71 lines
4.0 KiB
C#
71 lines
4.0 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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public class Rose : TurtleLSystem
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{
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public GameObject obj;
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public GameObject obj2;
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public float angle;
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private Func<float[], Matrix4x4> _roation(Vector3 axis)
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{
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Matrix4x4 f(float[] args)
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{
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if (args.Length == 0)
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{
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return Matrix4x4.Rotate(Quaternion.AngleAxis(angle, axis));
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}
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else
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{
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return Matrix4x4.Rotate(Quaternion.AngleAxis(args[0], axis));
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}
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}
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return f;
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}
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protected override void initLiteralInterpretation()
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{
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turtleInterpretation = new Dictionary<string, Func<float[], Tuple<GameObject, Matrix4x4>>>();
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//turtleInterpretation
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var transformation = Matrix4x4.Translate(new Vector3(0.0f, 0.1f, 0)) * Matrix4x4.Scale(new Vector3(0.05f, 0.1f, 0.05f));
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var path = "Assets/Models/{0}.fbx";
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var B = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "leaf"), typeof(GameObject));
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var W = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "bigL"), 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(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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//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, _roation(Vector3.back)(args)));
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turtleInterpretation.Add("-", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.forward)(args)));
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turtleInterpretation.Add("\\", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.down)(args)));
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turtleInterpretation.Add("/", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.up)(args)));
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turtleInterpretation.Add("^", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.left)(args)));
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turtleInterpretation.Add("&", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.right)(args)));
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turtleInterpretation.Add("f", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Translate(Vector3.up * args[0])));
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turtleInterpretation.Add("C", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.identity));
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turtleInterpretation.Add("N", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.identity));
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//Wildcard how to represent any other symbol
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turtleInterpretation.Add("*.*", (float[] args) => new Tuple<GameObject, Matrix4x4>(obj, transformation));
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turtleInterpretation.Add("G", (float[] args) => new Tuple<GameObject, Matrix4x4>(obj2, Matrix4x4.Translate(new Vector3(0.0f, 0.0f, 0)) * Matrix4x4.Scale(new Vector3(0.65f, 0.65f, 0.65f))));
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turtleInterpretation.Add("B", (float[] args) => new Tuple<GameObject, Matrix4x4>(B, Matrix4x4.Translate(new Vector3(0.0f, 0.0f, 0)) * Matrix4x4.Scale(new Vector3(0.5f, 0.5f, 0.5f))));
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turtleInterpretation.Add("W", (float[] args) => new Tuple<GameObject, Matrix4x4>(W, Matrix4x4.Translate(new Vector3(0.0f, 0.0f, 0)) * Matrix4x4.Scale(new Vector3(0.02f, 0.02f, 0.02f))));
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}
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}
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