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# Voxel space
https://www.cc.gatech.edu/~turk/bio_sim/articles/voxel_space_automata_89.pdf
Voxel space to kwantyzowana przestrzeń 3D podzielona na voxele czyli sześciany identycznej wielkości.
<img src="images/Opis/voxelSpaceVis-0228862.png" alt="voxelSpaceVis" style="zoom:25%;" /><img src="images/Opis/voxvyk-0306929.png" alt="voxvyk" style="zoom: 33%;" />
Do każdego sześcianu można przypisać wartość liczbową i w ten sposób przechowywać jakąś informację o tym regionie (zawartość substancji chemicznej, wilgotność, zacienienie, obecność innych obiektów). Można to wykorzystać do rozmieszczania obiektów w przestrzeni, unikania kolizji, ustalania zacienienia w przestrzeni.
<img src="images/Opis/treemy.png" alt="tree" style="zoom: 25%;" /><img src="images/Opis/voxelplant.png" alt="plant" style="zoom:25%;" /><img src="images/Opis/voxelscene.png" alt="scene" style="zoom: 33%;" />
Voxel space wymaga większej ilości RAMu (trzeba te wszystkie wartości przechowywać), ale jako, że nie trzeba wszystkiego na żywo wyliczać, tylko wczytuje się dane z tablicy, to jest szybka metoda.
# Przykład - mrówki
## Feromony
Fermony to substancje, za pomocą których organizmy przekazują sobie informacje.
## Opis problemu
*Przyjmujemy, że w prawdziwym świecie, mrówki poruszają się w sposób losowy; gdy znajdują pożywienie, wracają do swojej kolonii pozostawiając ślad składający się z feromonów. Gdy inna mrówka natknie się na ten ślad, przestaje poruszać się w sposób losowy i podąża za śladem w kierunku pożywienia.*
*Jednak po pewnym czasie feromony wyparowują, a więc siła ich działania maleje. Im dłuższa jest trasa od pożywienia do kolonii, tym więcej mają czasu feromony, aby wyparować. Krótsze trasy jednak zapewniają, iż siła działania feromonów będzie większa. Parowanie feromonów jest efektem pozytywnym, bowiem pozwala to na odnajdywanie optymalnej trasy do pożywienia. Gdyby feromony nie wyparowywały, każda kolejna trasa miałaby taką samą siłę jak poprzednia, przez co nie dochodziłoby do odnalezienia optymalnego rozwiązania problemu.*
*Zatem gdy jedna mrówka odnajdzie dobrą (krótką) drogę, inne mrówki będą podążać tą właśnie drogą, również zostawiając feromony, a więc zwiększając ich natężenie. Ostatecznie wszystkie mrówki będą poruszać się tą samą, najlepszą drogą, a pozostałe drogi zostaną zapomniane (wyparują).* (Wikipedia)
## Przykład rozwiązania
<img src="images/Opis/antsREC-0231061.gif" alt="antsREC" style="zoom: 50%;" />
https://projects.duszekjk.com/ants1.0/
## Zadanie 1
1. Otwórz projekt voxelSpace w Unity
2. Otwórz scenę "Scenes/theAntsAreMarching"
3. Zapoznaj się z przygotowanymi skryptami
1. Ant (obiekt mrówki)
1. **bool** hasFood - czy ma jedzenie
2. **sbyte** foodSearch - stan szukania jedzenia, 1 wraca do mrowiska, -1 idzie od mrowiska, szuka jedzenia
3. **VoxelSpace** voxelSpace
4. **void** sniff() - ustala kierunek poruszania się
5. **void** turnVerticaly() - zmienia kierunek poruszania się mrówki na wertykalny (góra - dół)
6. **void** turnHorizontaly() - zmienia kierunek poruszania się mrówki na horyzontalny (lewo - prawo)
7. **void** go() - mrówka idzię o odległość odpowiednią dla jednej klatki animacji
2. VoxelSpace (reprezentacja voxel space, którą będziemy robić)
1. **void** Update() - co odpowieni czas wywołuje funkcje sniff, go na mrówkach, oraz weakenPheromones i placeFood
2. **void** addAnts() tworzy mrówki
3. **void** updateLights() uaktulania wizualizacje voxel space
4. **void** placeFood() umieszcza jedzenie w losowej pozycji
5. Funkcje do napisania w zadaniach, opisane poniżej
## Zadanie 2
1. Napisz funkcję createVoxelSpace()
1. Zainicjalizuj atrybut `byte[,] voxels`, to znaczy utwórz tablicę dwuwymiarową o wymiarach `sizeX` na `sizeY`.
3. W pętli ustaw wartość każdej komórki na 0.
4. Do wizualizacji tej przestrzeni wykorzystamy żółte kule, których rozmiar będzie zależny od zawartości feromonu. Utwórz dwuwymiarową tablicę typu `GameObject` o takich samych wymiarach jak powyżej i przypisz ją do atrybutu `GameObject[,] lights`.
4. W pętli zapełnij tablice instancjami `previewShape`, do utworzenia nowej instancji obiektu służy funkcja `Instantiate(GameObject gameObject)`. Ustaw każdemu pozycję odpowiadającą pozycji danego voxela korzystając z funkcji `positionInWorld` (uzupełnimy ją w następnym kroku).
2. Napisz funkcje **positionInVoxelSpace**(Vector3 worldPosition) i **positionInWorld**(Vector2 voxelPosition) skalujące współrzędne z ciągłych (współrzędnych gameObject'ów - floats), na te w voxel space (wartości współrzędnych są wartościami Int o wielkości od 0 do odpowiednio sizeX-1 i sizeY-1) i z powrotem na ciągłe. Weź po uwagę różne skale (voxelScale), oraz umiejscowienie obiektu table (gameObject.transform.position).
Jako, że w pozycji ciągłej (obiektów gry) mamy 3 wymiary, a ten voxel space ma 2, to ustaw wymiary xy z voxel space w wartościach xz, a wymiar y pomiń/ustaw na 0.
<img src="images/Opis/wsp.png" alt="wsp" style="zoom:25%;" />
1. Po dodaniu tej funkcji, w prawym górnym rogu pojawi się mrowisko
2. Dodaj do funkcji z poprzedniego zadania pozycje obiektów lights wykorzystując nowe funkcje
3. Napisz funkcje getPheromoneAt(**foat** x, **float** y)
1. Funkcja przyjmuje współrzędne w przestrzeni świata i ma zwrócić zawartość fermonu przechowywaną w *voxel space*.
2. Przekonweruj współrzędne x,y do przestrzeni voxeli
3. Jeśli te współrzędne się mieszczą w voxel space, to zwróć odpowiednią wartość (uwzględniając zmiane współrzędnych na voxelowe). Jeśli nie - zwróć **-1**
4. Napisz funkcje sniff() (skrypt Ant)
Mrówki po wyjściu z mrowiska poruszają się w kierunkach w dół lub w lewo. Jeśli znajdą jedzenie, to zawracają i idą w kierunku mrowiska (prawo i w górę). Jeśli mrówka dojdzie do krańca voxel space, to też zaczyna iść w kierunku mrowiska. Mrówka po dojściu do mrowiska zostawia jedzenie (jeśli je ma) i znowu wychodzi z mrowiska. Kierunek (dół i lewo lub góra i prawo) jest zależny od zawartości feromonu w sąsiednich voxelach w tym kierunku. Jeśli zawartość fermonu jest taka sama, to idzie w losowym kierunku.
https://projects.duszekjk.com/ants1.0/
**bool** hasFood - czy ma jedzenie
**sbyte** foodSearch - stan szukania jedzenia, **1** wraca do mrowiska, **-1** idzie od mrowiska, szuka jedzenia
1. Funkcja ta ma na celu zmianę kierunku poruszania się tej mrówki
2. Sprawdź i uaktualnij status (ten voxel)
1. Jeśli jeśli funkcja **getPheromoneAt** zwraca liczbę większą od **250**, to to jest jedzenie, z którym mrówka ma wracać do mrowiska (ustawiamy **hasFood** i **foodSearch**)
<img src="images/Opis/foundfoodant-0411648.png" alt="foundfoodant" style="zoom:25%;" />
2. Jeśli jesteśmy w punkcie **(0,0)** (voxel space) to jesteśmy w mrowisku (zostawiamy jedzenie i zmieniamy kierunek na szukanie jedzenia (ustawiamy **hasFood** i **foodSearch**))
3. Jeśli dojdziemy do końca voxelSpace, to wracamy do mrowiska (ustawiamy tylko foodSearch)
<img src="images/Opis/bouncea-0411921.png" alt="bouncea" style="zoom:25%;" /><img src="images/Opis/bounceb-0411937.png" alt="bounceb" style="zoom:25%;" />
3. Ustal kierunek (sąsiednie voxele)
1. Sprawdź czy zawartość fermonu jest większa jeśli się pójdzie horyzontalnie (prawo, lewo), czy wertykalnie (góra, dół) i skieruj mrówkę w odpowiednim kierunku (możesz wykorzystać **foodSearch**, żeby wiedzieć gdzie sprawdzać)
<img src="images/Opis/turn-0412369.png" alt="turn" style="zoom:25%;" />
2. jeśli są takie same, to idź w losowym kierunku
3. Podpowiedź - funkcje: **turnVerticaly()** i **turnHorizontaly()**
4. Jeśli mrówka ma jedzenie, to zwiększ w obecnej pozycji wartość voxel'a o **40**. (ten voxel)
5. Napisz funkcje updateVoxelSpace(), która obniża wartości feromonów jako wynik parowania w czasie
1. Przejdź po wszystkich voxelach, które mają wartość poniżej **250** (nie są jedzeniem) i obniż ich wartość o **1**
2. Minimalna możliwa wartość to **0**
6. Sprawdź jak mrówki się poruszają
1. Jeśli zadania były poprawnie zrobione, to powinny najpierw iść losowo, jak nie ma feromonów, a potem jak są, to podążać za feromonami
## Zadanie 3
1. Otwórz scenę menu
2. Podpisz się w Canvas/get/Podpis
3. Wyeksportuj swój projekt dla wybranego systemu
1. File->Build Settings
2. Wybierz platformę
3. Build And Run

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# MWS_2021
W tym repozytorium znajdują się zadania do przedmiotu Modelowanie wirtualnych światów

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# ---> Unity
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Mm]emoryCaptures/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlatformMaterial : MonoBehaviour
{
public Material lowDefinitionMaterial;
// Start is called before the first frame update
void Start()
{
#if UNITY_WEBGL
gameObject.GetComponent<Renderer>().material = lowDefinitionMaterial;
#endif
}
// Update is called once per frame
void Update()
{
}
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