(0.03*n^0.5)A]
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# p - petal czyli platek
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C(n) : n>=300 -> C(n+1)[+(137.5*n)f(0.03*n^0.5)P]
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#rules end
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unity_artifitial_world-st/Assets/LSystem/Vogel.txt.meta
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unity_artifitial_world-st/Assets/LSystem/Vogel.txt.meta
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unity_artifitial_world-st/Assets/LSystem/sunflower.txt
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unity_artifitial_world-st/Assets/LSystem/sunflower.txt
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#axiom
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C(0)
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# F++F++F++
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#rules
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#i - wartosc indesku wpisywane a pozniej wykorzstywana
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# środkowe najmniej dorosle kwiatki - sam srodek - sfery/kulki
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C(i) : i < 200 -> C(i+1)[S(i)]
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# drugie bardzije rozwiniete kwiatki
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C(i) : i < 400 -> C(i+1)[Y(i)]
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# ostatnie ze srodka dorosle kwiatki
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C(i) : i < 600 -> C(i+1)[O(i)]
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# P - petal platek
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c(i) -> C(i+1)[P(i)]
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#end rules
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File diff suppressed because it is too large
Load Diff
@ -9,6 +9,7 @@ using System;
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public class Turtle3D : TurtleLSystem {
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public GameObject obj;
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public GameObject sphere;
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public GameObject flower;
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public float angle;
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private Func<float[], Matrix4x4> _roation(Vector3 axis) {
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@ -28,6 +29,19 @@ public class Turtle3D : TurtleLSystem {
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//turtleInterpretation
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var transformation = Matrix4x4.Translate(new Vector3(0.0f, 0.1f, 0)) * Matrix4x4.Scale(new Vector3 (0.05f, 0.1f, 0.05f));
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// import modeli z gry do rysowania - AnabaenaTurtle.cs ma import z glownej sciezki
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var path = "Assets/Models/sunflower/{0}.fbx"; // nazwa.fbx
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// srodek najmlodszy kwiatek - domyslnmie tutaj C i sfera
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var bud = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "bud"), typeof(GameObject));
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// drugi najmblodszy kwiatek
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var flower_young = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "flower_young"), typeof(GameObject));
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// dorosły kwiat - na końcu
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var flower_old = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "flower_old"), typeof(GameObject));
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// petal - płatek
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var petal = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "petal"), typeof(GameObject));
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//turtleInterpretation.Add("+", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, 0, -angle))));
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//turtleInterpretation.Add("-", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, 0, angle))));
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@ -49,7 +63,34 @@ public class Turtle3D : TurtleLSystem {
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turtleInterpretation.Add("f", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Translate(Vector3.up * args[0])));
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turtleInterpretation.Add("S", (float[] args) => new Tuple<GameObject, Matrix4x4>(sphere,Matrix4x4.identity));
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// odpowiada za rysowanie kulek ze słonecznika - po pierwszej ewoluacji wychodzi sfera/kulka mała ze słonecznika
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// jakoś podpiete są pod symbole obiekty/modele z Unity
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// turtleInterpretation.Add("S", (float[] args) => new Tuple<GameObject, Matrix4x4>(sphere,Matrix4x4.identity));
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// turtleInterpretation.Add("S", (float[] args) => new Tuple<GameObject, Matrix4x4>(flower,Matrix4x4.identity));
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turtleInterpretation.Add("S", (float[] args) => new Tuple<GameObject, Matrix4x4>(bud,Matrix4x4.identity));
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// słonecznik modele do symboli
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//Y - młode kwiatki drugie od śrdoka słonecznika
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// turtleInterpretation.Add("Y", (float[] args) => new Tuple<GameObject, Matrix4x4>(Flower, Matrix4x4.identity));
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// negowanie symbolu C, żeby w słoneczniku Vogel.txt nie dostawać pierwszego cylidra jako obiektu unity
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// Vogel.txt parastychy - te spirale w srodku paratychy (l.poij) kilka parastychów
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// parastychów jest tyle bo liczba ich jest taka jak kolejne liczby ciągu fibonacciego
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// http://algorithmicbotany.org/papers/abop/abop-ch4.pdf
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turtleInterpretation.Add("C", (float[] args) => new Tuple<GameObject, Matrix4x4>(bud, transformation));
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// Y - bardziej rozwiniete - mlode kwiatki
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turtleInterpretation.Add("Y", (float[] args) => new Tuple<GameObject, Matrix4x4>(flower_young, transformation));
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//litera O albo sybol A- dorole kwiatki
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turtleInterpretation.Add("O", (float[] args) => new Tuple<GameObject, Matrix4x4>(flower_old, transformation));
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turtleInterpretation.Add("A", (float[] args) => new Tuple<GameObject, Matrix4x4>(flower_old, transformation));
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// P - petla płatki
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turtleInterpretation.Add("P", (float[] args) => new Tuple<GameObject, Matrix4x4>(petal, transformation));
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//Wildcard how to represent any other symbol
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