MWS_2021/unity_artifitial_world-st/Assets/Scripts/Turtle3D.cs

58 lines
3.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using ConsoleLSystem;
using System;
public class Turtle3D : TurtleLSystem {
public GameObject obj;
public float angle;
protected override void initLiteralInterpretation() {
turtleInterpretation = new Dictionary<string, Func<float[], Tuple<GameObject, Matrix4x4>>>();
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));
//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));
var flower = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "Flower"), typeof(GameObject));
var leaf = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "leaf"), typeof(GameObject));
//turtleInterpretation
var transformation = Matrix4x4.Translate(new Vector3(0.0f, 0.1f, 0)) * Matrix4x4.Scale(new Vector3 (0.05f, 0.1f, 0.05f));
turtleInterpretation.Add("+", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, 0, -angle))));
turtleInterpretation.Add("-", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, 0, angle))));
//Wildcard how to represent any other symbol
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))));
// gdzies walniete sa symbole L i F
//dodanie obiektu kwiata z modeli Unity
//kwiat K-kwiat, F gdzieś już jest zarezerwowane i pokazuje sie tylko łodyka dla wielkiego F
turtleInterpretation.Add("K", (float[] args) => new Tuple<GameObject, Matrix4x4>(flower, Matrix4x4.Translate(new Vector3(0, 0, 0)) * Matrix4x4.Scale(new Vector3 (0.1f, 0.1f, 0.1f))));
// Liść jest upośledzony - nie reaguje na zmianę konta tak jak kwiat
// L symbol liśc nie działa - proporcje trzeba zwiekszyc dla liscia
turtleInterpretation.Add("P", (float[] args) => new Tuple<GameObject, Matrix4x4>(leaf, Matrix4x4.Translate(new Vector3(0.1f, 0.1f, 0.1f)) * Matrix4x4.Scale(new Vector3 (1, 1, 1))));
}
}