forked from andkok/MWS_2021
cwiczenia 5 trees in environment
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Opis.md
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Opis.md
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# Trees in environment
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Aby zasymulować środowisko wykorzystamy voxel space. W środowisku będziemy rozpatrywać tylko jedną cechę - zacienienie.
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## Klasa Environment
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Klasa environment zawiera voxel space z informacją o zacienieniu.
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### addShadow
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Funkcja addShadow zwiększa wartość cienia w zadanej pozycji. Następnie przechodzi w pentlach w dół, zmniejszając z każdym poziomem siłę cienia, ale zwiększając szerokość oddziałowywania.
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```C#
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for(int j = (int)voxelPosition.y; j >= 0; j--)
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{
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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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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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(...)
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}
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}
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}
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```
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### shadowStrength
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Zwraca siłę cienia w zadanej pozycji
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### inVoxelSpace
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Sprawdza, czy dane współrzędne się mieszczą w voxel space
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```C#
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bool inVoxelSpace(int a, int b, int c)
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{
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return (a<sizeX&&a>=0&&b<sizeY&&b>=0&&c<sizeZ&&c>=0);
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}
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```
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### positionInVoxel i positionInWorld
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```C#
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public Vector3 positionInVoxel(Vector3 positionInWorld)
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{
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Vector3 voxelPosition = new Vector3(0.0f,0.0f,0.0f);
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positionInWorld -= gameObject.GetComponent<Transform>().position;
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voxelPosition.x = (int)(0.5f + (positionInWorld.x / voxelSize));
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voxelPosition.y = (int)(0.5f + (positionInWorld.y / voxelSize));
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voxelPosition.z = (int)(0.5f + (positionInWorld.z / voxelSize));
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return voxelPosition;
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}
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public Vector3 positionInWorld(Vector3 positionInVoxel)
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{
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return positionInVoxel*voxelSize+gameObject.GetComponent<Transform>().position;
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}
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```
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## Zadanie 1
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<img src="images/Trees in environment/shadowBox-0244468.gif" alt="shadowBox" style="zoom:50%;" />
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1. Otwórz Unity Project, wersję na te ćwiczenia. Następnie otwórz scenę "Pipe Model"
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2. Do objektu shadowBox jest przypięty skrypt Cast Shadow. Otwórz ten skrypt.
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3. Zmodyfikuj skrypt, tak aby ten obiekt rzucał cień w dół.
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1. Wykorzystaj funkcję środowiska (Environment)
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2. public void addShadow(Vector3 position, sbyte strength) // ujemna siła, aby usunąć
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## Zadanie 2
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<img src="images/Trees in environment/inShadow-0245281.gif" alt="inShadow" style="zoom:50%;" />
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1. W objekcie inShadow jest skrypt receiveShadow
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2. Zmodyfikuj skrypt - jak na ten objekt spadnie cień, to zmień materiał
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1. Wykorzystaj funkcję środowiska (Environment)
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2. public byte shadowStrength(Vector3 pos)
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## Zadanie 3
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<img src="images/Trees in environment/treeshadow-0250708.png" alt="treeshadow" style="zoom:33%;" /><img src="images/Trees in environment/treeshadowgreen-0250548.png" alt="treeshadowgreen" style="zoom:33%;" /><img src="images/Trees in environment/treeshadow-0250563.png" alt="treeshadow" style="zoom:33%;" />
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1. Wybierz objekt tree (001)
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2. Jeśli nie jest ustawione, to ustaw odpowiednią ścieżkę (L-System Path) do *ShadowModel.txt*
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3. Uruchom grę i przejdź kilka kroków (Load File na start i Evaluate - krok)
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4. Gałęzie w cieniu nadal się rozwijają. Wylicz zacienienie do L-Systemu
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1. Skrypt **TurtleLSystemEnvironment**, funkcja **lightDirection** (20 linijka), od 38 linijki
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2. Zacienienie mierzymy w prostopadłościanie wokół obecnego elementu
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(2\***lookForLightLength** x **lookForLightLength** x 2\***lookForLightLength**)
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<img src="images/Trees in environment/treebox.png" alt="treebox" style="zoom:50%;" />
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3. Transformacja z obecną pozycją (**transformation**\***resultTransformation**)
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funkcja transformacja.**ExtractPosition**() zwraca pozycję dla transformacji
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5. Wyślij wartość zacienienia do L-Systemu
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```python
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#ignore + - \ / ^ &
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#axiom
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S(0,0)
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#rules
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S(a,c) : c>=50 -> S(a+1,0)
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S(a,c) : c<50 -> G\(90)[-S(0,0)]S(0,0)
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```
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1. 1. L-System będzie odczytywał jako cień drugą wartość - dla **S(a, c)** to będzie **c**
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2. **node.literal.values** jest tablicą z wartościami L-Systemu
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## Zadanie 4
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<img src="images/Trees in environment/manytrees-0251718.png" alt="manytrees" style="zoom:50%;" />
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1. Dodaj do objektu Environment więcej drzew (Trees) i zobacz jak drzewa wpływają na siebie nawzajem
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2. Napisz skrypt, który utworzy 9 drzew (3x3) rozmieszczonych co równą odległość
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3. Zobacz jak się w takim układzie rozwijają
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## Inne sposoby modyfikacji drzewa, przez voxel Space
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W Environment są jeszcze funkcje rotate towards light i cut branches with max shadow, które też mogą wykorzystać voxel space do modyfikacji drzewa w inny, nie L-Systemowy sposób (najpierw jest krok L-Systemu, a potem te funkcje modyfikują drzewo).
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## Zadanie 5 - domowe
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Wybierz zdjęcie dowolnego drzewa (każdy inne) i stwórz L-System podobny do tego drzewa, ale zależny od cienia
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Do rozwiązania dodaj zdjęcie drzewa i zdjęcie odtworzonego drzewa. L-System nazwij imięnazwiskoShadow.
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# Unity3D generated meta files
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/[Aa]ssets/[Ss]treamingAssets/aa.meta
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{
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"version": "1.0",
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fileFormatVersion: 2
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folderAsset: yes
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DefaultImporter:
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Unity Project/Assets/LSystem.meta
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fileFormatVersion: 2
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Unity Project/Assets/LSystem/Anabaena.txt
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Unity Project/Assets/LSystem/Anabaena.txt
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#axiom
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L
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#rules
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L->lR
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R->Lr
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l->L
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r->R
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#end rules
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Unity Project/Assets/LSystem/Anabaena.txt.meta
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Unity Project/Assets/LSystem/ContextTest1.txt
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Unity Project/Assets/LSystem/ContextTest1.txt
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#ignore + -
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#axiom
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F[A]B
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#rules
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F > [A]B -> FF
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#F > B -> FF
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Unity Project/Assets/LSystem/ContextTest1.txt.meta
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#ignore + -
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#axiom
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F[-A]B
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#rules
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F > [A]B -> FF
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Unity Project/Assets/LSystem/ContextTest2.txt.meta
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#ignore + -
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#axiom
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F[-[A]-C]B
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#rules
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F > [A][C]B -> FF
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Unity Project/Assets/LSystem/ContextTest3.txt.meta
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#axiom
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#rules
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#end rules
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#ignore + - \ / ^ &
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#axiom
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C(1,3)F(0)G
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#rules
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C(a,b) > F(x) : b<3 -> C(a,b+1)
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C(a,b) > F(x) : 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) : b>=3 -> F(a)
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F(x) < F(y) : x>0 -> F(x)
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F(x) : x>0 -> F(0)
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F(x) < G : x==1 -> F(0)[+B]\(137.5)G
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F(x) < 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) < G : x==3 -> F(x)W
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#end rules
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Unity Project/Assets/LSystem/PipeModel 1.txt.meta
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Unity Project/Assets/LSystem/PipeModel 2.txt
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#ignore + - \ / ^ &
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#axiom
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M(0)
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#rules
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M(a) : a<8 -> M(a+1)
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M(a) : a>=8 -> #stochastic
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p=25 M(0)\(137.5)C(0,3)[+++D(2,2)][---D(2,2)]
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p=2 L(1)M(a)
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p=1 M(0)\(137.5)M(0)
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#stochastic end
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C(a,b) : b<10 -> C(a,b+1)
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C(a,b) : b>=10 -> #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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D(a,b) : b<7 -> D(a,b+1)
|
||||
D(a,b) < C(x,y) : b>=7 -> D(1,1)\(137.5)-D(0,1)
|
||||
D(a,b) : b>=7 -> #stochastic
|
||||
p=3 L(4,1)[-D(0,1)]\(137.5)D(1,1)
|
||||
p=2 L(4,1)[+D(0,1)]\(137.5)-D(1,1)
|
||||
p=2 L(4,1)D(0,1)
|
||||
p=2 D(1,1)[-O(1,1)[+B]B]
|
||||
p=1 \(137.5)+D(1,1)[-D(1,1)]
|
||||
p=1 -B
|
||||
p=1 +B
|
||||
p=1 D(1,1)[+O(1,1)[B]W]
|
||||
#stochastic end
|
||||
W -> #stochastic
|
||||
p=10 W
|
||||
p=1 B
|
||||
p=1 D(0,0)
|
||||
#stochastic end
|
7
Unity Project/Assets/LSystem/PipeModel 2.txt.meta
Normal file
7
Unity Project/Assets/LSystem/PipeModel 2.txt.meta
Normal file
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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12
Unity Project/Assets/LSystem/PipeModelSimple.txt
Normal file
12
Unity Project/Assets/LSystem/PipeModelSimple.txt
Normal file
@ -0,0 +1,12 @@
|
||||
#ignore + - \ / ^ &
|
||||
#axiom
|
||||
S(0)
|
||||
#rules
|
||||
S(a) : a<8 -> S(a+1)
|
||||
S(a) : a>=8 -> M(0)\(90)[+G(2,2)][-G(2,2)]S(0)
|
||||
M(a) : a<17 -> M(a+1)
|
||||
M(a) : a>=17 -> L(0)M(0)
|
||||
G(a,b) : b<7 -> G(a,b+1)
|
||||
G(a,b) : b>=7 -> G(1,1)[+G(0,0)][-O(1,1)[+B][-B][\B]B]
|
||||
W -> W
|
||||
B -> B
|
7
Unity Project/Assets/LSystem/PipeModelSimple.txt.meta
Normal file
7
Unity Project/Assets/LSystem/PipeModelSimple.txt.meta
Normal file
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fileFormatVersion: 2
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6
Unity Project/Assets/LSystem/Plant.txt
Normal file
6
Unity Project/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 Project/Assets/LSystem/Plant.txt.meta
Normal file
7
Unity Project/Assets/LSystem/Plant.txt.meta
Normal file
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fileFormatVersion: 2
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32
Unity Project/Assets/LSystem/SampleLSystem.txt
Normal file
32
Unity Project/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 średnik 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
|
7
Unity Project/Assets/LSystem/SampleLSystem.txt.meta
Normal file
7
Unity Project/Assets/LSystem/SampleLSystem.txt.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
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userData:
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8
Unity Project/Assets/LSystem/ShadowModel.txt
Normal file
8
Unity Project/Assets/LSystem/ShadowModel.txt
Normal file
@ -0,0 +1,8 @@
|
||||
#ignore + - \ / ^ &
|
||||
#axiom
|
||||
S(0,0)
|
||||
#rules
|
||||
S(a,c) : c>=50 -> S(a+1,0)
|
||||
S(a,c) : c<50 -> G\(90)[-S(0,0)]S(0,0)
|
||||
W(a) : a<7 -> W(a+1)
|
||||
W(a) : a>=7 -> B
|
7
Unity Project/Assets/LSystem/ShadowModel.txt.meta
Normal file
7
Unity Project/Assets/LSystem/ShadowModel.txt.meta
Normal file
@ -0,0 +1,7 @@
|
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fileFormatVersion: 2
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guid: e263ca26accbf41e7bada1186b92ff56
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6
Unity Project/Assets/LSystem/Sierpinski.txt
Normal file
6
Unity Project/Assets/LSystem/Sierpinski.txt
Normal file
@ -0,0 +1,6 @@
|
||||
#axiom
|
||||
L
|
||||
#rules
|
||||
L->R+L+R
|
||||
R->L-R-L
|
||||
#end rules
|
7
Unity Project/Assets/LSystem/Sierpinski.txt.meta
Normal file
7
Unity Project/Assets/LSystem/Sierpinski.txt.meta
Normal file
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: d9bea09810f87e84b8b3546d47d5dd31
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5
Unity Project/Assets/LSystem/VanIterson.txt
Normal file
5
Unity Project/Assets/LSystem/VanIterson.txt
Normal file
@ -0,0 +1,5 @@
|
||||
#axiom
|
||||
XA
|
||||
#rules
|
||||
A -> [&(90)f(0.5)S]f(0.0353)/(137.5)A
|
||||
#end rules
|
7
Unity Project/Assets/LSystem/VanIterson.txt.meta
Normal file
7
Unity Project/Assets/LSystem/VanIterson.txt.meta
Normal file
@ -0,0 +1,7 @@
|
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fileFormatVersion: 2
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guid: fd09fbaf9088cfb4aaf82cf05584624b
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externalObjects: {}
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assetBundleVariant:
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9
Unity Project/Assets/LSystem/Vogel animated.txt
Normal file
9
Unity Project/Assets/LSystem/Vogel animated.txt
Normal file
@ -0,0 +1,9 @@
|
||||
#axiom
|
||||
C(0,0)
|
||||
#F++F++F++
|
||||
#rules
|
||||
C(i,n) : i>=1 -> C(0,n)[+(n*137.5)f(0)S]
|
||||
C(i,n) : i<1 -> C(i+0.1,n+0.1)
|
||||
f(a) -> f((a^2+0.0003)^0.5)
|
||||
#C(i) -> C(i+1)[+(i*137.5)f(0.3*i^0.5)S]
|
||||
#end rules
|
7
Unity Project/Assets/LSystem/Vogel animated.txt.meta
Normal file
7
Unity Project/Assets/LSystem/Vogel animated.txt.meta
Normal file
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 2945726240c5ce8488b2b5d559ab19bf
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10
Unity Project/Assets/LSystem/stochastic.txt
Normal file
10
Unity Project/Assets/LSystem/stochastic.txt
Normal file
@ -0,0 +1,10 @@
|
||||
#axiom
|
||||
B
|
||||
#rules
|
||||
B -> #stochastic
|
||||
p=3 FB
|
||||
p=1 [+FB]FB
|
||||
p=1 [-FB]FB
|
||||
p=1 F
|
||||
#stochastic end
|
||||
#rules end
|
7
Unity Project/Assets/LSystem/stochastic.txt.meta
Normal file
7
Unity Project/Assets/LSystem/stochastic.txt.meta
Normal file
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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8
Unity Project/Assets/Materials.meta
Normal file
8
Unity Project/Assets/Materials.meta
Normal file
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fileFormatVersion: 2
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78
Unity Project/Assets/Materials/Leaf.mat
Normal file
78
Unity Project/Assets/Materials/Leaf.mat
Normal file
@ -0,0 +1,78 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_Name: Leaf
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Unity Project/Assets/Materials/Leaf.mat.meta
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8
Unity Project/Assets/Materials/Leaf.mat.meta
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80
Unity Project/Assets/Materials/bark.mat
Normal file
80
Unity Project/Assets/Materials/bark.mat
Normal file
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%YAML 1.1
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Unity Project/Assets/Materials/bark.mat.meta
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Unity Project/Assets/Materials/env.mat
Normal file
80
Unity Project/Assets/Materials/env.mat
Normal file
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Reference in New Issue
Block a user