forked from andkok/MWS_2021
60 lines
3.0 KiB
C#
60 lines
3.0 KiB
C#
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(); }
|
|
}
|
|
|