Added grass, started working on l systems
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visualizeLigth: 1
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visualizeEveryNVoxel: 1
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rotateTowardsLight: 1
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sendShadowToLSystem: 1
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cutBranchesWithMaxShadow: 1
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302
Projekt/MWSProjekt/Assets/Scripts/Environment.cs
Normal file
@ -0,0 +1,302 @@
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Environment : MonoBehaviour
|
||||
{
|
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public int sizeX = 100;
|
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public int sizeY = 100;
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public int sizeZ = 100;
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public float voxelSize = 0.1f;
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public bool visualizeLigth = true;
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public int visualizeEveryNVoxel = 100;
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// Voxel[,,] voxelSpace;
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byte[,,] voxelSpace;
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|
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public bool rotateTowardsLight = false;
|
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public bool sendShadowToLSystem = true;
|
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public bool cutBranchesWithMaxShadow = false;
|
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|
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List<List<Matrix4x4>> transformListJ;
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|
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// Start is called before the first frame update
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public void Reset()
|
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{
|
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Start();
|
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}
|
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void Start()
|
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{
|
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voxelSpace = new byte[sizeX, sizeY, sizeZ];
|
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for (int i = 0; i < sizeX; i++)
|
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{
|
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for (int k = 0; k < sizeZ; k++)
|
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{
|
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for (int j = sizeY - 1; j >= 0; j--)
|
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{
|
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voxelSpace[i, j, k] = (byte)1;
|
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if (i == 0 || i == sizeX - 1 || k == 0 || k == sizeZ - 1)
|
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{
|
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voxelSpace[i, j, k] = (byte)255;
|
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}
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}
|
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}
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}
|
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|
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List<Matrix4x4> transformList = new List<Matrix4x4>();
|
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transformListJ = new List<List<Matrix4x4>>();
|
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for (int i = 0; i < sizeX; i++)
|
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{
|
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for (int k = 0; k < sizeZ; k++)
|
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{
|
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for (int j = sizeY - 1; j >= 0; j--)
|
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{
|
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if (visualizeLigth &&
|
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(i % visualizeEveryNVoxel == 0 && j % visualizeEveryNVoxel == 0 && k % visualizeEveryNVoxel == 0))
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{
|
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Vector3 position = gameObject.GetComponent<Transform>().position;
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Matrix4x4 matrixLigth = new Matrix4x4();
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|
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//Take the origin position, and apply the offsets
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position.x += i * voxelSize;
|
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position.y += j * voxelSize;
|
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position.z += k * voxelSize;
|
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|
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//Create a matrix for the position created from this iteration of the loop
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|
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//Set the position/rotation/scale for this matrix
|
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if (voxelSpace[i, j, k] != null)
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{
|
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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));
|
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}
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else
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{
|
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matrixLigth.SetTRS(position, Quaternion.Euler(Vector3.zero), new Vector3(0, 0, 0));
|
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}
|
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transformList.Add(matrixLigth);
|
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}
|
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if (transformList.Count > 1020)
|
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{
|
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transformListJ.Add(transformList);
|
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transformList = new List<Matrix4x4>();
|
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}
|
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}
|
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}
|
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}
|
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|
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if (transformList.Count > 0)
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{
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transformListJ.Add(transformList);
|
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transformList = new List<Matrix4x4>();
|
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}
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}
|
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|
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// Update is called once per frame
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int frame = 0;
|
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void Update()
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{
|
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if (frame % 300 == 0)
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{
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int mxx = 0;
|
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Vector3 pos = new Vector3(0, 0, 0);
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for (int j = sizeY - 1; j >= 0; j--)
|
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{
|
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for (int i = 0; i < sizeX; i++)
|
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{
|
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for (int k = 0; k < sizeZ; k++)
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{
|
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if (voxelSpace[i, j, k] > mxx)
|
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{
|
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mxx = voxelSpace[i, j, k];
|
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pos = new Vector3(i, j, k);
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// Debug.Log("mxPos = "+mxx+" "+pos);
|
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}
|
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}
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}
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}
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}
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|
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frame += 1;
|
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// Debug.Log("frame"+frame);
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}
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public void addShadowPoint(Vector3 position, sbyte strength) // negative value to remove
|
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{
|
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Vector3 voxelPosition = positionInVoxel(position);
|
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Debug.Log(voxelPosition + " adding " + strength);
|
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if (inVoxelSpace((int)voxelPosition.x, (int)voxelPosition.y, (int)voxelPosition.z))
|
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{
|
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voxelSpace[(int)voxelPosition.x, (int)voxelPosition.y, (int)voxelPosition.z] += (byte)strength;
|
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}
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else
|
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{
|
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Debug.Log("not in vexel space: " + voxelPosition + " - error adding");
|
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}
|
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|
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}
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public void removeShadow(Vector3 position, sbyte strength) // negative value to remove
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{
|
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addShadow(position, (sbyte)-strength);
|
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}
|
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public void addShadow(Vector3 position, sbyte strength) // negative value to remove
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{
|
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// 6.2 / 0.1 = 62.0
|
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Vector3 voxelPosition = positionInVoxel(position);
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for (int j = (int)voxelPosition.y; j >= 0; j--)
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{
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if (voxelPosition.y - j > 250)
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{
|
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break;
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}
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int rotj = (int)(voxelPosition.y - j) * 1;
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for (int i = (int)voxelPosition.x - rotj; i <= (int)voxelPosition.x + rotj; i++)
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{
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for (int k = (int)voxelPosition.z - rotj; k <= (int)voxelPosition.z + rotj; k++)
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{
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|
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if (inVoxelSpace(i, j, k) &&
|
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(i % visualizeEveryNVoxel == 0 && j % visualizeEveryNVoxel == 0 && k % visualizeEveryNVoxel == 0))
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{
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float secondaryStrength = 1.0f * strength;
|
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secondaryStrength = secondaryStrength / ((Mathf.Abs(k - (int)voxelPosition.z) + 1 + Mathf.Abs(i - (int)voxelPosition.x)) / 8.0f);
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if (voxelSpace[i, j, k] == null)
|
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{
|
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voxelSpace[i, j, k] = 0;
|
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}
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if (secondaryStrength > 0)
|
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{
|
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if (voxelSpace[i, j, k] >= 255 - (byte)secondaryStrength)
|
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{
|
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voxelSpace[i, j, k] = 255;
|
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}
|
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else
|
||||
{
|
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voxelSpace[i, j, k] += (byte)secondaryStrength;
|
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}
|
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}
|
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else
|
||||
{
|
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if (voxelSpace[i, j, k] > (byte)secondaryStrength)
|
||||
{
|
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voxelSpace[i, j, k] -= (byte)(-1 * secondaryStrength);
|
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}
|
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else
|
||||
{
|
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voxelSpace[i, j, k] = 1;
|
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}
|
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}
|
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|
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if ((i % visualizeEveryNVoxel == 0 && j % visualizeEveryNVoxel == 0 && k % visualizeEveryNVoxel == 0) && visualizeLigth)
|
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{
|
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Vector3 positionBox = gameObject.GetComponent<Transform>().position;
|
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Matrix4x4 matrixLigth = new Matrix4x4();
|
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|
||||
//Take the origin position, and apply the offsets
|
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positionBox.x += i * voxelSize;
|
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positionBox.y += j * voxelSize;
|
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positionBox.z += k * voxelSize;
|
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|
||||
//Create a matrix for the position created from this iteration of the loop
|
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|
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//Set the position/rotation/scale for this matrix
|
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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;
|
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}
|
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}
|
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}
|
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}
|
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}
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
11
Projekt/MWSProjekt/Assets/Scripts/Environment.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 517a2e41b336f124ca9f1d95811e35b7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,7 +1,5 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class LSystemEvaluator
|
||||
{
|
||||
|
@ -108,4 +108,4 @@ public class LSystemNode
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -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)
|
||||
@ -419,4 +419,4 @@ public class LSystemRuleParametricStochasticContext : LSystemRuleParametricStoch
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@ -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},
|
||||
@ -244,4 +244,4 @@ public class MathExpressionComparasionParser
|
||||
|
||||
throw new Exception(String.Format("comparison operation not recognized in {}", expression_string));
|
||||
}
|
||||
}
|
||||
}
|
78
Projekt/MWSProjekt/Assets/Scripts/TreeTurtle.cs
Normal 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]))}
|
||||
};
|
||||
}
|
||||
}
|
11
Projekt/MWSProjekt/Assets/Scripts/TreeTurtle.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 92154f77218e64c43a24b4db45cdbfd5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
74
Projekt/MWSProjekt/Assets/Scripts/TurtleEnvironment.cs
Normal file
@ -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));
|
||||
}
|
||||
}
|
11
Projekt/MWSProjekt/Assets/Scripts/TurtleEnvironment.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5559c7807aa7c5e49a46bf6032e3bdce
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -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;
|
||||
@ -201,4 +201,4 @@ public abstract class TurtleLSystem : MonoBehaviour
|
||||
this.runAnimation();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
267
Projekt/MWSProjekt/Assets/Scripts/TurtleLSystemEnvironment.cs
Normal file
@ -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;
|
||||
}
|
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transformation = new_transformation;
|
||||
}
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|
||||
}
|
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private void clearObjects()
|
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{
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//var objects = Resources.FindObjectsOfTypeAll<GameObject>().Where(obj => obj.name == "Name");
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// foreach (GameObject gameObject in GameObject.FindGameObjectsWithTag("LSystemLiteral")) {
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// DestroyImmediate(gameObject);
|
||||
//
|
||||
// }
|
||||
objectCounter = 0;
|
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int removed = 1;
|
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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();
|
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// gameObjects = new List<GameObject>();
|
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}
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}
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icon: {instanceID: 0}
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assetBundleName:
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%TAG !u! tag:unity3d.com,2011:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: layer_Grass01_BigUVd261c09ae55ba1e3
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m_DiffuseTexture: {fileID: 2800000, guid: 38bb15d6b378aff46b461e248592d1da, type: 3}
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m_NormalMapTexture: {fileID: 0}
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m_MaskMapTexture: {fileID: 0}
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m_TileOffset: {x: 0, y: 0}
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m_Specular: {r: 0, g: 0, b: 0, a: 0}
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m_Metallic: 0
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m_Smoothness: 0
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m_NormalScale: 1
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m_DiffuseRemapMin: {x: 0, y: 0, z: 0, w: 0}
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m_DiffuseRemapMax: {x: 1, y: 1, z: 1, w: 1}
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m_MaskMapRemapMin: {x: 0, y: 0, z: 0, w: 0}
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m_MaskMapRemapMax: {x: 1, y: 1, z: 1, w: 1}
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fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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