52 lines
2.2 KiB
C#
52 lines
2.2 KiB
C#
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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 Turtle3DAnimated : TurtleLSystem {
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public GameObject bud;
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public GameObject stem;
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public GameObject petal;
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public float angle;
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private Func<float[], Matrix4x4> _roation(Vector3 axis) {
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Matrix4x4 f(float[] args) {
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if (args.Length == 0) {
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return Matrix4x4.Rotate(Quaternion.AngleAxis(angle, axis));
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}
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else {
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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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turtleInterpretation = new Dictionary<string, Func<float[], Tuple<GameObject, Matrix4x4>>>();
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//turtleInterpretation
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turtleInterpretation.Add("B", (float[] args) => new Tuple<GameObject, Matrix4x4>(bud, Matrix4x4.identity));
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turtleInterpretation.Add("S", (float[] args) => new Tuple<GameObject, Matrix4x4>(stem, Matrix4x4.identity));
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turtleInterpretation.Add("P", (float[] args) => new Tuple<GameObject, Matrix4x4>(petal, Matrix4x4.Scale(Vector3.one*0.5f)));
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var transformation = Matrix4x4.Translate(new Vector3(0.0f, 0.2f, 0)) * Matrix4x4.Scale(new Vector3 (0.05f, 0.1f, 0.05f));
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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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}
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}
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