Objective: | In this assignment, you will learn how to generate a forest of trees using
an iterated function system (IFS) called Lindenmayer Systems (a.k.a. L-Systems), and place those trees
on a "ground plane." You shall also insert PLY models of a car and other PLY objects and place it on the ground plane
to model a park.
This assignment consists of two parts: a "Preparation" part
and a "Submitted Stuff" part.
NOTE: Please submit ONLY the work described below in the section "submitted stuff" by the due date (Oct 29, 2013). Do NOT submit the work you do in the "prep coding" section | ||||||||||||||||||||||||
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Preparation: |
The aim of this preparation part is for you to create the IFS for generating the
strings that will define each tree for the forest. In addition, you will create a
PolyCylinder routine to better understand transformations (e.g., translations, rotations) in OpenGL.
A drawing pattern is defined by a turtle string made up of command characters that control how the turtle moves, as well as its state. The commands include:
L-Systems are used to generate a turtle string by iteratively expanding a start token by applying production (or re-writing) rules. Each L-System consists of a grammar that defines re-writing rules. Each rule in the grammar consists of a left-hand side (LHS) and a right-hand side (RHS), separated by a colon. A sample grammar looks like this:
In addition to specifying a grammar, we also need to specify the values for len, xrot, yrot, and zrot, as well as a value denoting how many times we want to iterate (i.e., apply the production rule(s)). Similar to the way the Koch curve is created by replacing each segment with a predefined pattern, the turtle string is rewritten by substituting every instance of a LHS by its corresponding RHS. For any token in the string for which there is no matching LHS, the token is simply copied into the new string. For example, given the grammar:
after one iteration, the resulting turtle string would be:
Your system should be able to handle multiple production rules, each having a unique LHS, for example:
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Setup: | Using the starter code (same one as you got for homework 2) [ here ] or your project 2 code as a starting point, add in the other modules you create in this project to render L-systems (e.g., grammar.h grammar.cpp, etc.). Be sure to use the right type of projection matrix and setup parameters to show proper perspective (foreshortening). | ||||||||||||||||||||||||
Prep Coding: |
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Submitted Stuff: |
Now we need to put it all together.
(If you REALLY want to test your program, try this input file. This is from p. 20 of the reference book listed at the bottom of this page and is PURELY OPTIONAL!) |
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Attacking the Problem: |
For the L-System part, start out by creating several classes that will help you manage the different things
you will need to keep straight. For example, you might want to have a turtle class consisting of a
position, orientation, length when drawing, and a string representing the turtle
string.
You might want to have a rule class that has strings for the lhs and rhs. A grammar class would consist of a list of rules, along with a method (addRule) to add a new rule to the grammar. The main method for the grammar class might be something like a rewrite method that takes in a turtle and a number of iterations, and returns a new string after applying the rules to the turtle string for the desired number of iterations. The functionality for implementing '[' and ']' should be achieved by implementing a matrix stack and PushMatrix and PopMatrix functions. This will save and return you to the proper state. Another thing that will help you greatly is to use the Standard Template Library (STL) that is available with C++. There are a number of classes that you will find very useful, such as "string," "hash_map," "multimap," and/or "list." If you have never used these before, this is a good opportunity for you to "get out of your comfort zone," as these tools will serve you well in most future endeavors, both in this class and well beyond. Some good links to C++ help include the SGI site and also CPP Reference. |
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Submitting your Work: |
Make sure to double-check that everything works before submitting.
Submit all your executable and source files.
Put all your work files (Visual Studio solution, OpenGL program, shaders,
executable and input files into a folder and zip it. Essentially,
after your project is complete, just zip the project directory created
by Visual Studio. Submit your project using web-based turnin. Create documentation for your program and submit it along with the project inside the zip file. Your documentation can be either a pure ASCII text or Microsoft Word file. The documentation does not have to be long. Briefly describe the structure of your program, what each file turned in contains. Explain briefly what each module does and tie in your filenames. Most importantly, give clear instructions on how to compile and run your program. MAKE SURE IT RUNS before submission. Name your zip file according to the convention FirstName_lastName_hw3.zip |
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Academic Honesty: |
Remember the policy on Academic Honesty: You may discuss the assignment with others, but you are to do your own work. The official WPI statement for Academic Honesty can be accessed HERE. | ||||||||||||||||||||||||
References: |
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