using System.Collections; using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEngine; using ConsoleLSystem; using System; public class Turtle3D : TurtleLSystem { public GameObject obj; public GameObject sphere; public float angle; private Func _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>>(); //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(null, Matrix4x4.Rotate(Quaternion.Euler(0, 0, -angle)))); //turtleInterpretation.Add("-", (float[] args) => new Tuple(null, Matrix4x4.Rotate(Quaternion.Euler(0, 0, angle)))); //turtleInterpretation.Add("\\", (float[] args) => new Tuple(null, Matrix4x4.Rotate(Quaternion.Euler(0, -angle, 0)))); //turtleInterpretation.Add("/", (float[] args) => new Tuple(null, Matrix4x4.Rotate(Quaternion.Euler(0, angle, 0)))); //turtleInterpretation.Add("^", (float[] args) => new Tuple(null, Matrix4x4.Rotate(Quaternion.Euler(-angle, 0, 0)))); //turtleInterpretation.Add("&", (float[] args) => new Tuple(null, Matrix4x4.Rotate(Quaternion.Euler(angle, 0, 0)))); turtleInterpretation.Add("+", (float[] args) => new Tuple(null, _roation(Vector3.back)(args) )); turtleInterpretation.Add("-", (float[] args) => new Tuple(null, _roation(Vector3.forward)(args))); turtleInterpretation.Add("\\", (float[] args) => new Tuple(null, _roation(Vector3.down)(args))); turtleInterpretation.Add("/", (float[] args) => new Tuple(null, _roation(Vector3.up)(args))); turtleInterpretation.Add("^", (float[] args) => new Tuple(null, _roation(Vector3.left)(args))); turtleInterpretation.Add("&", (float[] args) => new Tuple(null, _roation(Vector3.right)(args))); turtleInterpretation.Add("f", (float[] args) => new Tuple(null, Matrix4x4.Translate(Vector3.up * args[0]))); turtleInterpretation.Add("S", (float[] args) => new Tuple(sphere,Matrix4x4.identity)); //Wildcard how to represent any other symbol turtleInterpretation.Add("*.*", (float[] args) => new Tuple(obj, transformation)); } }