1 #ifndef __GU_LSystem_h__
2 #define __GU_LSystem_h__
29 class gu_LSysTurtleStack;
30 class gu_LSysTurtleData;
38 rule = r ? strdup(r) : 0;
47 trim =
new char [strlen(r) + 1];
137 void addRule(
const char *);
139 void clearVariables();
140 void addVariable(
const char *var,
float val);
152 int preprocessStrings();
153 int executeLSystem(
int len);
155 gu_LSysTurtleData *buildGeometry(
char *buildStr,
float numGen,
int len,
156 gu_LSysTurtleData *startState,
214 int substituteRule(
unsigned int p,
int i,
int slen,
215 int *
prune,
int &len);
217 void assignParameters(
char *module,
unsigned int p,
220 int increaseLSysSize();
222 void addPointWidthAttribute();
224 void expandBranches(
int);
225 int smoothBranches();
228 void lsysPrune(
int,
int &);
229 void lsysTurn(
float);
230 void lsysRandom(
char ,
float );
231 void lsysPitch(
float);
232 void lsysRoll(
float);
233 void lsysGravity(
float);
234 void lsysLookToSun(
int,
float,
float,
float);
235 void lsysForward(
float,
float,
int,
int,
int,
int);
236 void lsysLeaf(
float,
float,
float,
float,
char,
int);
240 void lsysPolyVertex();
242 void lsysSetGroup(
int num);
245 gu_LSysTurtleData *lsysLocation(
int p,
int offset,
int &branch,
246 float g, gu_LSysTurtleData *startState);
247 gu_LSysTurtleData *lsysPopTurtle();
248 gu_LSysTurtleData *lsysPushTurtle();
250 void lsysAddAttribute(
int atrname,
float v1,
float v2,
float v3);
253 void addPoint(gu_LSysTurtleData *,
float,
float,
int,
int,
int);
254 void startLine(
float,
int,
int,
int);
**But if you need a result
GLfloat GLfloat GLfloat v2
GLfloat GLfloat GLfloat GLfloat v3
Attribute type implementation to store blind data per element.
IMATH_NAMESPACE::V2f float
GU_LSystemGeoType geotype
void trim(std::string &s)
GLboolean GLboolean GLboolean b
TIL_TextureMap * colorMap
guLsysRule(const char *r)
const char * getExpandedString()
int getParam(int i, int j, float &value)
GA_API const UT_StringHolder age