35 lines
2.2 KiB
C#
35 lines
2.2 KiB
C#
krypusing 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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public class Turtle3D : TurtleLSystem {
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public GameObject obj;
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public float angle;
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protected override void initLiteralInterpretation() {
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turtleInterpretation = new Dictionary<string, Func<float[], Tuple<GameObject, Matrix4x4>>>();
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//turtleInterpretation
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//loading required objects
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var path = "Assets/Models/{0}.fbx";
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var L = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "leaf"), typeof(GameObject));
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var F = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "Flower"), typeof(GameObject));
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turtleInterpretation.Add("+", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, 0, -angle))));
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turtleInterpretation.Add("-", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, 0, angle))));
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turtleInterpretation.Add("&", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(-angle, 0, 0))));
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turtleInterpretation.Add("^", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(angle, 0, 0))));
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turtleInterpretation.Add("\\", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, -angle, 0))));
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turtleInterpretation.Add("/", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Rotate(Quaternion.Euler(0, angle, 0))));
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//Wildcard how to represent any other symbol
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turtleInterpretation.Add("*.*", (float[] args) => new Tuple<GameObject, Matrix4x4>(obj, Matrix4x4.Translate(new Vector3(0.0f, 0.3f, 0)) * Matrix4x4.Scale(new Vector3(0.05f, 0.3f, 0.05f))));
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turtleInterpretation.Add("L", (float[] args) => new Tuple<GameObject, Matrix4x4>(L, Matrix4x4.Translate(new Vector3(0.0f, 0.0f, -0.05f)) * Matrix4x4.Scale(new Vector3(1.5f, 1.0f, 1.0f))));
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turtleInterpretation.Add("F", (float[] args) => new Tuple<GameObject, Matrix4x4>(F, Matrix4x4.Translate(new Vector3(0.0f, 0.0f, 0)) * Matrix4x4.Scale(new Vector3(0.3f, 0.5f, 0.3f))));
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}
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}
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