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@michidk
Last active August 22, 2024 04:03
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using UnityEngine;
using System;
using System.Text;
using System.Collections;
using System.Collections.Generic;
public class LSystemGenerator : MonoBehaviour
{
[Serializable]
class State
{
public float size;
public float angle;
public float x;
public float y;
public float dir;
public State Clone() {
return (State) this.MemberwiseClone();
}
}
[Serializable]
class Node
{
public int x, y;
public bool isStreet;
public Node(int x, int y)
{
this.x = x;
this.y = y;
}
}
public string input = "LSYG";
public float sizeValue = 15f;
public float sizeGrowth = -1.5f;
public float angleValue = 90f;
public float angleGrowth = 0f;
public Dictionary<char, string> rules = new Dictionary<char, string>();
public int width, height = 80;
public GameObject custom;
private Node[,] nodes;
private State state;
private Stack<State> states = new Stack<State>();
void Awake()
{
nodes = new Node[width, height];
for (int x = 0; x < width; x++)
for (int y = 0; y < height; y++)
nodes[x, y] = new Node(x, y);
rules.Add('L', "|-S!L!Y");
rules.Add('S', "[F[FF-YS]F)G]+");
rules.Add('Y', "--[F-)<F-FG]-");
rules.Add('G', "FGF[Y+>F]+Y");
}
void Start()
{
input = Replace(input);
Generate();
Draw();
}
public void Draw()
{
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
if (nodes[x, y].isStreet)
{
GameObject go = (GameObject)Instantiate(custom, new Vector3(x, y, 0), Quaternion.identity);
go.transform.parent = this.transform;
go.name = "Tile (" + x + "|" + y + ")";
}
}
}
}
public void Generate()
{
state = new State()
{
x = 40,
y = 40,
dir = 0,
size = sizeValue,
angle = angleValue
};
foreach (char c in input)
{
switch (c)
{
case 'F':
float newX = state.x + state.size * Mathf.Cos(state.dir * Mathf.PI / 180);
float newY = state.y + state.size * Mathf.Sin(state.dir * Mathf.PI / 180);
Debug.Log(state.x + " -" + state.y);
nodes[Mathf.RoundToInt(state.x), Mathf.RoundToInt(state.y)].isStreet = true;
nodes[Mathf.RoundToInt(newX), Mathf.RoundToInt(newY)].isStreet = true;
//TODO: draw line
state.x = newX;
state.y = newY;
break;
case '+':
state.dir += state.angle;
break;
case '-':
state.dir -= state.angle;
break;
case '>':
state.size *= (1 - sizeGrowth);
break;
case '<':
state.size *= (1 + sizeGrowth);
break;
case ')':
state.angle *= (1 + angleGrowth);
break;
case '(':
state.angle *= (1 - angleGrowth);
break;
case '[':
states.Push(state.Clone());
break;
case ']':
state = states.Pop();
break;
case '!':
state.angle *= -1;
break;
case '|':
state.dir += 180;
break;
}
}
}
public string Replace(string s)
{
StringBuilder sb = new StringBuilder();
foreach (char c in s)
{
if (rules.ContainsKey(c))
{
sb.Append(rules[c]);
}
else
{
sb.Append(c);
}
}
return sb.ToString();
}
}
@monzeralkhalil
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Nice program! I'm looking to modifiy the tree growth algorithm in a way that I can assign a branch length and angle at each iteration. Does anyone have any idea how to do it?

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