cw1
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Screenshot 2021-03-13 at 14.29.10.png
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Wirtualne światy ĆW1.html
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Wirtualne światy ĆW1.md
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# Ćwiczenia 14.03
|
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||||||
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## Hello World w Unity
|
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||||||
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(Pliki [https://git.wmi.amu.edu.pl/andkok/Unity_artifitial_world/src/branch/cw1/materiałyHelloWorld](https://git.wmi.amu.edu.pl/andkok/Unity_artifitial_world/src/branch/cw1/materiałyHelloWorld) )
|
||||||
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|
||||||
|
1. ### Utwórz nowy projekt
|
||||||
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|
||||||
|
- [ ] Otwórz Unity Hub
|
||||||
|
- [ ] Wybierz NEW
|
||||||
|
- [ ] 3D, wpisz nazwę i wybierz lokalizacje na twoim komputerze. Zatwierdź klikając CREATE
|
||||||
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|
||||||
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2. ### Import materiałów, tworzenie terenu i prostych krztałtów
|
||||||
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|
||||||
|
<img src="Unityscreen.png" style="zoom:50%;" />
|
||||||
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|
||||||
|
Po środku ekranu jest podgląd sceny (karta Scene). Żeby się w nim przemieszczać klikamy Q i wtedy możemy przesuwać obraz myszką (kliknięcie na prawy przycisk myszy do obracania widoku). Klawisz W zmienia w tryb przesuwania obiektów, a klawisz E jest do obracania obiektów i R zmiany rozmiarów.
|
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|
||||||
|
W dolnej części ekranu, w karcie Project przechowujemy wszystkie modele, tekstury, skrypty i inne potrzebne elementy
|
||||||
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|
||||||
|
- [ ] W folderze Assets kliknij prawym przyciskiem myszy i z menu wybierz Create -> Folder. Nazwij folder tekstury
|
||||||
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|
||||||
|
- [ ] Otwórz ten folder i przeciągnij do niego wcześniej pobrane tekstury
|
||||||
|
|
||||||
|
Po lewej stronie jest karta Hierarchy. W niej znajdują się wszystkie obiekty, które są w tworzonej scenie. Tam się dodaje nowe elementy sceny i ustawia zależności pomiędzy elementami
|
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|
||||||
|
#### Teren
|
||||||
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|
||||||
|
- [ ] Kliknij prawym przyciskiem myszy w polu Hierarchy i wybierz 3D Object -> Terrain
|
||||||
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|
||||||
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Po prawej stronie mamy karte inspector w której są ustawienia zaznaczonego obiektu
|
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|
||||||
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<img src="ph00009.png" style="zoom:33%;" />
|
||||||
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|
||||||
|
- [ ] Dodaj teksturę terenu
|
||||||
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|
||||||
|
- [ ] W Inspektorze przy zakładce Terrain wybierz drugą opcje (ikonka pędzelka)
|
||||||
|
- [ ] Wybierz z menu Paint Texture
|
||||||
|
- [ ] Kliknij Edit Terrain Layers -> Create Layer
|
||||||
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- [ ] Dodaj trzy tekstury
|
||||||
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- [ ] Urozmaić teren zaznaczając tekstury i malując przy pomocy wybranych poniżej pędzli
|
||||||
|
|
||||||
|
- [ ] Zmień wysokości terenu
|
||||||
|
|
||||||
|
- [ ] W Inspektorze przy zakładce Terrain wybierz drugą opcje (ikonka pędzelka)
|
||||||
|
- [ ] Wybierz z menu Raise or Lower Terrain
|
||||||
|
- [ ] Podnosi się teren "malując" po obiekcie terenu, żeby teren obniżyć należy trzymać wciśnięty shift
|
||||||
|
|
||||||
|
#### Proste kształty
|
||||||
|
|
||||||
|
- [ ] W karcie Hierarchy kliknij prawym przyciskiem myszy i wybierz 3D Object -> Sphere
|
||||||
|
|
||||||
|
- [ ] żeby nadać kuli koloru utwórz materiał
|
||||||
|
|
||||||
|
- [ ] <img src="ph00008.png" style="zoom:33%;" />
|
||||||
|
- [ ] Dodaj teksture SphereNormals do tekstur i Inspektorze wybierz texture type: Normal Map, zaznacz create from grayscale, wrap mode: mirror
|
||||||
|
- [ ] W folderze Assets utwórz folder Materiały i kliknij prawym przyciskiem myszy i wybierz Create -> Material
|
||||||
|
- [ ] <img src="ph00007.png" style="zoom:33%;" />
|
||||||
|
- [ ] Wybierz kolor Albedo i dodaj teksture do "Normal Map"
|
||||||
|
- [ ] Przeciągnij materiał na kulę
|
||||||
|
|
||||||
|
- [ ] żeby na kulę działała grawitacja i kolizja dodajemy do niej Rigid Body (Add Component -> Rigidbody), i w Constrains - Freeze rotation zaznacz wszystkie (żeby nam się kula nie stoczyła)
|
||||||
|
|
||||||
|
- [ ] <img src="ph00006.png" style="zoom:33%;" /> <img src="ph00005.png" style="zoom:33%;" />
|
||||||
|
|
||||||
|
3. ### Dodawanie skryptu C#
|
||||||
|
|
||||||
|
W Unity za większość akcji i różnych interakcji odpowiadają skrypty C#
|
||||||
|
|
||||||
|
- [ ] Utwórz folder skrypty i w nim Create -> C# Script, nazwij go Player.
|
||||||
|
|
||||||
|
- [ ] Otwórz ten skrypt i Przed funkcją Start dodaj zmienne:
|
||||||
|
|
||||||
|
```c#
|
||||||
|
public float speed = 0.1f;
|
||||||
|
public float rotationSpeed = 0.1f;
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] wewnątrz funkcji Update wklej:
|
||||||
|
|
||||||
|
```c#
|
||||||
|
float move = Input.GetAxis("Vertical") * speed; // Pobierz dane od użytkownika (klawisze strzałek lub joystick) i przeskaluj wcześniej podaną wartością (przód tył)
|
||||||
|
float rotate = Input.GetAxis("Horizontal") * rotationSpeed; // Pobierz dane od użytkownika (klawisze strzałek lub joystick) i przeskaluj wcześniej podaną wartością (obrót)
|
||||||
|
Vector3 moveVector = new Vector3(PODAJ_X,PODAJ_Y,PODAJ_Z); // Wektor przesuwający objekt DO EDYCJI
|
||||||
|
gameObject.GetComponent<Transform>().Translate(moveVector, Space.Self); // Funkcja przesuwająca objekt
|
||||||
|
gameObject.GetComponent<Transform>().Rotate(PODAJ_X,PODAJ_Y,PODAJ_Z, Space.Self); // Funkcja obracająca objekt DO EDYCJI
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] Zamień wartości wektora ruchu i funkcji obrotu
|
||||||
|
|
||||||
|
- [ ] Przeciągnij skrypt na object Player lub w Inspektorze obiektu Player wybierz Add Component i dodaj Player
|
||||||
|
|
||||||
|
4. ### Ustawianie oświetlenia (globalne)
|
||||||
|
|
||||||
|
- [ ] Ustawienia oświetlenia są w Window -> Rendering -> Ligthning, można je sobie przypiąć w dowolnym miejscu (ja przesuwam je koło inspektora)
|
||||||
|
- [ ] <img src="ph00004.png" style="zoom:33%;" />
|
||||||
|
- [ ] Dodajemy nowe ustawienia (New Ligthning Settings)
|
||||||
|
- [ ] Można zmienić Ligthmapper na Progressive GPU
|
||||||
|
- [ ] Po dostosowaniu ustawień klikamy Generate Lightning (to może chwilę potrwać, nawet do kilku minut)
|
||||||
|
|
||||||
|
5. ### Tworzenie wielu elementów skryptem z ustawianiem ich za pomocą macierzy (Clock)
|
||||||
|
|
||||||
|
<img src="ph00001.png" style="zoom:25%;" />
|
||||||
|
|
||||||
|
- [ ] Utwórz objekt tarczy zegara (tekstura <img src="clock.png" style="width:25px;" /> , zamień przy tworzeniu materiału Rendering mode na Transparent)
|
||||||
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|
||||||
|
- [ ] Utwórz obiekt, który posłuży jako szablon wskazówek zegara
|
||||||
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|
||||||
|
- [ ] Dodaj kod ustawiający zegar do obiektu tarczy zegara
|
||||||
|
|
||||||
|
```c#
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
public class Clock : MonoBehaviour
|
||||||
|
{
|
||||||
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public GameObject clockHand; // szablon wyglądu wskazówki zegara
|
||||||
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void Start()
|
||||||
|
{
|
||||||
|
}
|
||||||
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void Update()
|
||||||
|
{
|
||||||
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|
||||||
|
DateTime centuryBegin = new DateTime(2001, 1, 1);
|
||||||
|
DateTime currentDate = DateTime.Now;
|
||||||
|
long elapsedTicks = currentDate.Ticks - centuryBegin.Ticks;
|
||||||
|
TimeSpan elapsedSpan = new TimeSpan(elapsedTicks);
|
||||||
|
|
||||||
|
float stopWatchTime = Time.unscaledTime; // Czas w sekundach od startu aplikacji (mały zegar)
|
||||||
|
float nowTime = (float)(((int)(elapsedSpan.TotalSeconds)) % 86400); // Czas w sekundach od początku doby (0:00) (duży zegar)
|
||||||
|
// Stop Watch Time:
|
||||||
|
|
||||||
|
float swHour = 0.0f;
|
||||||
|
float swMinute = 0.0f;
|
||||||
|
float swSecond = 0.0f;
|
||||||
|
// Global Time:
|
||||||
|
float hour = 0.0f;
|
||||||
|
float minute = 0.0f;
|
||||||
|
float second = 0.0f;
|
||||||
|
// Ustaw pozycje, rozmiar i obrót wskazówek zegara z wykorzystaniem przekształceń macierzowych:
|
||||||
|
// (Matrix4x4.Translate, Matrix4x4.Scale, Matrix4x4.Rotate) dwa pierwsze przyjmują Vector3, a obroty przyjmują Quaternion.Euler( X, Y, Z) (już bez new, bo to funkcja)
|
||||||
|
|
||||||
|
var transformationHsw = Matrix4x4.Translate(new Vector3(0, 0, 0));
|
||||||
|
var transformationMsw = Matrix4x4.Translate(new Vector3(0, 0, 0));
|
||||||
|
var transformationSsw = Matrix4x4.Translate(new Vector3(0, 0, 0));
|
||||||
|
|
||||||
|
var transformationH = Matrix4x4.Translate(new Vector3(0, 0, 0));
|
||||||
|
var transformationM = Matrix4x4.Translate(new Vector3(0, 0, 0));
|
||||||
|
var transformationS = Matrix4x4.Translate(new Vector3(0, 0, 0));
|
||||||
|
|
||||||
|
// Create game objects instances
|
||||||
|
|
||||||
|
Graphics.DrawMeshInstanced(clockHand.GetComponent<MeshFilter>().mesh, 0, clockHand.GetComponent<MeshRenderer>().material, new Matrix4x4[6]{transformationHsw, transformationMsw, transformationSsw, transformationH, transformationM, transformationS});
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] Zaznacz w inspektorze przy Clock Hand wcześniej przygotowany objekt
|
||||||
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|
||||||
|
- [ ] Dodaj odpowiednie przekształcenia, tak aby duży zegar pokazywał czas i mały zegar pokazywał czas od uruchomienia aplikacji
|
||||||
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|
||||||
|
# L-System
|
||||||
|
|
||||||
|
W tej części zajęć skupimy się na tworzeniu L-Systemów i wykorzystaniu ich do reprezentacji zjawisk przyrodniczych.
|
||||||
|
|
||||||
|
> **Przypomnienie**
|
||||||
|
> **L-System** to system przepisywania i gramatyka formalna. Składa się z: symboli, które tworzą ciągi znaków; reguł produkcyjnych, które opisują na co należy przepisać dany znak; aksjomatu, czyli początkowego ciągu znaków; i mechanizmu, który tłumaczy ciąg znaków na reprezentacje geometryczną
|
||||||
|
|
||||||
|
Bazą dla tych zajęć jest książka Algorithmic Beauty of Plants dostępna za darmo pod [linkiem](http://algorithmicbotany.org/papers/abop/abop.lowquality.pdf) lub [w wyższej jakości](http://algorithmicbotany.org/papers/abop/abop.pdf)
|
||||||
|
|
||||||
|
## Składnia L-Systemów
|
||||||
|
|
||||||
|
Projekt zawiera bibliotekę, która interpretuje L-Systemy. Ich definicję pobiera z oddzielnego pliku. Ich składnie opisuję definicja L-Systemu opisującego rozwój bakterii Anabaena znajduje się w projekcie pod ścieżką `Assets\LSystem\Anabaena.txt` i wygląda następująco:
|
||||||
|
|
||||||
|
```
|
||||||
|
#axiom
|
||||||
|
L
|
||||||
|
#rules
|
||||||
|
L->lR
|
||||||
|
R->Lr
|
||||||
|
l->L
|
||||||
|
r->R
|
||||||
|
#end rules
|
||||||
|
```
|
||||||
|
|
||||||
|
Plik należy zacząć od linii `#axiom`, następnie w następnej linii zamieścić ciąg początkowy. Później pomiędzy liniami `#rules` i `#end rules` umieścić instrukcje przepisywania według zasady:
|
||||||
|
```<znak przepisywany>-><wynik przepisania> ```
|
||||||
|
każdy znak przed strzałką i po strzałce (z wyjątkiem reguł o których później) jest traktowany jako następny symbol. W przypadku kilku reguł, które dotyczą tego samego symbolu wykona się ta, która jest wyżej w pliku. Między reguły można dodawać komentarze, znakiem komentującym jest `#`. Jeżeli znak nie posiada żadnej reguły, która by go opisywała, to nie jest on zmieniany.
|
||||||
|
|
||||||
|
Odpal scenę **LSystemFromFile**, zaznacz **LSystemController** w panelu po prawej. Po lewej w polu **L System Path** wpisz `Assets\LSystem\Anabaena.txt` kliknij **Load File**, by załadować LSystem. Następnie Evaluate, by wykonać przepisanie. W scenie wyświetlą się obiekty reprezentujące symbole a w konsoli wyświetli się wynik przepisania.
|
||||||
|
|
||||||
|
Składnia wszystkich rozszerzeń jest zaprezentowana w pliku `SampleLSystem.txt` w tej chwili niektóre reguły mogą byc niezrozumiałe, ale może się on przydać później jako wzorzec.
|
||||||
|
|
||||||
|
## Turtle Graphics
|
||||||
|
|
||||||
|
Turtle Graphics jest metodą tworzenia grafiki komputerowej, wykorzystuje kursor (tytułowego żółwia) wykonujący instrukcje w przestrzeni lokalnej.
|
||||||
|
|
||||||
|
![https://en.wikipedia.org/wiki/Turtle_graphics](Turtle-animation-20210313143359379.gif)
|
||||||
|
|
||||||
|
L-Systemy można interpretować za pomocą Turtle Graphics, poprzez przypisanie każdemu symbolowi instrukcji jaką ma wykonać żółw. Następnie żółw będzie wykonywał kolejne instrukcje czytając napis od lewej do prawej.
|
||||||
|
|
||||||
|
Na początek zaczniemy od prostej reprezentacji, gdzie `+` będzie oznaczał w kierunku zgodnym z ruchem wskazówek zegara o wskazany kąt, natomiast `-` w przeciwnym. Kąt zwyczajowo oznacza się grecką literą $\delta$. Każdy inny symbol będzie oznaczał idź prosto o 1.
|
||||||
|
|
||||||
|
Odpal Scenę LSystem2D, załaduj plik `Sierpinski.txt`, ustaw kąt na 60 stopni i wykonaj kilka kroków.
|
||||||
|
|
||||||
|
### Zadanie
|
||||||
|
|
||||||
|
napisz Lsystem, który będzie rysował gwiazdkę kocha
|
||||||
|
|
||||||
|
1. #### Krzywa kocha:
|
||||||
|
|
||||||
|
<img src="../../../../Downloads/Wirtualne Światy treść zadań/Kochsim.gif" />
|
||||||
|
|
||||||
|
<img src="../../../../Downloads/Wirtualne Światy treść zadań/RPReplay_Final1615641331.gif" style="zoom:50%;" />
|
||||||
|
|
||||||
|
Opis:
|
||||||
|
|
||||||
|
1. Podziel linię na 3 równę części
|
||||||
|
2. Przy środkowej części narysuj równoboczny trójkąt zwrócony na zewnątrz
|
||||||
|
3. Usuń środkową część pierwotnej lini
|
||||||
|
|
||||||
|
Musimy z jednej lini zrobić 4 nowe, z czego pierwsza i ostatnia idą w tym samym kierunku, a dwie środkowe idą pod innym kątem (podpowiedź: dając dwa razy + lub - możesz zwiększyć kąt)
|
||||||
|
|
||||||
|
2. #### W pierwszym kroku L-Systemu utwórz trójkąt
|
||||||
|
|
||||||
|
![](Von_Koch_curve.gif)
|
||||||
|
|
||||||
|
## Bracketed L-systems
|
||||||
|
|
||||||
|
W podstawowej wersji L-Systemy są pojedyńczym ciągiem znaków, by uzyskać możliwość tworzenia rozgałęzień wprowadzamy dwa specjalne znaki `[` oraz `]` pierwszy mówi, żeby zapamiętać obecny stan, drugi oznacza by wrócić do stanu zapamiętanym przy ostatnim znaku `[`. Przykładowo ciąg symboli `F[+FFF][-F]FF` dla $\delta=90$ będzie reprezentowany następująco
|
||||||
|
![obraz](im_bracketed-5642437.jpg)
|
||||||
|
|
||||||
|
### Zadanie
|
||||||
|
|
||||||
|
Stwórz systemy a i e:
|
||||||
|
|
||||||
|
<img src="../../../../Downloads/Wirtualne Światy treść zadań/Screenshot 2021-03-13 at 14.29.06.png" alt="Screenshot 2021-03-13 at 14.29.06" /> ![Screenshot 2021-03-13 at 14.29.10](Screenshot 2021-03-13 at 14.29.10.png)
|
||||||
|
|
||||||
|
## Pisanie własnej interpretacji LSystemów
|
||||||
|
|
||||||
|
Wróćmy do sceny LSystemFromFile W tej scenie zamiast kresek pojawiają się figury reprezentujące komórki (czerwona lewa, zielona prawa, niska młoda, wysoka dorosła). Otwórz skrypt AnabeanaTurtle.cs, który odpowiada za rysowanie. Zawiera on klasę `AnabeanaTurtle` dziedziczącą po `TurtleLSystem`. `TurtleLSystem` jest klasą abstrakcyjną, wymaga zdefiniowania funkcji `initLiteralInterpretation`, w której należy opisać jak interpretować symbole.
|
||||||
|
|
||||||
|
```CS
|
||||||
|
protected override void initLiteralInterpretation() {
|
||||||
|
turtleInterpretation = new Dictionary<string, Func<float[], Tuple<GameObject, Matrix4x4>>>();
|
||||||
|
//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));
|
||||||
|
}
|
||||||
|
|
||||||
|
```
|
||||||
|
|
||||||
|
Żeby tego dokonać należy uzupełnić słownik `turtleInterpretation`, którego kluczami są opisywane symbole jako stringi. Natomiast wartościami są funkcje, które przyjmują jako argument tablicę parametrów danego symbolu (o tym później) a zwracają Krotkę, której pierwszym elementem jest rysowany obiekt, natomiast drugim transformacja, jaką wykona żółw. Powyższym przykładzie obiekty są czytane z modeli a transformacja zawsze jest taka sama, czyli translacja o wektor (0.1,0,0) i skalowanie o wektor (0.1,0.1,0.1). (Skalowania nie są pamiętane przez żółwia)
|
||||||
|
|
||||||
|
Te funkcje są wykorzystywane przez żółwia do interpretacji ciągu symboli. Przykładowo `LRr` zostanie zinterpretowany następująco:
|
||||||
|
|
||||||
|
* żółw przesuwa się o 0.1 w osi X umieszcza bigL w punkcie (0.1,0,0)
|
||||||
|
* żółw przesuwa się o 0.1 w osi X umieszcza bigR w punkcie (0.2,0,0) (ponieważ (0.1,0,0)+(0.1,0,0)=(0.2,0,0) )
|
||||||
|
* żółw przesuwa się o 0.1 w osi X umieszcza bigL w punkcie (0.3,0,0)
|
||||||
|
|
||||||
|
### Zadanie
|
||||||
|
|
||||||
|
Jak wyszukasz w internecie obrazki Anabaeny, zobaczysz, że są one często powykręcane, dodaj do macierz przekształceń obroty w osi Y o losowy kąt pomiędzy -20 a 20 stopni.
|
||||||
|
|
||||||
|
## Parametryczne L-Systemy
|
||||||
|
|
||||||
|
Parametryczne L-Systemy operują na symbolach parametrycznych znakach, czyli takich, które posiadają 0 lub więcej parametrów rzeczywistych. Pozwala to przechowywać różne wewnętrzne stany obiektów. Przykładowo dla modelu Anabeany powyżej rozróżniamy tylko 2 stany, młody i dorosły. Dzięki parametrycznym L-Systemom możemy opisać wiek w sposób bardziej ciągły. Przykładowo poniższy L-System komórki która rośnie i jak osiągnie odpowiedni wiek rozdziela się na dwie młode komórki
|
||||||
|
|
||||||
|
```
|
||||||
|
#axiom
|
||||||
|
B(1)
|
||||||
|
#rules
|
||||||
|
B(a) : a<2 -> B(a+0.1)
|
||||||
|
B(a) : a>=2 -> B(1)B(1)
|
||||||
|
#end rules
|
||||||
|
```
|
||||||
|
|
||||||
|
Parametry zapisuje się wewnątrz nawiasów po przecinku. W aksjomacie muszą one mieć wartości liczbowe. Po lewej stronie trzeba nadać parametrom nazwy (mogą mieć one więcej niż jeden znak). Symbole są identyfikowane po nazwie i liczbie znaków. Po dwukropku można podać warunki logiczne jakie musi spełnić symbol. można w tym umieszczać operacje matematyczne, dozwolone jest mnożenie, dzielenie, dodawanie i odejmowanie. podobnie w parametrach po prawej stronie
|
||||||
|
|
||||||
|
### Zadanie
|
||||||
|
|
||||||
|
Napisz dla parametrycznej wersji Anabeny taką interpretację, żeby komórki rosły wraz z wiekiem.
|
BIN
Wirtualne światy ĆW1.pdf
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unity_artifitial_world-st/.DS_Store
vendored
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62
unity_artifitial_world-st/.gitignore
vendored
Normal file
@ -0,0 +1,62 @@
|
|||||||
|
# ---> Unity
|
||||||
|
# This .gitignore file should be placed at the root of your Unity project directory
|
||||||
|
#
|
||||||
|
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
|
||||||
|
#
|
||||||
|
/[Ll]ibrary/
|
||||||
|
/[Tt]emp/
|
||||||
|
/[Oo]bj/
|
||||||
|
/[Bb]uild/
|
||||||
|
/[Bb]uilds/
|
||||||
|
/[Ll]ogs/
|
||||||
|
/[Mm]emoryCaptures/
|
||||||
|
|
||||||
|
# Asset meta data should only be ignored when the corresponding asset is also ignored
|
||||||
|
!/[Aa]ssets/**/*.meta
|
||||||
|
|
||||||
|
# Uncomment this line if you wish to ignore the asset store tools plugin
|
||||||
|
# /[Aa]ssets/AssetStoreTools*
|
||||||
|
|
||||||
|
# Autogenerated Jetbrains Rider plugin
|
||||||
|
/[Aa]ssets/Plugins/Editor/JetBrains*
|
||||||
|
|
||||||
|
# Visual Studio cache directory
|
||||||
|
.vs/
|
||||||
|
|
||||||
|
# Gradle cache directory
|
||||||
|
.gradle/
|
||||||
|
|
||||||
|
# Autogenerated VS/MD/Consulo solution and project files
|
||||||
|
ExportedObj/
|
||||||
|
.consulo/
|
||||||
|
*.csproj
|
||||||
|
*.unityproj
|
||||||
|
*.sln
|
||||||
|
*.suo
|
||||||
|
*.tmp
|
||||||
|
*.user
|
||||||
|
*.userprefs
|
||||||
|
*.pidb
|
||||||
|
*.booproj
|
||||||
|
*.svd
|
||||||
|
*.pdb
|
||||||
|
*.mdb
|
||||||
|
*.opendb
|
||||||
|
*.VC.db
|
||||||
|
|
||||||
|
# Unity3D generated meta files
|
||||||
|
*.pidb.meta
|
||||||
|
*.pdb.meta
|
||||||
|
*.mdb.meta
|
||||||
|
|
||||||
|
# Unity3D generated file on crash reports
|
||||||
|
sysinfo.txt
|
||||||
|
|
||||||
|
# Builds
|
||||||
|
*.apk
|
||||||
|
*.unitypackage
|
||||||
|
|
||||||
|
# Crashlytics generated file
|
||||||
|
crashlytics-build.properties
|
||||||
|
|
||||||
|
|
BIN
unity_artifitial_world-st/Assets/.DS_Store
vendored
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8
unity_artifitial_world-st/Assets/Editor.meta
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@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 329ec9409c534054d896e1b927a1b71c
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
31
unity_artifitial_world-st/Assets/Editor/TurtleEditor.cs
Normal file
@ -0,0 +1,31 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
[CustomEditor(typeof(TurtleLSystem),true)]
|
||||||
|
public class TurtleEditor : Editor
|
||||||
|
{
|
||||||
|
TurtleLSystem turtleLSystem;
|
||||||
|
|
||||||
|
|
||||||
|
public override void OnInspectorGUI() {
|
||||||
|
DrawDefaultInspector();
|
||||||
|
|
||||||
|
if (GUILayout.Button("Load file")) {
|
||||||
|
turtleLSystem.loadFile();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (GUILayout.Button("Evaluate")) {
|
||||||
|
turtleLSystem.evaluateAndPresent();
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
void OnEnable() {
|
||||||
|
turtleLSystem = (TurtleLSystem)target;
|
||||||
|
Tools.hidden = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDisable() {
|
||||||
|
Tools.hidden = false;
|
||||||
|
}
|
||||||
|
}
|
11
unity_artifitial_world-st/Assets/Editor/TurtleEditor.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5805e7212a5b20b4da42e342c1edaf04
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
unity_artifitial_world-st/Assets/LSystem.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 53a6756541318784f8b822a4dd8564c2
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
unity_artifitial_world-st/Assets/LSystem/Anabaena.txt
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
#axiom
|
||||||
|
L
|
||||||
|
#rules
|
||||||
|
L->lR
|
||||||
|
R->Lr
|
||||||
|
l->L
|
||||||
|
r->R
|
||||||
|
#end rules
|
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: da39d102803271748a23bdcc7d8431f8
|
||||||
|
TextScriptImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
5
unity_artifitial_world-st/Assets/LSystem/Koch.txt
Normal file
@ -0,0 +1,5 @@
|
|||||||
|
#axiom
|
||||||
|
|
||||||
|
#rules
|
||||||
|
|
||||||
|
#end rules
|
7
unity_artifitial_world-st/Assets/LSystem/Koch.txt.meta
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 951913a6e45d3664092bc8a3c1760fdc
|
||||||
|
TextScriptImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
6
unity_artifitial_world-st/Assets/LSystem/Plant.txt
Normal file
@ -0,0 +1,6 @@
|
|||||||
|
#axiom
|
||||||
|
X
|
||||||
|
#rules
|
||||||
|
X->F[+X]F[-X]+X
|
||||||
|
F->FF
|
||||||
|
#end rules
|
7
unity_artifitial_world-st/Assets/LSystem/Plant.txt.meta
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c4604d19f702cfe4cbe8779ea593c44e
|
||||||
|
TextScriptImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
32
unity_artifitial_world-st/Assets/LSystem/SampleLSystem.txt
Normal file
@ -0,0 +1,32 @@
|
|||||||
|
#axiom
|
||||||
|
A
|
||||||
|
#rules
|
||||||
|
#komentarz
|
||||||
|
#podstawowe przekształcenie
|
||||||
|
X-> AX
|
||||||
|
# instrukcja z rozgałęzieniem
|
||||||
|
Y->A[A]A
|
||||||
|
#parametryczne symbola są rozpoznawane po literze i liczbie argumentów czyli B, B(0) i B(0,0) to różne symbole
|
||||||
|
#w regułach dla parametrycznych symboli w poprzedniku definiuje się nazwę parametru. ta instrukcja zamieni C(1) na C(1.1) a C(2) na C(2.1)
|
||||||
|
C(a) -> C(a+0.1)
|
||||||
|
# ta instrukcja wykona się, jeżeli a>1 i a<2 przecinek oznacza iloczyn logiczny
|
||||||
|
B(a) : a>1,a<2 -> C(a)B(0)
|
||||||
|
# ta instrukcja wykona się, jeżeli poprzednia się nie wykonała i gdy a<=1
|
||||||
|
B(a) : a<=1 -> B(2*a)
|
||||||
|
# ta instrukcja się wykona, jeżeli poprzednie 2 się nie wykonają
|
||||||
|
B(a) -> B(0)
|
||||||
|
# instrukcja się wykona, jeżeli następnikiem A jest B(a) i a>0
|
||||||
|
A > B(a) : a>0 -> B(a)[A]
|
||||||
|
|
||||||
|
# instrukcja się wykona, jeżeli poprzednikiem A jest B(a) i a>0 (i jeżeli poprzednia się nie wykonała)
|
||||||
|
B(a) < A a>0 -> B(a)[A]
|
||||||
|
# instrukcja się wykona, jeżeli poprzednikiem A jest B(a), następnikiem jest C(b) oraz a+b>0 (i jeżeli poprzednia się nie wykonała)
|
||||||
|
B(a) < A > C(b) a+b>0 -> CC
|
||||||
|
|
||||||
|
# wykona się jedna z trzech opcji z wagami odpowiednio 0.2, 0.6 i 0.3 - wagi nie muszą się sumować do 1. można stochastyczność łączyć z powyższymi rozszerzeniami.
|
||||||
|
C(a) -> #stochastic
|
||||||
|
p=0.2 AB(1)
|
||||||
|
p=0.6 B(1)A
|
||||||
|
p=0.3 AA
|
||||||
|
#stochastic end
|
||||||
|
#rules end
|
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: cc28e59818768ff4ab9acdef983dcc01
|
||||||
|
TextScriptImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
6
unity_artifitial_world-st/Assets/LSystem/Sierpinski.txt
Normal file
@ -0,0 +1,6 @@
|
|||||||
|
#axiom
|
||||||
|
L
|
||||||
|
#rules
|
||||||
|
L->R+L+R
|
||||||
|
R->L-R-L
|
||||||
|
#end rules
|
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d9bea09810f87e84b8b3546d47d5dd31
|
||||||
|
TextScriptImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
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