forked from andkok/MWS_2021
58 lines
3.4 KiB
C#
58 lines
3.4 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 float angle;
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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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var path = "Assets/Models/{0}.fbx";
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var bigL = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "bigL"), typeof(GameObject));
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var bigR = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "bigR"), typeof(GameObject));
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//male l, r odgałęzienia
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var l = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "l"), typeof(GameObject));
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var r = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "r"), typeof(GameObject));
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var flower = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "Flower"), typeof(GameObject));
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var leaf = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "leaf"), typeof(GameObject));
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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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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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//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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// & - obrót do góry względem osi X o kąt $\delta$ - args[0] zaiwera infiormacje o kącie powinny być w zmiennej Unity angle
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// x, y, z
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turtleInterpretation.Add("&", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(angle, 0, 0))));
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// ^ obrót o kąt -1*delta w osi X
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turtleInterpretation.Add("^", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(-angle, 0, 0))));
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// \ backslash obrót w prawo roll - obrót względem osi Y o kąt -delata
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turtleInterpretation.Add("\\", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, -angle, 0))));
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// / slash forward slash obrót w lewo - kąt -1*delta w osi Y
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turtleInterpretation.Add("/", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, -angle, 0))));
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// gdzies walniete sa symbole L i F
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//dodanie obiektu kwiata z modeli Unity
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//kwiat K-kwiat, F gdzieś już jest zarezerwowane i pokazuje sie tylko łodyka dla wielkiego F
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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))));
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// Liść jest upośledzony - nie reaguje na zmianę konta tak jak kwiat
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// L symbol liśc nie działa - proporcje trzeba zwiekszyc dla liscia
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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))));
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}
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}
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