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L-Systems
This project forked from paluka/l-systems-opengl
L-Systems
Erik Paluka. Winter 2012. L-Systems Implemented in C++ using OpenGL. I first expand the L-system n times (maximum depth of the tree) and save each expansion in a vector. I expand by iterating through the string starting at the beginning and replacing the letters with their production rules. I added randomness to the model by creating a pseudo random number between 0 and 1. The value of the random number dictates which production rule a letter gets replaced with. When I draw the screen (display function), I first draw the ground (the plane that the tree is sitting in) using triangles. Depending on the current depth of the tree, I draw a specific L-system string that I expanded at the beginning. I draw the branch width (line width) based on the current branch depth. Each time a push matrix operation happens, I decrease the depth. Each time a pop matrix operation happens, I increase the depth. I draw the branches using lines. I draw the leaves using triangles. Every 2 seconds, the current depth of the tree increases, which in turn grows the tree. Also, the length of the lines increase. My tree is 3D. I did this by rotating in all three axis when a clockwise or counter-clockwise rotation occurs. My tree blows in the wind by changing the angle of rotation for the branches by using a pseudo random number. The change in angle is dictated by the value of the random number.
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