Animacja L-Systemów

This commit is contained in:
fingal 2021-04-21 18:01:50 +02:00
parent 1bf408f2b5
commit 3f9b965c26
10 changed files with 2205 additions and 11 deletions

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@ -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

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File diff suppressed because it is too large Load Diff

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@ -15,6 +15,10 @@ public class TurtleEditor : Editor
turtleLSystem.loadFile(); turtleLSystem.loadFile();
} }
if (GUILayout.Button("Switch ON/OFF animation")) {
turtleLSystem.switchAnimation();
}
if (GUILayout.Button("Evaluate")) { if (GUILayout.Button("Evaluate")) {
turtleLSystem.evaluateAndPresent(); turtleLSystem.evaluateAndPresent();
} }

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@ -1,5 +1,5 @@
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@ -0,0 +1,60 @@
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using ConsoleLSystem;
using System;
public class Turtle3DAnimated : TurtleLSystem {
public GameObject obj;
public GameObject sphere;
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;
}
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));
//turtleInterpretation.Add("+", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, 0, -angle))));
//turtleInterpretation.Add("-", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, 0, angle))));
//turtleInterpretation.Add("\\", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, -angle, 0))));
//turtleInterpretation.Add("/", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, angle, 0))));
//turtleInterpretation.Add("^", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(-angle, 0, 0))));
//turtleInterpretation.Add("&", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(angle, 0, 0))));
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("S", (float[] args) => new Tuple<GameObject, Matrix4x4>(sphere,Matrix4x4.identity));
//Wildcard how to represent any other symbol
//turtleInterpretation.Add("*.*", (float[] args) => new Tuple<GameObject, Matrix4x4>(obj, transformation));
}
void Update() { base.Update(); }
}

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@ -8,8 +8,11 @@ using System;
abstract public class TurtleLSystem : MonoBehaviour abstract public class TurtleLSystem : MonoBehaviour {
{ public float speed;
private float nextStep;
public string LSystemPath; public string LSystemPath;
public uint steps; public uint steps;
@ -18,6 +21,8 @@ abstract public class TurtleLSystem : MonoBehaviour
private List<GameObject> gameObjects = new List<GameObject>(); private List<GameObject> gameObjects = new List<GameObject>();
private bool isAnimationRunning = false;
private Mesh getCylinder(int quality,float width,float length) { private Mesh getCylinder(int quality,float width,float length) {
Mesh mesh = new Mesh(); Mesh mesh = new Mesh();
//mesh.triangles //mesh.triangles
@ -131,6 +136,7 @@ abstract public class TurtleLSystem : MonoBehaviour
} }
abstract protected void initLiteralInterpretation(); abstract protected void initLiteralInterpretation();
public void loadFile() { public void loadFile() {
nextStep = Time.time;
clearObjects(); clearObjects();
var sr = new StreamReader(LSystemPath); var sr = new StreamReader(LSystemPath);
evaluator = LSystemFileParser.parseLSystem(sr); evaluator = LSystemFileParser.parseLSystem(sr);
@ -147,16 +153,27 @@ abstract public class TurtleLSystem : MonoBehaviour
//Instantiate(x,Matrix4x4.identity); //Instantiate(x,Matrix4x4.identity);
} }
public void switchAnimation() {
this.isAnimationRunning = !this.isAnimationRunning;
nextStep = Time.time;
}
// Start is called before the first frame update
void Start()
{
void runAnimation() {
if (nextStep < Time.time) {
for (int i = 0; i < (Time.time - nextStep) * speed; i++) {
evaluator.rewrite();
}
present();
nextStep = Time.time + 1/speed;
}
} }
// Update is called once per frame // Update is called once per frame
void Update() protected virtual void Update()
{ {
if (this.isAnimationRunning){
this.runAnimation();
}
} }
} }

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@ -47,6 +47,8 @@ By taki liść wykorzystać w innym projekcie należy go wyeksportować, by to z
Poszukaj utworzonego modelu i dodaj go do sceny, żeby się upewnić czy faktycznie jest taki sam. Poszukaj utworzonego modelu i dodaj go do sceny, żeby się upewnić czy faktycznie jest taki sam.
Możesz zauważyć, że pozycja tekstury wróciła do domyślnej wartości. By to naprawić przeciągnij na dodany model wcześniej stworzony materiał. Nie chcemy za każdym razem dodaniem liścia zmieniać materiału, dlatego zapisz obiekt jako prefab przeciągając go do pola
## Zadanie domowe ## Zadanie domowe
Zastąp płatki róży z poprzedniego zadania domowego wygenerowanymi przez siebie płatkami za pomocą sweep surface Zastąp płatki róży z poprzedniego zadania domowego wygenerowanymi przez siebie płatkami za pomocą sweep surface
@ -167,4 +169,3 @@ Poniżej znajduje się symboliczna reprezentacja zasad
![rose](Rose\rose_diagram.png) ![rose](Rose\rose_diagram.png)