void m_WheelModel_random_unbalance() { for (int i = 0; i < m_WheelModel.spokes_count; ++i) { //m_WheelModel.nippleSetRotate( i, UnityEngine.Random.Range(0.7f,0.8f) ); m_WheelModel.nippleSetRotate(i, 0.7f); } for (int i = 0; i < 12; ++i) { int spoke_id = sys.Random.range(0, m_WheelModel.spokes_count); float rev = sys.Random.sign() * 0.1f; m_WheelModel.nippleRotate((spoke_id + 0) % m_WheelModel.spokes_count, rev); // m_WheelModel.nippleRotate( (spoke_id + 2) % m_WheelModel.spokes_count, rev ); } /* * for ( int i = 0; i < 2; ++i ) * { * int spoke_id = sys.Random.range ( 0, m_WheelModel.spokes_count ); * * float rev = sys.Random.sign() * 0.2f; * * m_WheelModel.nippleRotate( (spoke_id + 0) % m_WheelModel.spokes_count, rev ); * m_WheelModel.nippleRotate( (spoke_id + 1) % m_WheelModel.spokes_count, rev ); * m_WheelModel.nippleRotate( (spoke_id + 2) % m_WheelModel.spokes_count, rev ); * m_WheelModel.nippleRotate( (spoke_id + 3) % m_WheelModel.spokes_count, rev ); * } */ m_WheelModel_compute_and_rebuild_mesh(); }