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<!DOCTYPE html>

<html>

<head>

    <meta charset="utf-8" />

    <title>Babylon.js L-system Fractal Example</title>

    <script src="https://cdn.babylonjs.com/babylon.js"></script>

    <script src="https://cdn.babylonjs.com/loaders/babylonjs.loaders.min.js"></script>

    <style>

        canvas {

            width: 100%;

            height: 100%;

            touch-action: none;

        }

    </style>

</head>

<body>

    <canvas id="renderCanvas"></canvas>

    <script>

        window.addEventListener('DOMContentLoaded', function () {

            var canvas = document.getElementById('renderCanvas');

            var engine = new BABYLON.Engine(canvas, true);

            var createScene = function () {

                var scene = new BABYLON.Scene(engine);

                // Create a camera

                var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 10, BABYLON.Vector3.Zero(), scene);

                // Create a light

                var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene);

                // Create an array to hold the spheres

                var spheres = [];

                // Load the texture and bump map

                var texture = new BABYLON.Texture("https://www.babylonjs-playground.com/textures/floor.png", scene);

                var bumpMap = new BABYLON.Texture("https://www.babylonjs-playground.com/textures/floor_n.jpg", scene);

                // Define the L-system rules and starting axiom

                var rules = {

                    F: "F+F-F-F+F"

                };

                var axiom = "F-F-F-F";

                var angle = Math.PI / 2;

                var length = 1;

                var iterations = 3;

                // Generate the L-system string

                var lSystemString = axiom;

                for (var i = 0; i < iterations; i++) {

                    var newString = "";

                    for (var j = 0; j < lSystemString.length; j++) {

                        var char = lSystemString.charAt(j);

                        if (rules[char]) {

                            newString += rules[char];

                        } else {

                            newString += char;

                        }

                    }

                    lSystemString = newString;

                }

                // Create a fountain of spheres that follow the L-system string

                var position = BABYLON.Vector3.Zero();

                var direction = BABYLON.Vector3.Forward();

                for (var i = 0; i < lSystemString.length; i++) {

                    var char = lSystemString.charAt(i);

                    if (char === "F") {

                        // Create a new sphere

                        var sphere = BABYLON.MeshBuilder.CreateSphere("sphere", {diameter: length, segments: 16}, scene);

                        sphere.position = position.clone();

                        sphere.material = new BABYLON.StandardMaterial("texture", scene);

                        sphere.material.diffuseTexture = texture;

                        sphere.material.bumpTexture = bumpMap;

                        spheres.push(sphere);

                        // Animate the texture of the sphere

                        var textureAnimation = new BABYLON.Animation("textureAnimation", "material.diffuseTexture.uOffset", 60, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);

                        var keys = [];

                        keys.push({frame: 0, value:0});

keys.push({frame: 100, value: 1});

textureAnimation.setKeys(keys);

sphere.material.diffuseTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;

sphere.material.diffuseTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;

sphere.material.diffuseTexture.uScale = 10;

sphere.material.diffuseTexture.vScale = 10;

sphere.animations.push(textureAnimation);

scene.beginAnimation(sphere, 0, 100, true);

// Animate the sphere

var animation = new BABYLON.Animation("myAnimation", "position", 30, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);

keys = [];

keys.push({frame: 0, value: position.clone()});

position.addInPlace(direction.scale(length));

keys.push({frame: 100, value: position.clone()});

animation.setKeys(keys);

sphere.animations.push(animation);

scene.beginAnimation(sphere, 0, 100, true);

} else if (char === "+") {

// Rotate clockwise

direction.rotateByQuaternionToRef(BABYLON.Quaternion.RotationAxis(BABYLON.Vector3.Up(), -angle), direction);

} else if (char === "-") {

// Rotate counterclockwise

direction.rotateByQuaternionToRef(BABYLON.Quaternion.RotationAxis(BABYLON.Vector3.Up(), angle), direction);

}

}

return scene;

}

var scene = createScene();

engine.runRenderLoop(function () {

scene.render();

});

window.addEventListener('resize', function () {

engine.resize();

});

});

</script>

 

</body>

</html>