Пример #1
0
    void InitPoints() //Create the initial
    {
        globeNodeList = new List <GlobeNode>();

        Vector3[] vertexArr = new Vector3[]
        {
            new Vector3(-1, t, 0),
            new Vector3(1, t, 0),
            new Vector3(-1, -t, 0),
            new Vector3(1, -t, 0),

            new Vector3(0, -1, t),
            new Vector3(0, 1, t),
            new Vector3(0, -1, -t),
            new Vector3(0, 1, -t),

            new Vector3(t, 0, -1),
            new Vector3(t, 0, 1),
            new Vector3(-t, 0, -1),
            new Vector3(-t, 0, 1)
        };

        for (int i = 0; i < vertexArr.Length; i++)
        {
            GlobeNode newNode = Instantiate(nodePrefab, transform);

            newNode.transform.position    = vertexArr[i];
            newNode.transform.localScale /= (Mathf.Pow(numTessellations, 2) + 1);
            newNode.Orient(transform.position, radius, 0);
            newNode.listIndex = i;
            globeNodeList.Add(newNode);
        }
    }
Пример #2
0
    public void Tessellate() //Only called by neighbors if hasTessellated = false
    {
        hasTessellated = true;

        for (int i = 0; i < neighbors.Count; i++)
        {
            if (!neighbors[i].hasTessellated)
            {
                GlobeNode newNode = Instantiate(nodePrefab, GetComponentInParent <Globe>().transform);

                newNode.transform.position = (transform.position + neighbors[i].transform.position) / 2;
                newNode.Orient(new Vector3(), GetComponentInParent <Globe>().radius, 1);
                newNode.listIndex = -1;

                newNode.newNeighbors = new List <GlobeNode>(6) //gives the baby node two neighbors it needs to succeed in life
                {
                    this, neighbors[i]
                };


                GetComponentInParent <Globe>().globeNodeList.Add(newNode);
                newNeighbors.Add(newNode);
                neighbors[i].newNeighbors2.Add(newNode);
            }
        }

        OrganizeNeighbors();

        AssignNeighborsNeighbors();

        for (int i = 0; i < neighbors.Count; i++)
        {
            if (!neighbors[i].hasTessellated)
            {
                neighbors[i].Tessellate();
            }
        }
    }