示例#1
0
        public virtual void BuildTree()
        {
            if (RandomSeed == 0)
            {
                rnd = new Random();
            }
            else
            {
                rnd = new Random(RandomSeed);
            }

            particles.Clear();


            Particle3D trunk = new Particle3D()
            {
                Location  = InitialPosition,
                Direction = new Vector3D(0, 1, 0),
                Life      = maxLife,
                MaxLife   = maxLife,
                Color     = trunkColor,

                Behaviour = TrunkBehaviour
            };

            particles.Add(trunk);
        }
示例#2
0
        /// <summary>
        /// Describes what happens in a trunk particle
        /// </summary>
        /// <param name="trunk">The trunk particle</param>
        private void TrunkBehaviour(Particle3D trunk)
        {
            int depth = 1;

            // stimulate branching where life is low
            if (stimulateBranchingAtEndOfLife)
            {
                BranchingBehaviour((float)LineairScaleTo((((float)trunk.MaxLife - trunk.Life) / (float)trunk.MaxLife), 0.0f, 1f) * branchingPercent, trunk, depth);
            }
            else
            {
                BranchingBehaviour(branchingPercent, trunk, depth);
            }

            // leaves behaviour
            LeavesBehaviour(trunk);

            // zigzag the tree a little
            TrunkNudgeBehaviour(trunk);


            // make the tree thicker
            TrunkThickingBehaviour(trunk);

            // make the trunk split sometimes
            TrunkSplittingBehaviour(trunk);
        }
示例#3
0
        protected virtual void OnPixelSet(Particle3D p)
        {
            //bmp.SetPixel((int)p.Location.X, pic.Height - 1 - (int)p.Location.Y, p.Color);
            PixelSetHandler temp = PixelSet;

            if (temp != null)
            {
                temp((int)p.OldLocation.X, (int)p.OldLocation.Y, (int)p.OldLocation.Z, (int)p.Location.X, (int)p.Location.Y, (int)p.Location.Z, p.Color);
            }
            //}
        }
示例#4
0
        /// <summary>
        /// Nudge the tree to create a zig-zag effect (so that the tree isn't dead straight)
        /// </summary>
        /// <param name="trunk">A trunk particle</param>
        private void TrunkNudgeBehaviour(Particle3D trunk)
        {
            // subtle x nudgings
            if (rnd.NextDouble() < zigzagTrunkPercentage)
            {
                trunk.Direction = trunk.Direction.RotateZ(LineairScaleTo(rnd.NextDouble(), -zigzagTrunkStrength, zigzagTrunkStrength))
                                  .RotateY(rnd.Next(0, 2 * Math.PI));
            }

            //if (trunk.Direction.Y < 1)
            //{
            //    trunk.Direction.Y += 0.1f;
            //}
            //if (trunk.Direction.Y > 1)
            //    trunk.Direction.Y = 1;
        }
示例#5
0
 /// <summary>
 /// Describes the behaviour of spawning leaves on branches
 /// </summary>
 /// <param name="b"></param>
 private void LeavesBehaviour(Particle3D b)
 {
     if (b.Life < leavesPercentage * b.MaxLife)
     {
         // create leaves
         for (int i = 0; i < leavesNrSpawned; i++)
         {
             Particle3D l = new Particle3D()
             {
                 Direction = new Vector3D(rnd.Next(-1f, 1f), rnd.Next(-1f, 1f), rnd.Next(-1f, 1f)),
                 Location  = b.Location,
                 Color     = leavesColor,
                 Life      = leafLife,
                 MaxLife   = leafLife
             };
             particles.Add(l);
         }
     }
 }
示例#6
0
        /// <summary>
        /// Describes the branching and general behaviour of a branch
        /// </summary>
        /// <param name="branchingPercent"></param>
        /// <param name="branch"></param>
        /// <param name="depth"></param>
        private void BranchingBehaviour(float branchingPercent, Particle3D t, int depth)
        {
            if (rnd.NextDouble() < branchingPercent)//* (Math.Pow(0.5f, depth)))
            {
                // 90 * 2 ^ depth-1
                // [-90, 90] degrees => depth =1
                // [-45, 45] degrees => depth = 2
                // [-22.5,
                double narrower = (Math.Pow(branchNarrowing, depth));

                // branch in a random direction but decrease the range based on the depth of the recursion
                // still branch in a random direction around the Y axis
                Vector3D initialDirection = t.Direction.RotateZ(rnd.Next(-Math.PI * narrower, Math.PI * narrower))
                                            .RotateY(rnd.Next(0, Math.PI * 2));

                Particle3D branch = new Particle3D()
                {
                    Location  = t.Location,
                    Direction = initialDirection,
                    MaxLife   = (int)(t.Life * branchSizeDecrease),
                    Life      = (int)(t.Life * branchSizeDecrease),
                    Color     = branchColor,
                };
                branch.Behaviour = b =>
                {
                    LeavesBehaviour(b);

                    BranchingBehaviour(branchingPercent, b, depth + 1);

                    // weight behaviour
                    if (applyWeightOnBranches)
                    {
                        b.Direction = new Vector3D(initialDirection.X, initialDirection.Y * LineairScaleTo((double)b.Life / (double)branch.MaxLife, -1f, 1f), initialDirection.Z);// +(2 * (((double)b.Life / (double)maxLife)) - 1);
                    }
                };

                particles.Add(branch);
            }
        }
示例#7
0
        /// <summary>
        /// Make the trunk of the tree bigger
        /// </summary>
        /// <param name="trunk"></param>
        private void TrunkThickingBehaviour(Particle3D trunk)
        {
            // thicking
            int maxTrunkLife = (int)(((float)trunk.Life / (float)trunk.MaxLife) * (thickHeightRatio * trunk.MaxLife));

            double piTimes2        = (2 * Math.PI);
            var    trunkRotatedOnZ = trunk.Direction.RotateZ(-Math.PI / 2);

            // spawn particles in every possible direction
            int nrSpawn = 720;

            for (int i = 0; i < nrSpawn; i++)
            {
                Particle3D t1 = new Particle3D()
                {
                    Location  = trunk.Location,
                    Direction = trunkRotatedOnZ.RotateY((i / (float)nrSpawn) * piTimes2)
                                .RotateZ((i / (float)nrSpawn) * piTimes2),
                    Life    = maxTrunkLife,
                    MaxLife = maxTrunkLife,
                    Color   = trunk.Color
                };
                particles.Add(t1);
            }


            //Particle3D t2 = new Particle3D()
            //{
            //    Location = trunk.Location,
            //    Direction = trunk.Direction.RotateZ(Math.PI / 2),
            //    Life = maxTrunkLife,
            //    MaxLife = maxTrunkLife,
            //    Color = trunk.Color
            //};
            //particles.Add(t2);
        }
示例#8
0
        /// <summary>
        /// Describes how a trunk splits
        /// </summary>
        /// <param name="trunk">The trunk particle</param>
        private void TrunkSplittingBehaviour(Particle3D trunk)
        {
            // trunk split
            if (rnd.NextDouble() < trunkSplitPercentage)
            {
                Vector3D newDirection = trunk.Direction.RotateZ(rnd.Next(-Math.PI, Math.PI))
                                        .RotateY(rnd.Next(0, 2 * Math.PI));

                Particle3D secondTrunk = new Particle3D()
                {
                    Location  = trunk.Location,
                    Direction = newDirection,
                    Color     = trunk.Color,
                    Life      = (int)(trunk.Life * trunkSplitSpawnLifeDecrease),
                    MaxLife   = (int)(trunk.Life * trunkSplitSpawnLifeDecrease),
                    Behaviour = trunk.Behaviour
                };
                particles.Add(secondTrunk);

                if (secondTrunk.Direction.Y < 0)
                {
                    secondTrunk.Direction.Y *= -1;
                }

                trunk.Life = (int)(trunk.Life * trunkSplitOrigLifeDecrease);

                // TODO
                trunk.Direction = new Vector3D(-newDirection.X, newDirection.Y, newDirection.Z); //trunk.Direction.Rotate(-Math.PI / 2 * rnd.NextDouble());


                if (trunk.Direction.Y < 0)
                {
                    trunk.Direction.Y *= -1;
                }
            }
        }