forked from andkok/MWS_2021
68 lines
3.2 KiB
C#
68 lines
3.2 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
public class TurtleEnvironment : TurtleLSystemEnvironment {
|
|
public GameObject obj;
|
|
public GameObject flower;
|
|
public GameObject leaf;
|
|
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;
|
|
}
|
|
|
|
GameObject setColor(GameObject prefab, int index) {
|
|
var result = Instantiate(prefab);
|
|
switch (index) {
|
|
case 1:
|
|
result.GetComponent<Renderer>().material.SetColor("_Color", Color.red);
|
|
break;
|
|
case 2:
|
|
result.GetComponent<Renderer>().material.SetColor("_Color", Color.blue);
|
|
break;
|
|
case 3:
|
|
result.GetComponent<Renderer>().material.SetColor("_Color", Color.white);
|
|
break;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
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));
|
|
var transformationM = Matrix4x4.Translate(new Vector3(0.0f, 0.2f, 0)) * Matrix4x4.Scale(new Vector3(0.08f, 0.2f, 0.08f));
|
|
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("W", (float[] args) => new Tuple<GameObject, Matrix4x4>(flower, Matrix4x4.Scale(Vector3.one*0.15f)*Matrix4x4.Translate(new Vector3(0.0f, -0.5f, 0))));
|
|
|
|
turtleInterpretation.Add("B", (float[] args) => new Tuple<GameObject, Matrix4x4>(leaf, Matrix4x4.Scale(Vector3.one)));
|
|
|
|
turtleInterpretation.Add("F", (float[] args) => new Tuple<GameObject, Matrix4x4>(setColor(obj,Mathf.FloorToInt(args[0])), transformation));
|
|
turtleInterpretation.Add("M", (float[] args) => new Tuple<GameObject, Matrix4x4>(obj, transformation));
|
|
|
|
//Wildcard how to represent any other symbol
|
|
turtleInterpretation.Add("*.*", (float[] args) => new Tuple<GameObject, Matrix4x4>(obj, transformationM));
|
|
}
|
|
}
|