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updated demo scenes

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GandhiGames committed Dec 21, 2016
1 parent 94118e2 commit 538deb1066f555c6f5e776ddda8d39924c9883f4
Showing with 32,785 additions and 33,922 deletions.
  1. BIN fractal_tree/Assets/Scenes/Branch Generator Demo.unity
  2. BIN fractal_tree/Assets/Scenes/L System Generator Demo.unity
  3. BIN fractal_tree/Assets/Scenes/Shape Demo.unity
  4. BIN fractal_tree/Assets/Scenes/Space Colonization Demo.unity
  5. BIN fractal_tree/Assets/Scenes/Tree Demo.unity
  6. +3 −0 fractal_tree/Assets/Scripts/Demo/DemoBranchTreeUI.cs
  7. +71 −5 fractal_tree/Assets/Scripts/Demo/DemoColonizationTreeUI.cs
  8. +3 −0 fractal_tree/Assets/Scripts/Demo/DemoLTreeUI.cs
  9. +13 −4 fractal_tree/Assets/Scripts/Demo/DemoLeafPlacement.cs
  10. +6 −1 fractal_tree/Assets/Scripts/Editor/TreeBuilderEditor.cs
  11. +12 −2 fractal_tree/Assets/Scripts/Tree Builders/MovingTreeBuilder.cs
  12. +5 −1 fractal_tree/Assets/Scripts/Tree Builders/StationaryTreeBuilder.cs
  13. +3 −1 fractal_tree/Assets/Scripts/Tree Builders/TreeBuilder.cs
  14. +11 −12 fractal_tree/Assets/Scripts/Trees/LTree.cs
  15. BIN fractal_tree/Library/CurrentLayout.dwlt
  16. BIN fractal_tree/Library/EditorUserBuildSettings.asset
  17. BIN fractal_tree/Library/LastBuild.buildreport
  18. +1 −1 fractal_tree/Library/LastSceneManagerSetup.txt
  19. BIN fractal_tree/Library/ScriptAssemblies/Assembly-CSharp-Editor.dll
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@@ -5,6 +5,9 @@
namespace FractalTree.Demo
{
/// <summary>
/// For demo purposes. Listens for changes in UI and updates Branch variables.
/// </summary>
public class DemoBranchTreeUI : MonoBehaviour
{
public TreeBuilder treeBuilder;
@@ -5,27 +5,93 @@
namespace FractalTree.Demo
{
/// <summary>
/// For demo purposes. Listens for changes in UI and updates Space Colonization variables.
/// </summary>
public class DemoColonizationTreeUI : MonoBehaviour
{
public TreeBuilder treeBuilder;
public DemoLeafPlacement leafPlacement;
public InputField lengthInput;
public InputField widthInput;
public InputField minDistanceToLeafInput;
public InputField maxDistanceToLeafInput;
public Button clearButton;
public Button generateButton;
// Use this for initialization
void Start ()
{
LoadDefaultValues ();
AddEventListeners ();
}
private void LoadDefaultValues ()
{
lengthInput.text = treeBuilder.colonizationInitialLength.ToString ();
widthInput.text = treeBuilder.colonizationWidth.ToString ();
minDistanceToLeafInput.text = treeBuilder.colonizationMinDistance.ToString ();
maxDistanceToLeafInput.text = treeBuilder.colonizationMaxDistance.ToString ();
}
private void AddEventListeners ()
{
lengthInput.onEndEdit.AddListener (OnLengthChanged);
widthInput.onEndEdit.AddListener (OnWidthChanged);
minDistanceToLeafInput.onEndEdit.AddListener (OnMinDistChanged);
maxDistanceToLeafInput.onEndEdit.AddListener (OnMaxDistChanged);
clearButton.onClick.AddListener (Clear);
generateButton.onClick.AddListener (Generate);
}
private void OnLengthChanged (string value)
{
float changed;
if (float.TryParse (value, out changed)) {
treeBuilder.colonizationInitialLength = changed;
}
}
private void OnWidthChanged (string value)
{
float changed;
if (float.TryParse (value, out changed)) {
treeBuilder.colonizationWidth = changed;
}
}
private void OnMinDistChanged (string value)
{
float changed;
if (float.TryParse (value, out changed)) {
treeBuilder.colonizationMinDistance = changed;
}
}
private void OnMaxDistChanged (string value)
{
float changed;
if (float.TryParse (value, out changed)) {
treeBuilder.colonizationMaxDistance = changed;
}
}
// Update is called once per frame
void Update ()
private void Clear()
{
treeBuilder.Remove ();
leafPlacement.Clear ();
}
private void Generate()
{
treeBuilder.Remove ();
treeBuilder.Build ();
}
}
}
@@ -5,6 +5,9 @@
namespace FractalTree.Demo
{
/// <summary>
/// For demo purposes. Listens for changes in UI and updates L-Tree variables.
/// </summary>
public class DemoLTreeUI : MonoBehaviour
{
public TreeBuilder treeBuilder;
@@ -4,24 +4,33 @@
namespace FractalTree
{
/// <summary>
/// For demo purposes. Spawns a leaf object (used for space colonization tree algorithm) at mouse position on left-click.
/// </summary>
public class DemoLeafPlacement : MonoBehaviour
{
public GameObject leafPrefab;
// Update is called once per frame
void Update ()
{
if (Input.GetMouseButtonUp (0)) {
var pos = Camera.main.ScreenToWorldPoint (Input.mousePosition);
pos.z = 0f;
if (pos.x < 5) {
pos.z = 0f;
var leaf = (GameObject)Instantiate (leafPrefab, pos, Quaternion.identity);
var leaf = (GameObject)Instantiate (leafPrefab, pos, Quaternion.identity);
leaf.transform.SetParent (transform);
leaf.transform.SetParent (transform);
}
}
}
/// <summary>
/// Remove all child leaves.
/// </summary>
public void Clear()
{
for (int i = transform.childCount - 1; i >= 0; i--) {
@@ -2,9 +2,13 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
namespace FractalTree
{
/// <summary>
/// Custom editor for tree builder class. Hides variables not in use based on TreeType.
/// </summary>
[CustomEditor (typeof(TreeBuilder))]
public abstract class TreeBuilderEditor : Editor
{
@@ -42,7 +46,8 @@ protected void DrawEditor()
}
if (GUI.changed) {
EditorUtility.SetDirty (m_TreeBuilder);
EditorSceneManager.MarkSceneDirty (EditorSceneManager.GetActiveScene ());
}
}
@@ -5,10 +5,15 @@
namespace FractalTree
{
/// <summary>
/// Builds a moving tree and provides methods of applying forces to generated trees.
/// </summary>
public class MovingTreeBuilder : TreeBuilder
{
private float forceDistanceMulti = 4f;
/// <summary>
/// All forces applies to this tree are multiplied by this value. Use this to create trees that are more sensitive to forces than others.
/// </summary>
public float forceDistanceMulti = 4f;
private List<MovingBranch> m_Branches = new List<MovingBranch>();
@@ -33,11 +38,16 @@ public override void Build ()
m_Branches = DoBuild<MovingBranch> ();
}
/// <summary>
/// Deletes all child branches and clears branch list.
/// </summary>
public override void Remove ()
{
for (int i = m_Branches.Count - 1; i >= 0; i--) {
Destroy (m_Branches [i].transform.gameObject);
}
m_Branches.Clear ();
}
/// <summary>
@@ -32,12 +32,16 @@ public override void Build ()
m_Branches = DoBuild<Branch> ();
}
/// <summary>
/// Deletes all child branches and clears branch list.
/// </summary>
public override void Remove ()
{
for (int i = m_Branches.Count - 1; i >= 0; i--) {
Destroy (m_Branches [i].transform.gameObject);
}
m_Branches.Clear ();
}
}
}
@@ -4,7 +4,9 @@
namespace FractalTree
{
/// <summary>
/// All trees should have a method of generating themselves.
/// </summary>
public interface Tree
{
List<T> Generate<T>() where T : Branch;
@@ -37,14 +37,14 @@ public class LTree : Tree
/// <param name="autoWidth">If set to <c>true</c> auto width.</param>
/// <param name="autoMass">If set to <c>true</c> auto mass.</param>
public LTree (GameObject branchPrefab,
int steps,
string axiom,
LRule[] rules,
float branchLength,
float angle, Transform owner, Color[] colors,
float width,
bool autoWidth,
bool autoMass)
int steps,
string axiom,
LRule[] rules,
float branchLength,
float angle, Transform owner, Color[] colors,
float width,
bool autoWidth,
bool autoMass)
{
m_BranchPrefab = branchPrefab;
m_Steps = steps;
@@ -100,8 +100,7 @@ private void CalculateNextStep ()
for (int j = 0; j < m_Rules.Length; j++) {
if(m_Rules[j].from == '\0')
{
if (m_Rules [j].from == '\0') {
continue;
}
@@ -217,8 +216,8 @@ private class LMovementState<T> where T : Branch
public float thickness { get; private set; }
public LMovementState (Vector2 position,
float rotation, T previousBranch,
Color color, float thickness)
float rotation, T previousBranch,
Color color, float thickness)
{
this.position = position;
this.rotation = rotation;
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@@ -1,4 +1,4 @@
sceneSetups:
- path: Assets/Scenes/Space Colonization Demo.unity
- path: Assets/Scenes/L System Generator Demo.unity
isLoaded: 1
isActive: 1
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