anabena parametryczna koniec

This commit is contained in:
pawlaczyk 2021-04-11 02:36:28 +02:00
parent d21008355e
commit 1d982a7039
4 changed files with 79 additions and 4476 deletions

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@ -0,0 +1,26 @@
#axiom
l(1)
# KOMENTARZ NIE DZIALAJA W AKSOJAMATACH
#L
# l(1) - dorosly znak
# l(0) - dziecko znak
#rules
# jak jest dorosly
#L->lR
l(a) : a>= 1 -> l(0)r(0.5)
# tworzymy l malego i doroslego R; zmiana z 1 na 0.5 zeby byl dluzszy okres regenracji
#R->Lr
r(a) : a>= 1 -> l(0.5)r(0)
# analogicznie; zmiana z 1 na 0.5 zeby byl dluzszy okres regenracji
# jak nie jest dorosly
#l->L
l(a) : a<1 -> l(a+0.1)
# jak l(a) nie jest dorosly to zwieksza sie o 0.1 - zmiana na 0.5 zeby byl dluzszy okres regenracji
#r->R
r(a) : a<1 -> r(a+0.1)
# analogicznie dla r
#end rules

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@ -8,6 +8,15 @@ using System;
public class AnabaenaTurtle : TurtleLSystem { public class AnabaenaTurtle : TurtleLSystem {
// funkcja. albo klaska do obrotow bo od kodu oczy krwawią
Matrix4x4 anabenaParametricTransformation(float age) {
return Matrix4x4.TRS(new Vector3(0.1f + age*0.1f, 0, 0),
// Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20)),
Quaternion.identity,
new Vector3(0.1f + age*0.1f, 0.1f + age*0.1f, 0.1f + age*0.1f));
}
protected override void initLiteralInterpretation() { protected override void initLiteralInterpretation() {
turtleInterpretation = new Dictionary<string, Func<float[], Tuple<GameObject, Matrix4x4>>>(); turtleInterpretation = new Dictionary<string, Func<float[], Tuple<GameObject, Matrix4x4>>>();
@ -18,40 +27,31 @@ public class AnabaenaTurtle : TurtleLSystem {
var bigR = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "bigR"), 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 l = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "l"), typeof(GameObject));
var r = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "r"), typeof(GameObject)); var r = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "r"), typeof(GameObject));
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)));
}
//creating functions that are used for interpretation //creating functions that are used for interpretation
turtleInterpretation.Add("l", lInterpretation); turtleInterpretation.Add("l", (float[] args) => new Tuple<GameObject, Matrix4x4>(l, anabenaParametricTransformation(args[0])));
turtleInterpretation.Add("r", rInterpretation); turtleInterpretation.Add("r", (float[] args) => new Tuple<GameObject, Matrix4x4>(r, anabenaParametricTransformation(args[0])));
turtleInterpretation.Add("L", bigLInterpretation);
turtleInterpretation.Add("R", bigRInterpretation); // ponizszych dwoch nie zminiam bo sa nie uzywane w parametryzowanej Anabenie
turtleInterpretation.Add("L", (float[] args) => 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))));
turtleInterpretation.Add("R", (float[] args) => 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))));
/*
NIE MOŻNA DAWAĆ KOMENTARZY OBOK REGUŁ
r(a) : a<1 -> r(a+0.1) # analogicznie dla r - w takiej sytuacji Unity po kilku ewoluacjach rzuca błedem, a potem tak zdycha, że tylko restart kompa pomaga
(po zabiciu procesu przez manager zadań jakiś proces pozostaje i niemozliwe jest ponowne uruchomienie Unity)
NullReferenceException: Object reference not set to an instance of an object
TurtleLSystem.evaluate () (at Assets/Scripts/TurtleLSystem.cs:75)
TurtleLSystem.evaluateAndPresent () (at Assets/Scripts/TurtleLSystem.cs:142)
TurtleEditor.OnInspectorGUI () (at Assets/Editor/TurtleEditor.cs:19)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass59_0.<CreateIMGUIInspectorFromEditor>b__0 () (at <420b942f64794d4da66420603f126f7b>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
*/
} }
} }