This commit is contained in:
pawlaczyk 2021-04-11 15:59:57 +02:00
parent 1d982a7039
commit d3cd1ddd53
7 changed files with 57257 additions and 497820 deletions

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@ -0,0 +1,10 @@
#axiom
l
#rules
l -> #stochastic
p=3 lL
p=1 [+rl]rl
p=1 [-rl]rl
p=1 R
#stochastic end
#rules end

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@ -12,6 +12,17 @@ public class Turtle3D : TurtleLSystem {
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>>>();
var path = "Assets/Models/{0}.fbx";
// obiekty takie jak L, R, l, r symbolizujące kwiaty i liście
// wilekie L - liśc
var bigL = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "bigL"), typeof(GameObject));
// wielkie R - kwiat
var bigR = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "bigR"), typeof(GameObject));
//male l, r odgałęzienia
var l = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "l"), typeof(GameObject));
var r = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "r"), typeof(GameObject));
//turtleInterpretation //turtleInterpretation
var transformation = Matrix4x4.Translate(new Vector3(0.0f, 0.1f, 0)) * Matrix4x4.Scale(new Vector3 (0.05f, 0.1f, 0.05f)); var transformation = Matrix4x4.Translate(new Vector3(0.0f, 0.1f, 0)) * Matrix4x4.Scale(new Vector3 (0.05f, 0.1f, 0.05f));
@ -20,6 +31,17 @@ public class Turtle3D : TurtleLSystem {
//Wildcard how to represent any other symbol //Wildcard how to represent any other symbol
turtleInterpretation.Add("*.*", (float[] args) => new Tuple<GameObject, Matrix4x4>(obj, transformation)); turtleInterpretation.Add("*.*", (float[] args) => new Tuple<GameObject, Matrix4x4>(obj, transformation));
// & - obrót do góry względem osi X o kąt $\delta$ - args[0] zaiwera infiormacje o kącie powinny być w zmiennej Unity angle
// x, y, z
turtleInterpretation.Add("$", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(angle, 0, 0))));
// ^ obrót o kąt -1*delta w osi X
turtleInterpretation.Add("^", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(-angle, 0, 0))));
// \ backslash obrót w prawo roll - obrót względem osi Y o kąt -delata
turtleInterpretation.Add("\\", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, -angle, 0))));
// / slash forward slash obrót w lewo - kąt -1*delta w osi Y
turtleInterpretation.Add("/", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, -angle, 0))));
} }
} }

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