FinnalCommit

This commit is contained in:
RadoslawBRD 2021-07-10 00:54:26 +02:00
parent a913bf7f1e
commit 5f8c7ee89f
113 changed files with 13390 additions and 541 deletions

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using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using System;
public class LSystemsGenerator2 : MonoBehaviour
{
public static int NUM_OF_TREES = 8;
public static int MAX_ITERATIONS = 7;
public int title = 6;
public int iterations = 4;
public float angle = 30f;
public float width = 0.05f;
public float length = 0.05f;
public float variance = 10f;
public bool hasTreeChanged = false;
public GameObject Tree = null;
[SerializeField] private GameObject treeParent;
[SerializeField] private GameObject branch;
[SerializeField] private GameObject leaf;
private const string axiom = "X";
private Dictionary<char, string> rules;
private Stack<TransformInfo> transformStack;
private int titleLastFrame;
private int iterationsLastFrame;
private float angleLastFrame;
private float widthLastFrame;
private float lengthLastFrame;
private string currentString = string.Empty;
private Vector3 initialPosition = Vector3.zero;
private float[] randomRotationValues = new float[100];
private void Start()
{
titleLastFrame = title;
iterationsLastFrame = iterations;
angleLastFrame = angle;
widthLastFrame = width;
lengthLastFrame = length;
for (int i = 0; i < randomRotationValues.Length; i++)
{
randomRotationValues[i] = UnityEngine.Random.Range(-1f, 1f);
}
transformStack = new Stack<TransformInfo>();
rules = new Dictionary<char, string>
{
{ 'X', "[F-[[X]+X]+F[+FX]-X]" },
{ 'F', "FF" }
};
Generate();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.G))
{
ResetRandomValues();
Generate();
}
if (Input.GetKeyDown(KeyCode.R))
{
ResetTreeValues();
Generate();
}
if (titleLastFrame != title)
{
switch (title)
{
case 1:
SelectTreeOne();
break;
case 2:
SelectTreeTwo();
break;
case 3:
SelectTreeThree();
break;
case 4:
SelectTreeFour();
break;
case 5:
SelectTreeFive();
break;
case 6:
SelectTreeSix();
break;
case 7:
SelectTreeSeven();
break;
case 8:
SelectTreeEight();
break;
default:
SelectTreeOne();
break;
}
titleLastFrame = title;
}
if (iterationsLastFrame != iterations ||
angleLastFrame != angle ||
widthLastFrame != width ||
lengthLastFrame != length)
{
ResetFlags();
Generate();
}
}
private void Generate()
{
Destroy(Tree);
Tree = Instantiate(treeParent);
currentString = axiom;
StringBuilder sb = new StringBuilder();
for (int i = 0; i < iterations; i++)
{
foreach (char c in currentString)
{
sb.Append(rules.ContainsKey(c) ? rules[c] : c.ToString());
}
currentString = sb.ToString();
sb = new StringBuilder();
}
Debug.Log(currentString);
for (int i = 0; i < currentString.Length; i++)
{
switch (currentString[i])
{
case 'F':
initialPosition = transform.position;
transform.Translate(Vector3.up * 2 * length);
GameObject fLine = currentString[(i + 1) % currentString.Length] == 'X' || currentString[(i + 3) % currentString.Length] == 'F' && currentString[(i + 4) % currentString.Length] == 'X' ? Instantiate(leaf) : Instantiate(branch);
fLine.transform.SetParent(Tree.transform);
fLine.GetComponent<LineRenderer>().SetPosition(0, initialPosition);
fLine.GetComponent<LineRenderer>().SetPosition(1, transform.position);
fLine.GetComponent<LineRenderer>().startWidth = width;
fLine.GetComponent<LineRenderer>().endWidth = width;
break;
case 'X':
break;
case '+':
transform.Rotate(Vector3.back * angle * (1 + variance / 100 * randomRotationValues[i % randomRotationValues.Length]));
break;
case '-':
transform.Rotate(Vector3.forward * angle * (1 + variance / 100 * randomRotationValues[i % randomRotationValues.Length]));
break;
case '*':
transform.Rotate(Vector3.up * 120 * (1 + variance / 100 * randomRotationValues[i % randomRotationValues.Length]));
break;
case '/':
transform.Rotate(Vector3.down* 120 * (1 + variance / 100 * randomRotationValues[i % randomRotationValues.Length]));
break;
case '[':
transformStack.Push(new TransformInfo()
{
position = transform.position,
rotation = transform.rotation
});
break;
case ']':
TransformInfo ti = transformStack.Pop();
transform.position = ti.position;
transform.rotation = ti.rotation;
break;
default:
throw new InvalidOperationException("Invalid L-tree operation");
}
}
Tree.transform.rotation = Quaternion.Euler(0, 0, 0);
}
private void SelectTreeOne()
{
rules = new Dictionary<char, string>
{
{ 'X', "[F-[X+X]+F[+FX]-X]" },
{ 'F', "FF" }
};
Generate();
}
private void SelectTreeTwo()
{
rules = new Dictionary<char, string>
{
{ 'X', "[-FX][+FX][FX]" },
{ 'F', "FF" }
};
Generate();
}
private void SelectTreeThree()
{
rules = new Dictionary<char, string>
{
{ 'X', "[-FX]X[+FX][+F-FX]" },
{ 'F', "FF" }
};
Generate();
}
private void SelectTreeFour()
{
rules = new Dictionary<char, string>
{
{ 'X', "[FF[+XF-F+FX]--F+F-FX]" },
{ 'F', "FF" }
};
Generate();
}
private void SelectTreeFive()
{
rules = new Dictionary<char, string>
{
{ 'X', "[FX[+F[-FX]FX][-F-FXFX]]" },
{ 'F', "FF" }
};
Generate();
}
private void SelectTreeSix()
{
rules = new Dictionary<char, string>
{
{ 'X', "[F[+FX][*+FX][/+FX]]" },
{ 'F', "FF" }
};
Generate();
}
private void SelectTreeSeven()
{
rules = new Dictionary<char, string>
{
{ 'X', "[*+FX]X[+FX][/+F-FX]" },
{ 'F', "FF" }
};
Generate();
}
private void SelectTreeEight()
{
rules = new Dictionary<char, string>
{
{ 'X', "[F[-X+F[+FX]][*-X+F[+FX]][/-X+F[+FX]-X]]" },
{ 'F', "FF" }
};
Generate();
}
private void ResetRandomValues()
{
for (int i = 0; i < randomRotationValues.Length; i++)
{
randomRotationValues[i] = UnityEngine.Random.Range(-1f, 1f);
}
}
private void ResetFlags()
{
iterationsLastFrame = iterations;
angleLastFrame = angle;
widthLastFrame = width;
lengthLastFrame = length;
}
private void ResetTreeValues()
{
iterations = 4;
angle = 30f;
width = 1f;
length = 2f;
variance = 10f;
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using System;
public class LSystemsGenerator : MonoBehaviour
{
public static int NUM_OF_TREES = 8;
public static int MAX_ITERATIONS = 7;
public int title = 7;
public int iterations = 4;
public float angle = 30f;
public float width = 0.05f;
public float length = 0.05f;
public float variance = 10;
public GameObject Tree = null;
[SerializeField] private GameObject treeParent;
[SerializeField] private GameObject branch;
[SerializeField] private GameObject leaf;
private const string axiom = "X";
private Dictionary<char, string> rules;
private Stack<TransformInfo> transformStack;
private int titleLastFrame;
private int iterationsLastFrame;
private float angleLastFrame;
private float widthLastFrame;
private float lengthLastFrame;
private string currentString = string.Empty;
private Vector3 initialPosition = Vector3.zero;
private float[] randomRotationValues = new float[100];
private bool waschanged = false;
private void Start()
{
titleLastFrame = title;
iterationsLastFrame = iterations;
angleLastFrame = angle;
widthLastFrame = width;
lengthLastFrame = length;
for (int i = 0; i < randomRotationValues.Length; i++)
{
randomRotationValues[i] = UnityEngine.Random.Range(-1f, 1f);
}
transformStack = new Stack<TransformInfo>();
rules = new Dictionary<char, string>
{
{ 'X', "[F-[[X]+X]+F[+FX]-X]" },
{ 'F', "FF" }
};
Generate();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.G))
{
ResetRandomValues();
Generate();
}
if (Input.GetKeyDown(KeyCode.F))
{
if (!waschanged)
{
if (title == 10)
title = 6;
if (title == 9)
title = 8;
if (title == 5)
title = 7;
waschanged = true;
}
}
if (Input.GetKeyDown(KeyCode.R))
{
ResetTreeValues();
Generate();
}
if (titleLastFrame != title)
{
switch (title)
{
case 1:
SelectTreeOne();
break;
case 2:
break;
case 3:
break;
case 4:
break;
case 5:
SelectTreeFive();
break;
case 6:
SelectTreeSix();
break;
case 7:
SelectTreeSeven();
break;
case 8:
SelectTreeEight();
break;
default:
SelectTreeOne();
break;
}
titleLastFrame = title;
}
if (iterationsLastFrame != iterations ||
angleLastFrame != angle ||
widthLastFrame != width ||
lengthLastFrame != length)
{
ResetFlags();
Generate();
}
}
private void Generate()
{
Destroy(Tree);
Tree = Instantiate(treeParent);
currentString = axiom;
StringBuilder sb = new StringBuilder();
for (int i = 0; i < iterations; i++)
{
foreach (char c in currentString)
{
sb.Append(rules.ContainsKey(c) ? rules[c] : c.ToString());
}
currentString = sb.ToString();
sb = new StringBuilder();
}
Debug.Log(currentString);
for (int i = 0; i < currentString.Length; i++)
{
switch (currentString[i])
{
case 'F':
initialPosition = transform.position;
transform.Translate(Vector3.up * 2 * length);
GameObject fLine = currentString[(i + 1) % currentString.Length] == 'X' || currentString[(i + 3) % currentString.Length] == 'F' && currentString[(i + 4) % currentString.Length] == 'X' ? Instantiate(leaf) : Instantiate(branch);
fLine.transform.SetParent(Tree.transform);
fLine.GetComponent<LineRenderer>().SetPosition(0, initialPosition);
fLine.GetComponent<LineRenderer>().SetPosition(1, transform.position);
fLine.GetComponent<LineRenderer>().startWidth = width;
fLine.GetComponent<LineRenderer>().endWidth = width;
break;
case 'X':
break;
case '+':
transform.Rotate(Vector3.back * angle * (1 + variance / 100 * randomRotationValues[i % randomRotationValues.Length]));
break;
case '-':
transform.Rotate(Vector3.forward * angle * (1 + variance / 100 * randomRotationValues[i % randomRotationValues.Length]));
break;
case '*':
transform.Rotate(Vector3.up * 120 * (1 + variance / 100 * randomRotationValues[i % randomRotationValues.Length]));
break;
case '/':
transform.Rotate(Vector3.down* 120 * (1 + variance / 100 * randomRotationValues[i % randomRotationValues.Length]));
break;
case '[':
transformStack.Push(new TransformInfo()
{
position = transform.position,
rotation = transform.rotation
});
break;
case ']':
TransformInfo ti = transformStack.Pop();
transform.position = ti.position;
transform.rotation = ti.rotation;
break;
default:
throw new InvalidOperationException("Invalid L-tree operation");
}
}
Tree.transform.rotation = Quaternion.Euler(0, 0, 0);
}
private void SelectTreeOne()
{
rules = new Dictionary<char, string>
{
{ 'X', "[F-[X+X]+F[+FX]-X]" },
{ 'F', "FF" }
};
Generate();
}
private void SelectTreeFive()
{
rules = new Dictionary<char, string>
{
{ 'X', "[FX[+F[-FX]FX][-F-FXFX]]" },
{ 'F', "FF" }
};
Generate();
}
private void SelectTreeSix()
{
rules = new Dictionary<char, string>
{
{ 'X', "[F[+FX][*+FX][/+FX]]" },
{ 'F', "FF" }
};
Generate();
}
private void SelectTreeSeven()
{
rules = new Dictionary<char, string>
{
{ 'X', "[*+FX]X[+FX][/+F-FX]" },
{ 'F', "FF" }
};
Generate();
}
private void SelectTreeEight()
{
rules = new Dictionary<char, string>
{
{ 'X', "[F[-X+F[+FX]][*-X+F[+FX]][/-X+F[+FX]-X]]" },
{ 'F', "FF" }
};
Generate();
}
private void ResetRandomValues()
{
for (int i = 0; i < randomRotationValues.Length; i++)
{
randomRotationValues[i] = UnityEngine.Random.Range(-1f, 1f);
}
}
private void ResetFlags()
{
iterationsLastFrame = iterations;
angleLastFrame = angle;
widthLastFrame = width;
lengthLastFrame = length;
}
private void ResetTreeValues()
{
iterations = 4;
angle = 30f;
width = 1f;
length = 2f;
variance = 10f;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TransformInfo
{
public Vector3 position;
public Quaternion rotation;
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Shader "Custom/NewSurfaceShader"
{
Properties
{
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}

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