dodanie losowego konta dla Anabeny

This commit is contained in:
pawlaczyk 2021-04-11 00:57:24 +02:00
parent d98f4f0f23
commit d21008355e
3 changed files with 510010 additions and 39709 deletions

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@ -18,12 +18,41 @@ public class AnabaenaTurtle : TurtleLSystem {
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));
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
turtleInterpretation.Add("l", (float[] args) => new Tuple<GameObject, Matrix4x4>(l, 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>(r, Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f, 0.1f))));
turtleInterpretation.Add("L", (float[] args) => new Tuple<GameObject, Matrix4x4>(bigL, 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.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f, 0.1f))));
turtleInterpretation.Add("l", lInterpretation);
turtleInterpretation.Add("r", rInterpretation);
turtleInterpretation.Add("L", bigLInterpretation);
turtleInterpretation.Add("R", bigRInterpretation);
}
}