Exemplo n.º 1
0
    public void GenerateCircle3D(short[] set, float index, float length, CircleGenerationSettings settings, Transform parent = null)
    {
        var anglePerSpot = CIRCLE_ANGLE / set.Length;

        for (int i = 0; i < set.Length; i++)
        {
            if (set[i] < 0)
            {
                continue;
            }
            //calculate position
            float a = anglePerSpot, angle, newX, newY, newZ;
            a     = (i * anglePerSpot);
            angle = (a * Mathf.PI / (CIRCLE_ANGLE / 2));


            // finding sphere cap radius
            var   radius = settings.radius;
            float height = (float)(((index / length) - 0.5f)) * (settings.radius * 2);
            radius = Mathf.Sqrt((radius * radius) - (height * height));

            newX = (float)(radius * Mathf.Sin(angle));
            newY = (float)(radius * Mathf.Cos(angle));
            newZ = height;

            var obj = GameObject.Instantiate(settings.prefab[set[i]], parent);
            obj.transform.localPosition = new Vector3(newX, newY, newZ);

            // rotate
            Vector3    objectDistance = (obj.transform.position - parent.transform.position).normalized;
            Vector3    targetUp       = parent.transform.up;
            Quaternion targetRotation = Quaternion.FromToRotation(targetUp, objectDistance) * obj.transform.rotation;
            obj.transform.rotation = targetRotation;
        }
    }
Exemplo n.º 2
0
    public void GenerateCircle2D(CircleGenerationSettings settings, Transform parent = null)
    {
        var anglePerSpot = CIRCLE_ANGLE / settings.amount;

        for (int i = 0; i < settings.amount; i++)
        {
            //calculate position
            float a = anglePerSpot, angle, newX, newY;
            a     = (i * anglePerSpot);
            angle = (a * Mathf.PI / (CIRCLE_ANGLE / 2));
            // no need to add center because we can use unity local position.
            newX = (float)(settings.radius * Mathf.Sin(angle));
            newY = (float)(settings.radius * Mathf.Cos(angle));

            var obj = GameObject.Instantiate(settings.prefab[0], parent);
            obj.transform.localPosition = new Vector3(newX, newY, 0);

            // rotate
            Vector3 rot = obj.transform.eulerAngles;
            rot.z = -(Mathf.Rad2Deg * angle) - settings.angleCorrection;
            obj.transform.eulerAngles = rot;
        }
    }