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# Trees in environment
W trakcie tych zajęć wykorzystamy *voxel space* do zasymulowania wpływu zacienienia na rozwój drzew.
## Klasa Environment
Klasa environment znajduje się w `Assets\Scripts\env` i implementuje *voxel space* z informacją o zacienieniu. Zawiera ona następujące metody
### addShadow
Funkcja addShadow implementuje algorytm shadow propagation. Przyjmuje ona wektor pozycji w przestrzeni świata i siłę zacienienia. Najpierw zwiększa wartość cienia w zadanej pozycji. Następnie przechodzi w pętlach w dół, zmniejszając z każdym poziomem siłę cienia, ale zwiększając szerokość oddziaływania.
```C#
for(int j = (int)voxelPosition.y; j >= 0; j--)
{
for(int i = (int)voxelPosition.x-rotj; i <= (int)voxelPosition.x+rotj; i++)
{
for(int k = (int)voxelPosition.z-rotj; k <= (int)voxelPosition.z+rotj; k++)
{
float secondaryStrength = 1.0f*strength;
secondaryStrength = secondaryStrength / ((Mathf.Abs(k-(int)voxelPosition.z) + 1 + Mathf.Abs(i-(int)voxelPosition.x))/8.0f);
(...)
}
}
}
```
### shadowStrength
Zwraca siłę cienia w zadanej pozycji świata.
### inVoxelSpace
Sprawdza, czy dane współrzędne voxela mieszczą się w *voxel space*.
```C#
bool inVoxelSpace(int a, int b, int c)
{
return (a<sizeX&&a>=0&&b<sizeY&&b>=0&&c<sizeZ&&c>=0);
}
```
### positionInVoxel i positionInWorld
Konwertuje `positionInVoxel` z pozycji w przestrzeni świata do pozycji w przestrzeni *voxel space* `positionInWorld` odwrotnie.
```C#
public Vector3 positionInVoxel(Vector3 positionInWorld)
{
Vector3 voxelPosition = new Vector3(0.0f,0.0f,0.0f);
positionInWorld -= gameObject.GetComponent<Transform>().position;
voxelPosition.x = (int)(0.5f + (positionInWorld.x / voxelSize));
voxelPosition.y = (int)(0.5f + (positionInWorld.y / voxelSize));
voxelPosition.z = (int)(0.5f + (positionInWorld.z / voxelSize));
return voxelPosition;
}
public Vector3 positionInWorld(Vector3 positionInVoxel)
{
return positionInVoxel*voxelSize+gameObject.GetComponent<Transform>().position;
}
```
## Zadanie 1
<img src="images/treesinenvironment/shadowBox.gif" alt="shadowBox" style="zoom:50%;" />
1. Otwórz Unity Project, wersję na te ćwiczenia. Następnie otwórz scenę "Pipe Model"
2. Do obiektu shadowBox jest przypięty skrypt `Cast Shadow`. Otwórz ten skrypt.
3. Zmodyfikuj skrypt, tak aby ten obiekt rzucał cień w dół:
Skrypt zawiera atrybut `Environment environment`, który obsługuje zacienienie w tej scenie. Wykorzystaj jego metodę `addShadow(Vector3 position, sbyte strength)` by dodać cień w miejscu, w którym znajduje się obiekt. Wykorzystaj metodę `removeShadow(Vector3 position, sbyte strength)`, by usunąć cień, który powinien zniknąć, po przesunięciu obiektu.
## Zadanie 2
<img src="images/treesinenvironment/inShadow.gif" alt="inShadow" style="zoom:50%;" />
1. Do obiektu `inShadow` podpięty jest skrypt `receiveShadow`
2. Tak go zmodyfikuj, żeby jak na ten obiekt spadnie cień, to zmień materiał na **inShadow**, a jak nie będzie w cieniu, to na **noShadow**. Wykorzystaj metodę `shadowStrength(Vector3 pos)` obiektu `environment`, żeby odczytać stan zacieniowania.
## Zadanie 3
<img src="images/treesinenvironment/treeshadow.png" alt="treeshadow" style="zoom:33%;" /><img src="images/treesinenvironment/treeshadowgreen.png" alt="treeshadowgreen" style="zoom:33%;" /><img src="images/treesinenvironment/treeshadow.png" alt="treeshadow" style="zoom:33%;" />
1. Wybierz obiekt tree (001)
2. Jeśli nie jest ustawione, to ustaw odpowiednią ścieżkę (L-System Path) do *ShadowModel.txt*
3. Uruchom grę i przejdź kilka kroków (Load File na start i Evaluate - krok)
4. Gałęzie w cieniu nadal się rozwijają. Wylicz zacienienie do L-Systemu
1. W skrypcie **TurtleLSystemEnvironment** uzupełnij metodę **lightDirection** (20 linijka), od 38 linijki
2. Zacienienie mierzymy w prostopadłościanie wokół obecnego elementu
(2\***lookForLightLength** x **lookForLightLength** x 2\***lookForLightLength**)
<img src="images/treesinenvironment/treebox.png" alt="treebox" style="zoom:50%;" />
3. Zmienna `objectTransformation` zawiera transformację obecnego elementu. Po jej przekształceniu, pozycję można uzyskać funkcją *transformacja*.**ExtractPosition()**
5. Wyślij wartość zacienienia do L-Systemu
```python
#ignore + - \ / ^ &
#axiom
S(0,0)
#rules
S(a,c) : c>=50 -> S(a+1,0)
S(a,c) : c<50 -> G\(90)[-S(0,0)]S(0,0)
```
W L-Systemie wartość zacienienia jest opisywana przez drugi parametr, czyli `c` w powyższym kodzie. By zmodyfikować parametr musisz odwołać sie do zmiennej `node`, dokładniej do `node.literal.values`, które jest tablicą zawierającą parametry odczytywanego symbolu.
## Zadanie 4
<img src="images/treesinenvironment/manytrees.png" alt="manytrees" style="zoom:50%;" />
1. Dodaj do objektu Environment więcej drzew (Trees) i zobacz jak drzewa wpływają na siebie nawzajem.
2. Napisz skrypt, który utworzy 9 drzew (po trzy w trzech rzędach) rozmieszczonych w równych odstępach, przetestuj różne odległości.
3. Zobacz jak się w takim układzie rozwijają.
## Zadanie 5 - domowe
Zintegruj L-System pipe model z wcześniejszych ćwiczeń z obsługą cienia.
Napisz L-System, który modeluje wybrany przez ciebie kształt drzewa. Kształt ma być twój indywidualny, ale możesz się wspomóc:
http://www.algorithmicbotany.org/papers/abop/abop.pdf

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# MWS_2021
W tym repozytorium znajdują się zadania do przedmiotu Modelowanie wirtualnych światów

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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
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crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*

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{
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"Microsoft.VisualStudio.Workload.ManagedGame"
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#axiom
L
#rules
L->lR
R->Lr
l->L
r->R
#end rules

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#ignore + -
#axiom
F[A]B
#rules
F > [A]B -> FF
#F > B -> FF

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#ignore + -
#axiom
F[-A]B
#rules
F > [A]B -> FF

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#ignore + -
#axiom
F[-[A]-C]B
#rules
F > [A][C]B -> FF

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#axiom
#rules
#end rules

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#ignore + - \ / ^ &
#axiom
C(1,3)F(0)G
#rules
C(a,b) > F(x) : b<3 -> C(a,b+1)
C(a,b) > F(x) : b>=3 -> #stochastic
p=2 C(1,0)
p=1 C(2,0)
p=0.5 C(3,0)
#stochastic end
C(a,b) < F(x) : b>=3 -> F(a)
F(x) < F(y) : x>0 -> F(x)
F(x) : x>0 -> F(0)
F(x) < G : x==1 -> F(0)[+B]\(137.5)G
F(x) < B : x==2 -> #stochastic
p=3 B
p=1 G
#stochastic end
F(x) < G : x==3 -> F(x)W
#end rules

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#ignore + - \ / ^ &
#axiom
M(0)
#rules
M(a) : a<8 -> M(a+1)
M(a) : a>=8 -> #stochastic
p=25 M(0)\(137.5)C(0,3)[+++D(2,2)][---D(2,2)]
p=2 L(1)M(a)
p=1 M(0)\(137.5)M(0)
#stochastic end
C(a,b) : b<10 -> C(a,b+1)
C(a,b) : b>=10 -> #stochastic
p=2 C(1,0)
p=1 C(2,0)
p=0.5 C(3,0)
#stochastic end
D(a,b) : b<7 -> D(a,b+1)
D(a,b) < C(x,y) : b>=7 -> D(1,1)\(137.5)-D(0,1)
D(a,b) : b>=7 -> #stochastic
p=3 L(4,1)[-D(0,1)]\(137.5)D(1,1)
p=2 L(4,1)[+D(0,1)]\(137.5)-D(1,1)
p=2 L(4,1)D(0,1)
p=2 D(1,1)[-O(1,1)[+B]B]
p=1 \(137.5)+D(1,1)[-D(1,1)]
p=1 -B
p=1 +B
p=1 D(1,1)[+O(1,1)[B]W]
#stochastic end
W -> #stochastic
p=10 W
p=1 B
p=1 D(0,0)
#stochastic end

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#ignore + - \ / ^ &
#axiom
S(0)
#rules
S(a) : a<8 -> S(a+1)
S(a) : a>=8 -> M(0)\(90)[+G(2,2)][-G(2,2)]S(0)
M(a) : a<17 -> M(a+1)
M(a) : a>=17 -> L(0)M(0)
G(a,b) : b<7 -> G(a,b+1)
G(a,b) : b>=7 -> G(1,1)[+G(0,0)][-O(1,1)[+B][-B][\B]B]
W -> W
B -> B

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#axiom
X
#rules
X->F[+X]F[-X]+X
F->FF
#end rules

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#axiom
A
#rules
#komentarz
#podstawowe przekształcenie
X-> AX
# instrukcja z rozgałęzieniem
Y->A[A]A
#parametryczne symbola są rozpoznawane po literze i liczbie argumentów czyli B, B(0) i B(0,0) to różne symbole
#w regułach dla parametrycznych symboli w poprzedniku definiuje się nazwę parametru. ta instrukcja zamieni C(1) na C(1.1) a C(2) na C(2.1)
C(a) -> C(a+0.1)
# ta instrukcja wykona się, jeżeli a>1 i a<2 średnik oznacza iloczyn logiczny
B(a) : a>1;a<2 -> C(a)B(0)
# ta instrukcja wykona się, jeżeli poprzednia się nie wykonała i gdy a<=1
B(a) : a<=1 -> B(2*a)
# ta instrukcja się wykona, jeżeli poprzednie 2 się nie wykonają
B(a) -> B(0)
# instrukcja się wykona, jeżeli następnikiem A jest B(a) i a>0
A > B(a) : a>0 -> B(a)[A]
# instrukcja się wykona, jeżeli poprzednikiem A jest B(a) i a>0 (i jeżeli poprzednia się nie wykonała)
B(a) < A a>0 -> B(a)[A]
# instrukcja się wykona, jeżeli poprzednikiem A jest B(a), następnikiem jest C(b) oraz a+b>0 (i jeżeli poprzednia się nie wykonała)
B(a) < A > C(b) a+b>0 -> CC
# wykona się jedna z trzech opcji z wagami odpowiednio 0.2, 0.6 i 0.3 - wagi nie muszą się sumować do 1. można stochastyczność łączyć z powyższymi rozszerzeniami.
C(a) -> #stochastic
p=0.2 AB(1)
p=0.6 B(1)A
p=0.3 AA
#stochastic end
#rules end

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#ignore + - \ / ^ &
#axiom
S(0,0)
#rules
S(a,c) : c>=50 -> S(a+1,0)
S(a,c) : c<50 -> G\(90)[-S(0,0)]S(0,0)
W(a) : a<7 -> W(a+1)
W(a) : a>=7 -> B

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#axiom
L
#rules
L->R+L+R
R->L-R-L
#end rules

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#axiom
XA
#rules
A -> [&(90)f(0.5)S]f(0.0353)/(137.5)A
#end rules

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#axiom
C(0,0)
#F++F++F++
#rules
C(i,n) : i>=1 -> C(0,n)[+(n*137.5)f(0)S]
C(i,n) : i<1 -> C(i+0.1,n+0.1)
f(a) -> f((a^2+0.0003)^0.5)
#C(i) -> C(i+1)[+(i*137.5)f(0.3*i^0.5)S]
#end rules

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#axiom
B
#rules
B -> #stochastic
p=3 FB
p=1 [+FB]FB
p=1 [-FB]FB
p=1 F
#stochastic end
#rules end

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