forked from andkok/MWS_2021
99 lines
5.4 KiB
C#
99 lines
5.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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using ConsoleLSystem;
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using System;
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public class Turtle3D : TurtleLSystem {
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public GameObject obj;
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public GameObject sphere;
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public GameObject flower;
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public float angle;
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private Func<float[], Matrix4x4> _roation(Vector3 axis) {
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Matrix4x4 f(float[] args) {
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if (args.Length == 0) {
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return Matrix4x4.Rotate(Quaternion.AngleAxis(angle, axis));
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}
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else {
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return Matrix4x4.Rotate(Quaternion.AngleAxis(args[0], axis));
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}
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}
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return f;
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}
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protected override void initLiteralInterpretation() {
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turtleInterpretation = new Dictionary<string, Func<float[], Tuple<GameObject, Matrix4x4>>>();
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//turtleInterpretation
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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));
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// import modeli z gry do rysowania - AnabaenaTurtle.cs ma import z glownej sciezki
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var path = "Assets/Models/sunflower/{0}.fbx"; // nazwa.fbx
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// srodek najmlodszy kwiatek - domyslnmie tutaj C i sfera
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var bud = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "bud"), typeof(GameObject));
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// drugi najmblodszy kwiatek
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var flower_young = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "flower_young"), typeof(GameObject));
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// dorosły kwiat - na końcu
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var flower_old = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "flower_old"), typeof(GameObject));
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// petal - płatek
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var petal = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "petal"), typeof(GameObject));
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//turtleInterpretation.Add("+", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, 0, -angle))));
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//turtleInterpretation.Add("-", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, 0, angle))));
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//turtleInterpretation.Add("\\", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, -angle, 0))));
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//turtleInterpretation.Add("/", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, angle, 0))));
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//turtleInterpretation.Add("^", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(-angle, 0, 0))));
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//turtleInterpretation.Add("&", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(angle, 0, 0))));
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turtleInterpretation.Add("+", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.back)(args) ));
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turtleInterpretation.Add("-", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.forward)(args)));
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turtleInterpretation.Add("\\", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.down)(args)));
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turtleInterpretation.Add("/", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.up)(args)));
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turtleInterpretation.Add("^", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.left)(args)));
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turtleInterpretation.Add("&", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.right)(args)));
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turtleInterpretation.Add("f", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Translate(Vector3.up * args[0])));
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// odpowiada za rysowanie kulek ze słonecznika - po pierwszej ewoluacji wychodzi sfera/kulka mała ze słonecznika
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// jakoś podpiete są pod symbole obiekty/modele z Unity
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// turtleInterpretation.Add("S", (float[] args) => new Tuple<GameObject, Matrix4x4>(sphere,Matrix4x4.identity));
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turtleInterpretation.Add("S", (float[] args) => new Tuple<GameObject, Matrix4x4>(bud,Matrix4x4.identity));
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// słonecznik modele do symboli
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//Y - młode kwiatki drugie od śrdoka słonecznika
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// turtleInterpretation.Add("Y", (float[] args) => new Tuple<GameObject, Matrix4x4>(Flower, Matrix4x4.identity));
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// negowanie symbolu C, żeby w słoneczniku Vogel.txt nie dostawać pierwszego cylidra jako obiektu unity
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// Vogel.txt parastychy - te spirale w srodku paratychy (l.poij) kilka parastychów
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// parastychów jest tyle bo liczba ich jest taka jak kolejne liczby ciągu fibonacciego
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// http://algorithmicbotany.org/papers/abop/abop-ch4.pdf
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turtleInterpretation.Add("C", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, transformation));
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// Y - bardziej rozwiniete - mlode kwiatki
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turtleInterpretation.Add("Y", (float[] args) => new Tuple<GameObject, Matrix4x4>(flower_young, transformation));
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//litera O albo sybol A- dorole kwiatki
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turtleInterpretation.Add("O", (float[] args) => new Tuple<GameObject, Matrix4x4>(flower_old, transformation));
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turtleInterpretation.Add("A", (float[] args) => new Tuple<GameObject, Matrix4x4>(flower_old, transformation));
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// P - petla płatki
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turtleInterpretation.Add("P", (float[] args) => new Tuple<GameObject, Matrix4x4>(petal, transformation));
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//Wildcard how to represent any other symbol
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turtleInterpretation.Add("*.*", (float[] args) => new Tuple<GameObject, Matrix4x4>(obj, transformation));
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}
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}
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