projekt-modelowanie/Assets/Scripts/Turtle3DAnimated.cs

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2021-05-13 12:21:55 +02:00
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using ConsoleLSystem;
using System;
public class Turtle3DAnimated : TurtleLSystem {
public GameObject bud;
public GameObject stem;
public GameObject petal;
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
turtleInterpretation.Add("B", (float[] args) => new Tuple<GameObject, Matrix4x4>(bud, Matrix4x4.identity));
turtleInterpretation.Add("S", (float[] args) => new Tuple<GameObject, Matrix4x4>(stem, Matrix4x4.identity));
turtleInterpretation.Add("P", (float[] args) => new Tuple<GameObject, Matrix4x4>(petal, Matrix4x4.Scale(Vector3.one*0.5f)));
var transformation = Matrix4x4.Translate(new Vector3(0.0f, 0.2f, 0)) * Matrix4x4.Scale(new Vector3 (0.05f, 0.1f, 0.05f));
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])));
}
}