// Use this for initialization void Start () { if (goldenRatio) seedAngle = Mathf.PI * (3 - Mathf.Sqrt(5)); if (sqrt2) seedAngle = Mathf.Sqrt(2); if (sqrt3) seedAngle = Mathf.Sqrt(3); if (pi) seedAngle = Mathf.PI; if (sqrt7) seedAngle = Mathf.Sqrt(7); if (e) seedAngle = Mathf.Exp(1); if (other) seedAngle = otherNum; if (flange) seedAngle = Mathf.Sin(2 * Mathf.PI * Time.time * flangeAmount); waveGen = this.gameObject.GetComponent<waveGenerator>(); sqrtNumOfSpheres = Mathf.Sqrt(numberOfSpheres); ys = libSVM.Numpy.LinSpace(1 - 1 / numberOfSpheres, 1 / numberOfSpheres - 1, numberOfSpheres).ToList<double>().ConvertAll(x => (float)x); for (int i = 0; i < numberOfSpheres; i++) { theta = i * seedAngle; r = Mathf.Sqrt(i) / sqrtNumOfSpheres; radius = Mathf.Sqrt(1 - ys[i] * ys[i]); positions[i] = new Vector3(radius*Mathf.Cos(theta),ys[i],radius*Mathf.Sin(theta)); GameObject temp = GameObject.Instantiate(spiralSphere, positions[i], Quaternion.identity) as GameObject; temp.transform.SetParent(transform, false); temp.transform.position = transform.TransformPoint(temp.transform.position); spheres.Add(temp); } //Debug.Log(ys.Count); StartCoroutine("timedUpdate"); }
// Use this for initialization void Start () { waveGen = gameObject.GetComponent<waveGenerator>(); }