Added grass, started working on l systems

This commit is contained in:
Bartosz Hejduk 2021-07-09 20:35:34 +02:00
parent b355851611
commit 54577d086d
324 changed files with 4674 additions and 1104 deletions

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<ItemGroup>
<Compile Include="Assets\Scripts\MatrixExtensions.cs" />
<Compile Include="Assets\Scripts\LSystemNodeLiteral.cs" />
<Compile Include="Assets\Scripts\TurtleLSystemEnvironment.cs" />
<Compile Include="Assets\Scripts\TurtleLSystem.cs" />
<Compile Include="Assets\Scripts\LSystemNode.cs" />
<Compile Include="Assets\Scripts\LSystemEvaluator.cs" />
<Compile Include="Assets\Scripts\Environment.cs" />
<Compile Include="Assets\Scripts\TreeTurtle.cs" />
<Compile Include="Assets\Scripts\MathExpression.cs" />
<Compile Include="Assets\Scripts\LSystemRule.cs" />
<Compile Include="Assets\Scripts\LSystemParser.cs" />
<Compile Include="Assets\Scripts\TurtleEnvironment.cs" />
</ItemGroup>
<ItemGroup>
<None Include="Assets\Samples\Terrain Tools\0.1.0-preview\Terrain Assets\ThirdPartyNotices.txt" />
<None Include="Assets\LSystems\Tree2.txt" />
<None Include="Assets\LSystems\Tree.txt" />
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#ignore + - \ / ^ &
#axiom
S
#rules
S -> Z\(60)[-S]S

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#axiom
I(1,1)
#rules
I(a,b) : a == 1; b <= 5 -> R(1)I(1, b + 1)
I(a,b) : a == 2; b <= 2 -> R(1)I(1, b + 1)
R(a) : a < 5 -> R(a+0.15)
#end rules

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View File

@ -0,0 +1,302 @@
using System.Collections.Generic;
using UnityEngine;
public class Environment : MonoBehaviour
{
public int sizeX = 100;
public int sizeY = 100;
public int sizeZ = 100;
public float voxelSize = 0.1f;
public bool visualizeLigth = true;
public int visualizeEveryNVoxel = 100;
// Voxel[,,] voxelSpace;
byte[,,] voxelSpace;
public bool rotateTowardsLight = false;
public bool sendShadowToLSystem = true;
public bool cutBranchesWithMaxShadow = false;
List<List<Matrix4x4>> transformListJ;
// Start is called before the first frame update
public void Reset()
{
Start();
}
void Start()
{
voxelSpace = new byte[sizeX, sizeY, sizeZ];
for (int i = 0; i < sizeX; i++)
{
for (int k = 0; k < sizeZ; k++)
{
for (int j = sizeY - 1; j >= 0; j--)
{
voxelSpace[i, j, k] = (byte)1;
if (i == 0 || i == sizeX - 1 || k == 0 || k == sizeZ - 1)
{
voxelSpace[i, j, k] = (byte)255;
}
}
}
}
List<Matrix4x4> transformList = new List<Matrix4x4>();
transformListJ = new List<List<Matrix4x4>>();
for (int i = 0; i < sizeX; i++)
{
for (int k = 0; k < sizeZ; k++)
{
for (int j = sizeY - 1; j >= 0; j--)
{
if (visualizeLigth &&
(i % visualizeEveryNVoxel == 0 && j % visualizeEveryNVoxel == 0 && k % visualizeEveryNVoxel == 0))
{
Vector3 position = gameObject.GetComponent<Transform>().position;
Matrix4x4 matrixLigth = new Matrix4x4();
//Take the origin position, and apply the offsets
position.x += i * voxelSize;
position.y += j * voxelSize;
position.z += k * voxelSize;
//Create a matrix for the position created from this iteration of the loop
//Set the position/rotation/scale for this matrix
if (voxelSpace[i, j, k] != null)
{
matrixLigth.SetTRS(position, Quaternion.Euler(Vector3.zero), new Vector3(voxelSpace[i, j, k] * voxelSize * visualizeEveryNVoxel / 255.0f, voxelSpace[i, j, k] * voxelSize * visualizeEveryNVoxel / 255.0f, voxelSpace[i, j, k] * voxelSize * visualizeEveryNVoxel / 255.0f));
}
else
{
matrixLigth.SetTRS(position, Quaternion.Euler(Vector3.zero), new Vector3(0, 0, 0));
}
transformList.Add(matrixLigth);
}
if (transformList.Count > 1020)
{
transformListJ.Add(transformList);
transformList = new List<Matrix4x4>();
}
}
}
}
if (transformList.Count > 0)
{
transformListJ.Add(transformList);
transformList = new List<Matrix4x4>();
}
}
// Update is called once per frame
int frame = 0;
void Update()
{
if (frame % 300 == 0)
{
int mxx = 0;
Vector3 pos = new Vector3(0, 0, 0);
for (int j = sizeY - 1; j >= 0; j--)
{
for (int i = 0; i < sizeX; i++)
{
for (int k = 0; k < sizeZ; k++)
{
if (voxelSpace[i, j, k] > mxx)
{
mxx = voxelSpace[i, j, k];
pos = new Vector3(i, j, k);
// Debug.Log("mxPos = "+mxx+" "+pos);
}
}
}
}
}
frame += 1;
// Debug.Log("frame"+frame);
}
public void addShadowPoint(Vector3 position, sbyte strength) // negative value to remove
{
Vector3 voxelPosition = positionInVoxel(position);
Debug.Log(voxelPosition + " adding " + strength);
if (inVoxelSpace((int)voxelPosition.x, (int)voxelPosition.y, (int)voxelPosition.z))
{
voxelSpace[(int)voxelPosition.x, (int)voxelPosition.y, (int)voxelPosition.z] += (byte)strength;
}
else
{
Debug.Log("not in vexel space: " + voxelPosition + " - error adding");
}
}
public void removeShadow(Vector3 position, sbyte strength) // negative value to remove
{
addShadow(position, (sbyte)-strength);
}
public void addShadow(Vector3 position, sbyte strength) // negative value to remove
{
// 6.2 / 0.1 = 62.0
Vector3 voxelPosition = positionInVoxel(position);
for (int j = (int)voxelPosition.y; j >= 0; j--)
{
if (voxelPosition.y - j > 250)
{
break;
}
int rotj = (int)(voxelPosition.y - j) * 1;
for (int i = (int)voxelPosition.x - rotj; i <= (int)voxelPosition.x + rotj; i++)
{
for (int k = (int)voxelPosition.z - rotj; k <= (int)voxelPosition.z + rotj; k++)
{
if (inVoxelSpace(i, j, k) &&
(i % visualizeEveryNVoxel == 0 && j % visualizeEveryNVoxel == 0 && k % visualizeEveryNVoxel == 0))
{
float secondaryStrength = 1.0f * strength;
secondaryStrength = secondaryStrength / ((Mathf.Abs(k - (int)voxelPosition.z) + 1 + Mathf.Abs(i - (int)voxelPosition.x)) / 8.0f);
if (voxelSpace[i, j, k] == null)
{
voxelSpace[i, j, k] = 0;
}
if (secondaryStrength > 0)
{
if (voxelSpace[i, j, k] >= 255 - (byte)secondaryStrength)
{
voxelSpace[i, j, k] = 255;
}
else
{
voxelSpace[i, j, k] += (byte)secondaryStrength;
}
}
else
{
if (voxelSpace[i, j, k] > (byte)secondaryStrength)
{
voxelSpace[i, j, k] -= (byte)(-1 * secondaryStrength);
}
else
{
voxelSpace[i, j, k] = 1;
}
}
if ((i % visualizeEveryNVoxel == 0 && j % visualizeEveryNVoxel == 0 && k % visualizeEveryNVoxel == 0) && visualizeLigth)
{
Vector3 positionBox = gameObject.GetComponent<Transform>().position;
Matrix4x4 matrixLigth = new Matrix4x4();
//Take the origin position, and apply the offsets
positionBox.x += i * voxelSize;
positionBox.y += j * voxelSize;
positionBox.z += k * voxelSize;
//Create a matrix for the position created from this iteration of the loop
//Set the position/rotation/scale for this matrix
matrixLigth.SetTRS(positionBox, Quaternion.Euler(Vector3.zero), new Vector3(voxelSpace[i, j, k] * voxelSize * visualizeEveryNVoxel / 255.0f, voxelSpace[i, j, k] * voxelSize * visualizeEveryNVoxel / 255.0f, voxelSpace[i, j, k] * voxelSize * visualizeEveryNVoxel / 255.0f));
int l = (i * sizeZ * sizeY / (visualizeEveryNVoxel * visualizeEveryNVoxel * visualizeEveryNVoxel) + k * sizeY / (visualizeEveryNVoxel * visualizeEveryNVoxel) + j / visualizeEveryNVoxel);
transformListJ[l / 1021][l % 1021] = matrixLigth;
}
}
}
}
}
}
public void addShadowLine(Vector3 positionStart, Vector3 positionEnd, sbyte strength) // negative value to remove
{
int linePoints = (int)((Mathf.Abs(positionEnd.x - positionStart.x) + Mathf.Abs(positionEnd.z - positionStart.z)) / (voxelSize));
if (linePoints < 3)
{
linePoints = 3;
}
Vector3 stepChange = new Vector3(
(positionEnd.x - positionStart.x) / linePoints,
(positionEnd.y - positionStart.y) / linePoints,
(positionEnd.z - positionStart.z) / linePoints);
Vector3 positionNow = positionStart;
sbyte newStrength = (sbyte)(2 * (strength / linePoints));
if (newStrength == 0)
{
if (strength > 0)
{
if (strength > 0.4f)
newStrength = (sbyte)1;
}
if (strength < 0)
{
newStrength = (sbyte)-1;
}
}
for (int i = 0; i < linePoints; i++)
{
addShadow(positionNow, newStrength);
positionNow += stepChange;
}
}
bool inVoxelSpace(int a, int b, int c)
{
return (a < sizeX && a >= 0 && b < sizeY && b >= 0 && c < sizeZ && c >= 0);
}
public Vector3 positionInVoxel(Vector3 positionInWorld)
{
Vector3 voxelPosition = new Vector3(0.0f, 0.0f, 0.0f);
positionInWorld -= gameObject.GetComponent<Transform>().position;
voxelPosition.x = (int)(0.5f + (positionInWorld.x / voxelSize));
voxelPosition.y = (int)(0.5f + (positionInWorld.y / voxelSize));
voxelPosition.z = (int)(0.5f + (positionInWorld.z / voxelSize));
return voxelPosition;
}
public Vector3 positionInWorld(Vector3 positionInVoxel)
{
return positionInVoxel * voxelSize + gameObject.GetComponent<Transform>().position;
}
public void groundShape()
{
for (int i = 0; i < sizeX; i++)
{
for (int k = 0; k < sizeZ; k++)
{
for (int j = sizeY - 1; j >= 0; j--)
{
Collider[] hitColliders = Physics.OverlapSphere(new Vector3(i * voxelSize, j * voxelSize, k * voxelSize), voxelSize / 2.0f);
foreach (var hitCollider in hitColliders)
{
addShadow(new Vector3(i * voxelSize, j * voxelSize, k * voxelSize), 100);
}
}
}
}
}
public byte shadowStrength(Vector3 pos)
{
Vector3 shadowPosition = positionInVoxel(pos);//pos - gameObject.GetComponent<Transform>().position;
if (inVoxelSpace((int)((shadowPosition.x)), (int)((shadowPosition.y)), (int)((shadowPosition.z))))
{
byte mx = voxelSpace[0 + (int)((shadowPosition.x)), (int)((shadowPosition.y)), 0 + (int)((shadowPosition.z))];
return mx;
}
return 255;
}
public bool isShadow(Vector3 pos)
{
if (shadowStrength(pos) > 10)
{
// Debug.Log("#shadow");
return true;
}
else
{
return false;
}
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -1,7 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LSystemEvaluator
{

View File

@ -141,7 +141,7 @@ public class LSystemRuleParametricStochastic : LSystemRule
protected LSystemNodeGenerator[] consequents;
protected float[] probabilities;
protected MathExpressionComparison[] conditions;
protected System.Random random;
protected Random random;
public LSystemRuleParametricStochastic(LSystemNodeLiteralVariable predecesor, MathExpressionComparison[] conditions, LSystemNodeGenerator[] consequents, float[] probabilities)
{
@ -158,7 +158,7 @@ public class LSystemRuleParametricStochastic : LSystemRule
this.probabilities[i] = probability + acumulator;
acumulator += probability;
}
random = new System.Random();
random = new Random();
}
public LSystemRuleParametricStochastic(LSystemNodeLiteralVariable predecesor, MathExpressionComparison[] conditions, LSystemNodeGenerator consequent)
@ -168,7 +168,7 @@ public class LSystemRuleParametricStochastic : LSystemRule
this.conditions = conditions;
float probabilities_sum = 0;
probabilities = new float[1] { 1 };
random = new System.Random();
random = new Random();
}
public override bool is_aplicable(LSystemNode processed_node, String[] ignored)

View File

@ -41,7 +41,7 @@ public class MathExpressionNode
}
public class MathExpression
{
private static System.Random random = new System.Random();
private static Random random = new Random();
private static Dictionary<char, int> expression_hierarchy = new Dictionary<char, int>{
{'^', 4},

View File

@ -0,0 +1,78 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using T = System.Tuple<UnityEngine.GameObject, UnityEngine.Matrix4x4>;
public class TreeTurtle : TurtleLSystemEnvironment
{
public GameObject branch;
public float angle;
private Matrix4x4 RootGrowth(float age)
{
return Matrix4x4.TRS(
new Vector3(
0.0f,
0.3f,
0.0f),
Quaternion.identity,
new Vector3(
0.02f + age * 0.1f,
0.02f + age * 0.1f,
0.02f + age * 0.1f));
}
private Matrix4x4 BranchGrowth(float age)
{
return Matrix4x4.TRS(
new Vector3(
0.0f,
1.8f,
0.0f),
Quaternion.identity,
new Vector3(
0.01f + age * 0.2f,
0.5f + age * 0.5f,
0.02f + age * 0.12f));
}
private Func<float[], Matrix4x4> Roation(Vector3 axis)
{
Matrix4x4 f(float[] args)
{
if (args.Length == 0)
{
return Matrix4x4.Rotate(Quaternion.AngleAxis(angle, axis));
}
else
{
return Matrix4x4.Rotate(Quaternion.AngleAxis(args[0], axis));
}
}
return f;
}
protected override void initLiteralInterpretation()
{
turtleInterpretation = new Dictionary<string, Func<float[], T>>
{
{ "+", (float[] args) => new T(null, Roation(Vector3.back)(args)) },
{ "-", (float[] args) => new T(null, Roation(Vector3.forward)(args)) },
{ "\\", (float[] args) => new T(null, Roation(Vector3.down)(args)) },
{ "/", (float[] args) => new T(null, Roation(Vector3.up)(args)) },
{ "^", (float[] args) => new T(null, Roation(Vector3.left)(args)) },
{ "&", (float[] args) => new T(null, Roation(Vector3.right)(args)) },
{ "f", (float[] args) => new T(null, Matrix4x4.Translate(Vector3.up * args[0])) },
{ "I", (float[] args) => new T(null, Matrix4x4.identity) },
{ "R", (float[] args) => new T(branch, RootGrowth(args[0]))},
{ "B", (float[] args) => new T(branch, BranchGrowth(args[0]))},
//Wildcard how to represent any other symbol
{ "*.*", (float[] args) => new T(branch, BranchGrowth(args[0]))}
};
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,74 @@
using System;
using System.Collections.Generic;
using UnityEngine;
public class TurtleEnvironment : TurtleLSystemEnvironment
{
public GameObject obj;
public GameObject flower;
public GameObject leaf;
public float angle;
private Func<float[], Matrix4x4> _roation(Vector3 axis)
{
Matrix4x4 f(float[] args)
{
if (args.Length == 0)
{
return Matrix4x4.Rotate(Quaternion.AngleAxis(angle, axis));
}
else
{
return Matrix4x4.Rotate(Quaternion.AngleAxis(args[0], axis));
}
}
return f;
}
GameObject setColor(GameObject prefab, int index)
{
var result = Instantiate(prefab);
switch (index)
{
case 1:
result.GetComponent<Renderer>().material.SetColor("_Color", Color.red);
break;
case 2:
result.GetComponent<Renderer>().material.SetColor("_Color", Color.blue);
break;
case 3:
result.GetComponent<Renderer>().material.SetColor("_Color", Color.white);
break;
}
return result;
}
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));
var transformationM = Matrix4x4.Translate(new Vector3(0.0f, 0.2f, 0)) * Matrix4x4.Scale(new Vector3(0.08f, 0.2f, 0.08f));
turtleInterpretation.Add("+", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.back)(args)));
turtleInterpretation.Add("-", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.forward)(args)));
turtleInterpretation.Add("\\", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.down)(args)));
turtleInterpretation.Add("/", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.up)(args)));
turtleInterpretation.Add("^", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.left)(args)));
turtleInterpretation.Add("&", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.right)(args)));
turtleInterpretation.Add("f", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Translate(Vector3.up * args[0])));
turtleInterpretation.Add("W", (float[] args) => new Tuple<GameObject, Matrix4x4>(flower, Matrix4x4.Scale(Vector3.one * 0.15f) * Matrix4x4.Translate(new Vector3(0.0f, -0.5f, 0))));
turtleInterpretation.Add("B", (float[] args) => new Tuple<GameObject, Matrix4x4>(leaf, Matrix4x4.Scale(Vector3.one)));
turtleInterpretation.Add("F", (float[] args) => new Tuple<GameObject, Matrix4x4>(setColor(obj, Mathf.FloorToInt(args[0])), transformation));
turtleInterpretation.Add("M", (float[] args) => new Tuple<GameObject, Matrix4x4>(obj, transformation));
//Wildcard how to represent any other symbol
turtleInterpretation.Add("*.*", (float[] args) => new Tuple<GameObject, Matrix4x4>(obj, transformationM));
}
}

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@ -0,0 +1,11 @@
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View File

@ -4,7 +4,7 @@ using System.IO;
using UnityEditor;
using UnityEngine;
public abstract class TurtleLSystem : MonoBehaviour
abstract public class TurtleLSystem : MonoBehaviour
{
public float speed;
private float nextStep;

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@ -0,0 +1,267 @@
using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
abstract public class TurtleLSystemEnvironment : TurtleLSystem
{
public Environment environment;
// private LSystemEvaluator evaluator = null;
// private float nextStep;
public sbyte shadowStrength;
public int lookForLightAngle = 35;
public float lookForLightLength = 2.0f;
public Matrix4x4 lightDirection(Matrix4x4 transformation, Matrix4x4 resultTransformation, GameObject shape, LSystemNode node)
{
int minShadow = 10000;
Matrix4x4 bestTransformation = transformation;
int maxShadowTries = 20;
int shadowRotate = 360 / 20;
int shadowStrength_ = 0;
bool clearShape = false;
if (shape == null)
{
clearShape = true;
shape = new GameObject("ShadowConeShape");
}
GameObject instance;
Matrix4x4 new_transformation = transformation;
foreach (GameObject gameObject in GameObject.FindGameObjectsWithTag("ShadowCone"))
{
DestroyImmediate(gameObject);
}
Matrix4x4 objectTransformation = (transformation * resultTransformation);
int nr_shadow_str = 1;
if (environment.sendShadowToLSystem)
{
}
bestTransformation = transformation * resultTransformation;
if (environment.rotateTowardsLight)
{
minShadow = shadowStrength_;
if (shadowStrength_ / nr_shadow_str > 5.0f)
{
shadowConeLimiter++;
// transformation = Matrix4x4.Translate(gameObject.transform.position)*transformation;
for (int angle = 0; angle <= lookForLightAngle; angle += 10)
{
for (int i = 0; i < 360; i += shadowRotate)
{
shadowStrength_ = 0;
for (float length = 0.5f; length < lookForLightLength; length += environment.voxelSize * 0.5f)
{
new_transformation = (transformation * (resultTransformation * Matrix4x4.Rotate(Quaternion.Euler(0, i, 0)) * Matrix4x4.Rotate(Quaternion.Euler(0, 0, angle)) * Matrix4x4.Translate(new Vector3(0, length, 0))));
shadowStrength_ += (int)environment.shadowStrength(new_transformation.ExtractPosition() + transformation.MultiplyPoint(shape.transform.position));
// if(shadowConeLimiter % 10 == 0)
// {
// instance = Instantiate(environment.shape);
// instance.name = "ShadowCone";
// instance.tag = "ShadowCone";
// instance.transform.position = new_transformation.ExtractPosition()+transformation.MultiplyPoint(shape.transform.position);
// instance.transform.rotation *= transformation.ExtractRotation();
// }
}
if (shadowStrength_ < minShadow)
{
minShadow = shadowStrength_;
bestTransformation = (transformation * (resultTransformation * Matrix4x4.Rotate(Quaternion.Euler(0, i, 0)) * Matrix4x4.Rotate(Quaternion.Euler(0, 0, angle))));
}
}
}
}
if (minShadow > 220 * lookForLightLength * 2.0f)
{
bestTransformation = Matrix4x4.Translate(new Vector3(0, 0, 0));
}
}
if (clearShape)
{
DestroyImmediate(shape);
}
return bestTransformation;
}
public void evaluate()
{
base.evaluate();
}
public void evaluateAndPresent()
{
evaluate();
present();
// Debug.Log(evaluator.lSystemString.ToString().Length);
//x.name = "aaa";
//Instantiate(x,Matrix4x4.identity);
}
public void loadFile()
{
// nextStep = Time.time;
// clearObjects();
var sr = new StreamReader(LSystemPath);
evaluator = LSystemFileParser.parseLSystem(sr);
sr.Close();
turtleInterpretation = new Dictionary<string, Func<float[], Tuple<GameObject, Matrix4x4>>>();
initLiteralInterpretation();
}
public void present()
{
clearObjects();
createModelsRecursiveInEnviroment(evaluator.lSystemString, Matrix4x4.Translate(gameObject.transform.position / 2.0f));//Matrix4x4.identity);
}
void refreshShadows()
{
environment.Reset();
foreach (GameObject gameObject in GameObject.FindGameObjectsWithTag("LSystemLiteral"))
{
// if(!isParentThisGameObject(gameObject))
// {
environment.addShadow(gameObject.GetComponent<Transform>().position, shadowStrength);
// }
// else
// {
// if(isParentThisGameObject(gameObject, 2))
// {
// environment.addShadowPoint(gameObject.GetComponent<Transform>().position, 6);
// }
// }
}
}
bool isParentThisGameObject(GameObject gameObject, int depth = 3)
{
if (gameObject.transform.parent != null)
{
if (gameObject.transform.parent.gameObject == this.gameObject)
{
return true;
}
else
{
if (depth >= 0)
{
return isParentThisGameObject(gameObject.transform.parent.gameObject, depth - 1);
}
}
}
return false;
}
int objectCounter = 0;
int shadowConeLimiter = 0;
public int childrenCount(LSystemNode node, int depth = 3)
{
int c = 0;
if (node.children.Count > 0)
{
c += node.children.Count;
if (depth > 0)
{
foreach (LSystemNode child in node.children)
{
c += childrenCount(child, depth - 1);
}
}
}
return c;
}
public void createModelsRecursiveInEnviroment(LSystemNode node, Matrix4x4 transformation, int depth = 0)
{
// transformation *= Matrix4x4.Translate(gameObject.transform.position);
while (node != null && objectCounter < 25000)
{
Matrix4x4 new_transformation = transformation;
Func<float[], Tuple<GameObject, Matrix4x4>> interpretation;
var name = node.literal.name;
if (turtleInterpretation.TryGetValue(name, out interpretation) || turtleInterpretation.TryGetValue("*.*", out interpretation))
{
var result = interpretation(node.literal.values);
Debug.Log("D: " + node.literal);
new_transformation = new_transformation * Matrix4x4.Rotate(Quaternion.Euler(UnityEngine.Random.Range(-0.5f, 0.5f), UnityEngine.Random.Range(-0.5f, 0.5f), UnityEngine.Random.Range(-0.5f, 0.5f)));
new_transformation = lightDirection(new_transformation, result.Item2, result.Item1, node);
if (new_transformation == Matrix4x4.Translate(new Vector3(0, 0, 0)) && environment.cutBranchesWithMaxShadow)
{
Debug.Log(" children " + node.children.Count);
// node.literal.
if (childrenCount(node) < 5)
{
LSystemNode destroyNode = node;
if (destroyNode.parent != null)
{
destroyNode.parent.children.Remove(node);
if (destroyNode.parent.mainChild == null)
{
destroyNode.parent.mainChild = destroyNode.parent.children[0];
}
node = node.mainChild;
destroyNode = null;
// DestroyImmediate(instance);
objectCounter--;
}
continue;
}
}
if (result.Item1 != null && new_transformation != Matrix4x4.Translate(new Vector3(0, 0, 0)))
{
var instance = this.prepeareGameObject(name, result.Item1, new_transformation);
environment.addShadow(new_transformation.ExtractPosition() + transformation.MultiplyPoint(result.Item1.transform.position), (sbyte)(shadowStrength / 8.0f));
}
environment.addShadow(new_transformation.ExtractPosition() + transformation.ExtractPosition(), (sbyte)(shadowStrength / 8.0f));
environment.addShadow((new_transformation * Matrix4x4.Translate(new Vector3(0, 1, 0))).ExtractPosition() + transformation.ExtractPosition(), (sbyte)(shadowStrength / 8.0f));
//remove scale, rather unnecesary
new_transformation = new_transformation * Matrix4x4.Scale(result.Item2.ExtractScale()).inverse;
}
if (node != null)
{
List<LSystemNode> children_tmp = new List<LSystemNode>();
foreach (var child in node.children)
{
children_tmp.Add(child);
}
foreach (var child in children_tmp)
{
if (child != null)
{
createModelsRecursiveInEnviroment(child, new_transformation, depth + 1);
}
}
node = node.mainChild;
}
transformation = new_transformation;
}
}
private void clearObjects()
{
//var objects = Resources.FindObjectsOfTypeAll<GameObject>().Where(obj => obj.name == "Name");
// foreach (GameObject gameObject in GameObject.FindGameObjectsWithTag("LSystemLiteral")) {
// DestroyImmediate(gameObject);
//
// }
objectCounter = 0;
int removed = 1;
while (removed > 0)
{
removed = 0;
foreach (Transform child in this.gameObject.transform)
{
// environment.addShadow(gameObject.GetComponent<Transform>().position, (sbyte)-shadowStrength);
if (child.gameObject.tag == "LSystemLiteral")
{
DestroyImmediate(child.gameObject);
}
removed++;
// GameObject.Destroy(child.gameObject);
}
}
refreshShadows();
// gameObjects = new List<GameObject>();
}
}

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