Added cw3 subtask 2
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cw3/zadanie 2/PipeLSystem.txt
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25
cw3/zadanie 2/PipeLSystem.txt
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#ignore + - \ / ^ &
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#axiom
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C(1,3)F(0,1)G
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#rules
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C(a,b) > F(x,w) : b<3 -> C(a,b+1)
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C(a,b) > F(x,w) : b>=3 -> #stochastic
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p=2 C(1,0)
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p=1 C(2,0)
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p=0.5 C(3,0)
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#stochastic end
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C(a,b) < F(x,w) : b>=3 -> F(a,w)
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F(x,w) < F(y,w1) : x>0 -> F(x,w1)
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F(x,w) : x>0 -> F(0,w)
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F(x,w) < G : x==1 -> F(0,1)[+B]\(137.5)G
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F(x,w) < B : x==2 -> #stochastic
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p=3 B
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p=1 G
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#stochastic end
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F(x,w) < G : x==3 -> F(x,1)W
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F(x,w) > [F(x1,w1)]F(x2,w2) -> F(x,(w1^2+w2^2)^(0.5))
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F(x,w) > F(x1, w1) -> F(x,w1)
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F(x,w) > [B]F(x1,x1) -> F(x,w1)
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F(x,w) > [F(x1,x1)]B -> F(x,w1)
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#end rules
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cw3/zadanie 2/TurtleContextTask.cs
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cw3/zadanie 2/TurtleContextTask.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class TurtleContextTask : TurtleLSystem {
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public GameObject obj;
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public GameObject flower;
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public GameObject leaf;
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public float angle;
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private Func<float[], Matrix4x4> _roation(Vector3 axis) {
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Matrix4x4 f(float[] args) {
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if (args.Length == 0) {
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return Matrix4x4.Rotate(Quaternion.AngleAxis(angle, axis));
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}
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else {
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return Matrix4x4.Rotate(Quaternion.AngleAxis(args[0], axis));
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}
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}
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return f;
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}
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GameObject setColor(GameObject prefab, int index) {
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var result = Instantiate(prefab);
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switch (index) {
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case 1:
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result.GetComponent<Renderer>().material.SetColor("_Color", Color.red);
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break;
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case 2:
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result.GetComponent<Renderer>().material.SetColor("_Color", Color.blue);
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break;
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case 3:
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result.GetComponent<Renderer>().material.SetColor("_Color", Color.white);
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break;
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}
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return result;
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}
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protected override void initLiteralInterpretation() {
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turtleInterpretation = new Dictionary<string, Func<float[], Tuple<GameObject, Matrix4x4>>>();
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//turtleInterpretation
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var transformation = Matrix4x4.Translate(new Vector3(0.0f, 0.1f, 0)) * Matrix4x4.Scale(new Vector3(0.05f, 0.1f, 0.05f));
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turtleInterpretation.Add("+", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.back)(args)));
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turtleInterpretation.Add("-", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.forward)(args)));
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turtleInterpretation.Add("\\", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.down)(args)));
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turtleInterpretation.Add("/", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.up)(args)));
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turtleInterpretation.Add("^", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.left)(args)));
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turtleInterpretation.Add("&", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.right)(args)));
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turtleInterpretation.Add("f", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Translate(Vector3.up * args[0])));
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turtleInterpretation.Add("W", (float[] args) => new Tuple<GameObject, Matrix4x4>(flower, Matrix4x4.Scale(Vector3.one*0.1f)));
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turtleInterpretation.Add("B", (float[] args) => new Tuple<GameObject, Matrix4x4>(leaf, Matrix4x4.Scale(Vector3.one)));
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turtleInterpretation.Add("F", (float[] args) => new Tuple<GameObject, Matrix4x4>(setColor(obj, Mathf.FloorToInt(args[0])), transformation * Matrix4x4.Scale(new Vector3(args[1], 1.0f, args[1]))));
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//Wildcard how to represent any other symbol
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turtleInterpretation.Add("*.*", (float[] args) => new Tuple<GameObject, Matrix4x4>(obj, transformation));
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}
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}
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