forked from andkok/MWS_2021
181 lines
6.4 KiB
C#
181 lines
6.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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using ConsoleLSystem;
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using System;
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abstract public class TurtleLSystem : MonoBehaviour {
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public float speed;
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private float nextStep;
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public string LSystemPath;
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public uint steps;
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public Dictionary<string, Func<float[], Tuple<GameObject, Matrix4x4>>> turtleInterpretation = new Dictionary<string, Func<float[], Tuple<GameObject, Matrix4x4>>>();
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private List<GameObject> gameObjects = new List<GameObject>();
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private bool isAnimationRunning = false;
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private Mesh getCylinder(int quality,float width,float length) {
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Mesh mesh = new Mesh();
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//mesh.triangles
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var points = new List<Vector3>();
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var normals = new List<Vector3>();
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var indices = new List<int>();
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for (float i = 0; i < quality; i++) {
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points.Add(new Vector3(Mathf.Cos((i / quality) * 2 * Mathf.PI) * width, 0, Mathf.Sin((i / quality) * 2 * Mathf.PI) * width));
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}
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for (float i = 0; i < quality; i++) {
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points.Add(new Vector3(Mathf.Cos((i / quality) * 2 * Mathf.PI) * width, length, Mathf.Sin((i / quality) * 2 * Mathf.PI) * width));
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}
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//points.Add(new Vector3(0,0,0));
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//points.Add(new Vector3(0, length, 0));
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for (float i = 0; i < quality; i++) {
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normals.Add(new Vector3(Mathf.Cos((i / quality) * 2 * Mathf.PI) * width, 0, Mathf.Sin((i / quality) * 2 * Mathf.PI) * width));
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}
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for (float i = 0; i < quality; i++) {
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normals.Add(new Vector3(Mathf.Cos((i / quality) * 2 * Mathf.PI) * width, 0, Mathf.Sin((i / quality) * 2 * Mathf.PI) * width));
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}
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//for (int i = 0; i < quality; i++) {
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// indices.Add(i);
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// indices.Add((i + 1) % quality);
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// indices.Add(quality * 2);
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//}
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//for (int i = 0; i < quality; i++) {
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// indices.Add((i + 1) % quality + quality);
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// indices.Add(i + quality);
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// indices.Add(quality * 2 + 1);
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//}
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for (int i = 0; i < quality; i++) {
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indices.Add((i + 1) % quality);
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indices.Add(i);
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indices.Add(i + quality);
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indices.Add(i + quality);
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indices.Add((i + 1) % quality + quality);
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indices.Add((i + 1) % quality);
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}
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mesh.vertices = points.ToArray();
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mesh.triangles = indices.ToArray();
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mesh.normals = normals.ToArray();
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return mesh;
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}
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protected LSystemEvaluator evaluator = null;
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private void parseRules(StreamReader sr) {
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}
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public void evaluate() {
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for (int i=0; i < steps; i++) {
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evaluator.rewrite();
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}
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Debug.Log(evaluator.lSystemString.ToString());
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}
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protected GameObject prepeareGameObject(string name, GameObject gameObject,Matrix4x4 transformation) {
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GameObject instance;
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if (PrefabUtility.GetPrefabAssetType(gameObject) != PrefabAssetType.NotAPrefab) {
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instance = Instantiate(gameObject);
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}
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else {
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instance = gameObject;
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}
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instance.name = String.Format("LSystem Literal {0}", name);
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instance.tag = "LSystemLiteral";
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instance.transform.parent = this.gameObject.transform;
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instance.transform.position = transformation.ExtractPosition() + transformation.MultiplyPoint(instance.transform.position);
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instance.transform.rotation *= transformation.ExtractRotation();
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instance.transform.localScale = Vector3.Scale(transformation.ExtractScale(), instance.transform.localScale);
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return instance;
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}
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public void createModelsRecursive(LSystemNode node, Matrix4x4 transformation) {
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while (node != null) {
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Matrix4x4 new_transformation=transformation;
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Func<float[], Tuple<GameObject, Matrix4x4>> interpretation;
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var name = node.literal.name;
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if (turtleInterpretation.TryGetValue(name, out interpretation) || turtleInterpretation.TryGetValue("*.*", out interpretation)) {
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var result = interpretation(node.literal.values);
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new_transformation = new_transformation * result.Item2;
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if (result.Item1 != null) {
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var instance = prepeareGameObject(name, result.Item1, new_transformation);
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}
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//gameObjects.Add(gameObject);
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//remove scale, rather unnecesary
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new_transformation = new_transformation * Matrix4x4.Scale(result.Item2.ExtractScale()).inverse;
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}
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foreach (var child in node.children) {
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createModelsRecursive(child, new_transformation);
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}
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node = node.mainChild;
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transformation = new_transformation;
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}
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}
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private void clearObjects() {
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//var objects = Resources.FindObjectsOfTypeAll<GameObject>().Where(obj => obj.name == "Name");
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foreach (GameObject gameObject in GameObject.FindGameObjectsWithTag("LSystemLiteral")) {
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DestroyImmediate(gameObject);
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}
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Debug.Log("#OldClear");
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gameObjects = new List<GameObject>();
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}
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public void present() {
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clearObjects();
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createModelsRecursive(evaluator.lSystemString, Matrix4x4.identity);
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}
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abstract protected void initLiteralInterpretation();
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public void loadFile() {
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nextStep = Time.time;
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clearObjects();
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var sr = new StreamReader(LSystemPath);
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evaluator = LSystemFileParser.parseLSystem(sr);
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sr.Close();
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turtleInterpretation = new Dictionary<string, Func<float[], Tuple<GameObject, Matrix4x4>>>();
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initLiteralInterpretation();
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}
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public void evaluateAndPresent() {
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evaluate();
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present();
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Debug.Log(evaluator.lSystemString.ToString().Length);
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//x.name = "aaa";
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//Instantiate(x,Matrix4x4.identity);
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}
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public void switchAnimation() {
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this.isAnimationRunning = !this.isAnimationRunning;
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nextStep = Time.time;
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}
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void runAnimation() {
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if (nextStep < Time.time) {
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for (int i = 0; i < (Time.time - nextStep) * speed; i++) {
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evaluator.rewrite();
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}
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present();
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nextStep = Time.time + 1/speed;
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}
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}
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// Update is called once per frame
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protected virtual void Update()
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{
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if (this.isAnimationRunning){
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this.runAnimation();
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}
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}
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}
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