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>>(); //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)); 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 lInterpretation(float[] args) { return new Tuple( // 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 rInterpretation(float[] args) { // dodanie do anabeny obrotu o losowy kąt Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) * return new Tuple( 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 bigLInterpretation(float[] args) { // dodanie do anabeny obrotu o losowy kąt Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) * return new Tuple( 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 bigRInterpretation(float[] args) { // dodanie do anabeny obrotu o losowy kąt Matrix4x4.Rotate(Quaternion.Euler(0,0, UnityEngine.Random.Range(-20, 20))) * return new Tuple( 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", lInterpretation); turtleInterpretation.Add("r", rInterpretation); turtleInterpretation.Add("L", bigLInterpretation); turtleInterpretation.Add("R", bigRInterpretation); } }