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134
Opis.md
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Opis.md
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# Trees in environment
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W trakcie tych zajęć wykorzystamy *voxel space* do zasymulowania wpływu zacienienia na rozwój drzew.
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## Klasa Environment
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Klasa environment znajduje się w `Assets\Scripts\env` i implementuje *voxel space* z informacją o zacienieniu. Zawiera ona następujące metody
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### addShadow
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Funkcja addShadow implementuje algorytm shadow propagation. Przyjmuje ona wektor pozycji w przestrzeni świata i siłę zacienienia. Najpierw zwiększa wartość cienia w zadanej pozycji. Następnie przechodzi w pętlach w dół, zmniejszając z każdym poziomem siłę cienia, ale zwiększając szerokość oddziaływania.
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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 świata.
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### inVoxelSpace
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Sprawdza, czy dane współrzędne voxela mieszczą się 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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Konwertuje `positionInVoxel` z pozycji w przestrzeni świata do pozycji w przestrzeni *voxel space* `positionInWorld` odwrotnie.
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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/treesinenvironment/shadowBox.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 obiektu 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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Skrypt zawiera atrybut `Environment environment`, który obsługuje zacienienie w tej scenie. Wykorzystaj jego metodę `addShadow(Vector3 position, sbyte strength)` by dodać cień w miejscu, w którym znajduje się obiekt. Wykorzystaj metodę `removeShadow(Vector3 position, sbyte strength)`, by usunąć cień, który powinien zniknąć, po przesunięciu obiektu.
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## Zadanie 2
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<img src="images/treesinenvironment/inShadow.gif" alt="inShadow" style="zoom:50%;" />
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1. Do obiektu `inShadow` podpięty jest skrypt `receiveShadow`
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2. Tak go zmodyfikuj, żeby jak na ten obiekt spadnie cień, to zmień materiał na **inShadow**, a jak nie będzie w cieniu, to na **noShadow**. Wykorzystaj metodę `shadowStrength(Vector3 pos)` obiektu `environment`, żeby odczytać stan zacieniowania.
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## Zadanie 3
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<img src="images/treesinenvironment/treeshadow.png" alt="treeshadow" style="zoom:33%;" /><img src="images/treesinenvironment/treeshadowgreen.png" alt="treeshadowgreen" style="zoom:33%;" /><img src="images/treesinenvironment/treeshadow.png" alt="treeshadow" style="zoom:33%;" />
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1. Wybierz obiekt 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. W skrypcie **TurtleLSystemEnvironment** uzupełnij metodę **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/treesinenvironment/treebox.png" alt="treebox" style="zoom:50%;" />
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3. Zmienna `objectTransformation` zawiera transformację obecnego elementu. Po jej przekształceniu, pozycję można uzyskać funkcją *transformacja*.**ExtractPosition()**
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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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W L-Systemie wartość zacienienia jest opisywana przez drugi parametr, czyli `c` w powyższym kodzie. By zmodyfikować parametr musisz odwołać sie do zmiennej `node`, dokładniej do `node.literal.values`, które jest tablicą zawierającą parametry odczytywanego symbolu.
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## Zadanie 4
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<img src="images/treesinenvironment/manytrees.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 (po trzy w trzech rzędach) rozmieszczonych w równych odstępach, przetestuj różne odległości.
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3. Zobacz jak się w takim układzie rozwijają.
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## Zadanie 5 - domowe
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Zintegruj L-System pipe model z wcześniejszych ćwiczeń z obsługą cienia.
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Napisz L-System, który modeluje wybrany przez ciebie kształt drzewa. Kształt ma być twój indywidualny, ale możesz się wspomóc:
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http://www.algorithmicbotany.org/papers/abop/abop.pdf
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3
README.md
Normal file
3
README.md
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# MWS_2021
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W tym repozytorium znajdują się zadania do przedmiotu Modelowanie wirtualnych światów
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BIN
Unity Project/.DS_Store
vendored
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vendored
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71
Unity Project/.gitignore
vendored
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Unity Project/.gitignore
vendored
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# This .gitignore file should be placed at the root of your Unity project directory
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#
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# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
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#
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/[Ll]ibrary/
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/[Tt]emp/
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/[Oo]bj/
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/[Bb]uild/
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/[Bb]uilds/
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/[Ll]ogs/
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/[Uu]ser[Ss]ettings/
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# MemoryCaptures can get excessive in size.
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# They also could contain extremely sensitive data
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/[Mm]emoryCaptures/
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# Asset meta data should only be ignored when the corresponding asset is also ignored
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!/[Aa]ssets/**/*.meta
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# Uncomment this line if you wish to ignore the asset store tools plugin
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# /[Aa]ssets/AssetStoreTools*
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# Autogenerated Jetbrains Rider plugin
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/[Aa]ssets/Plugins/Editor/JetBrains*
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# Visual Studio cache directory
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.vs/
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# Gradle cache directory
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.gradle/
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# Autogenerated VS/MD/Consulo solution and project files
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ExportedObj/
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.consulo/
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*.csproj
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*.unityproj
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*.sln
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*.suo
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*.tmp
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*.user
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*.userprefs
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*.pidb
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*.booproj
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*.svd
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*.pdb
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*.mdb
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*.opendb
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*.VC.db
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# Unity3D generated meta files
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*.pidb.meta
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*.pdb.meta
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*.mdb.meta
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# Unity3D generated file on crash reports
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sysinfo.txt
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# Builds
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*.apk
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*.aab
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*.unitypackage
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# Crashlytics generated file
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crashlytics-build.properties
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# Packed Addressables
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/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
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# Temporary auto-generated Android Assets
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/[Aa]ssets/[Ss]treamingAssets/aa.meta
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||||
/[Aa]ssets/[Ss]treamingAssets/aa/*
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@ -1,6 +0,0 @@
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{
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||||
"version": "1.0",
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"components": [
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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}
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BIN
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fileFormatVersion: 2
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guid: 329ec9409c534054d896e1b927a1b71c
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 53a6756541318784f8b822a4dd8564c2
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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||||
assetBundleVariant:
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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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fileFormatVersion: 2
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guid: da39d102803271748a23bdcc7d8431f8
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userData:
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assetBundleName:
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assetBundleVariant:
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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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@ -1,7 +0,0 @@
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||||
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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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||||
fileFormatVersion: 2
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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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@ -1,7 +0,0 @@
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fileFormatVersion: 2
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@ -1,5 +0,0 @@
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||||
#axiom
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||||
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||||
#rules
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||||
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||||
#end rules
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@ -1,7 +0,0 @@
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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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||||
#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)
|
||||
p=1 C(2,0)
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||||
p=0.5 C(3,0)
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||||
#stochastic end
|
||||
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]
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||||
p=1 \(137.5)+D(1,1)[-D(1,1)]
|
||||
p=1 -B
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||||
p=1 +B
|
||||
p=1 D(1,1)[+O(1,1)[B]W]
|
||||
#stochastic end
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||||
W -> #stochastic
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||||
p=10 W
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||||
p=1 B
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||||
p=1 D(0,0)
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||||
#stochastic end
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||||
#ignore + - \ / ^ &
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||||
#axiom
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||||
S(0)
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||||
#rules
|
||||
S(a) : a<8 -> S(a+1)
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||||
S(a) : a>=8 -> M(0)\(90)[+G(2,2)][-G(2,2)]S(0)
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||||
M(a) : a<17 -> M(a+1)
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||||
M(a) : a>=17 -> L(0)M(0)
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||||
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]
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||||
W -> W
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||||
B -> B
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||||
#axiom
|
||||
X
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||||
#rules
|
||||
X->F[+X]F[-X]+X
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||||
F->FF
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||||
#end rules
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@ -1,7 +0,0 @@
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||||
#axiom
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||||
A
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||||
#rules
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||||
#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
|
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p=0.3 AA
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#stochastic end
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#rules end
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#ignore + - \ / ^ &
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#axiom
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S(0,0)
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#rules
|
||||
S(a,c) : c>=50 -> S(a+1,0)
|
||||
S(a,c) : c<50 -> G\(90)[-S(0,0)]S(0,0)
|
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W(a) : a<7 -> W(a+1)
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W(a) : a>=7 -> B
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#axiom
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L
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#rules
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L->R+L+R
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R->L-R-L
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#end rules
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#axiom
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XA
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#rules
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A -> [&(90)f(0.5)S]f(0.0353)/(137.5)A
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#axiom
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C(0,0)
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#F++F++F++
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#rules
|
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C(i,n) : i>=1 -> C(0,n)[+(n*137.5)f(0)S]
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C(i,n) : i<1 -> C(i+0.1,n+0.1)
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f(a) -> f((a^2+0.0003)^0.5)
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#C(i) -> C(i+1)[+(i*137.5)f(0.3*i^0.5)S]
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#axiom
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B
|
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#rules
|
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B -> #stochastic
|
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p=3 FB
|
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p=1 [+FB]FB
|
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p=1 [-FB]FB
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p=1 F
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Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user