MWS_2021/unity_artifitial_world-st/Assets/Scripts/AnabaenaTurtle.cs

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using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using ConsoleLSystem;
using System;
public class AnabaenaTurtle : TurtleLSystem {
protected override void initLiteralInterpretation() {
turtleInterpretation = new Dictionary<string, Func<float[], Tuple<GameObject, Matrix4x4>>>();
//turtleInterpretation
//loading required objects
var path = "Assets/Models/{0}.fbx";
var bigL = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "bigL"), typeof(GameObject));
var bigR = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "bigR"), typeof(GameObject));
var l = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "l"), typeof(GameObject));
var r = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "r"), typeof(GameObject));
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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));
// wywalenie za długich lambd
Tuple<GameObject, Matrix4x4> lInterpretation(float[] args) {
return new Tuple<GameObject, Matrix4x4>(
// dodanie do anabeny obrotu o losowy kąt Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) *
l, Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) * Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f, 0.1f)));
}
Tuple<GameObject, Matrix4x4> rInterpretation(float[] args) {
// dodanie do anabeny obrotu o losowy kąt Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) *
return new Tuple<GameObject, Matrix4x4>(
r, Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) * Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f, 0.1f)));
}
Tuple<GameObject, Matrix4x4> bigLInterpretation(float[] args) {
// dodanie do anabeny obrotu o losowy kąt Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) *
return new Tuple<GameObject, Matrix4x4>(
bigL, Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) * Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f, 0.1f)));
}
Tuple<GameObject, Matrix4x4> bigRInterpretation(float[] args) {
// dodanie do anabeny obrotu o losowy kąt Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) *
return new Tuple<GameObject, Matrix4x4>(
bigR, Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) * Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f, 0.1f)));
}
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//creating functions that are used for interpretation
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turtleInterpretation.Add("l", lInterpretation);
turtleInterpretation.Add("r", rInterpretation);
turtleInterpretation.Add("L", bigLInterpretation);
turtleInterpretation.Add("R", bigRInterpretation);
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}
}