unity球面上均勻分佈N個點

轉自:https://blog.csdn.net/welfare8888/article/details/81449494

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;

public class Sn : MonoBehaviour {

    void Start()
    {
        CreatPointOnSphere(500, 15);
    }


    public void CreatPointOnSphere(int _wBornPointSum, float _dwDectRadius)
    {
        int tempIndex = 0;
        //生成
        float inc = Mathf.PI * (3.0f - Mathf.Sqrt(5.0f));
        float off = 2.0f / _wBornPointSum;   //注意保持數值精度  m_wBornPointSum:生成的點數
        float y;
        float r;
        float phi;
        for (int i = 0; i < _wBornPointSum; i++)
        {
            y = (float)i * off + (off / 2.0f) - 1.0f;
            r = Mathf.Sqrt(1.0f - y * y);
            phi = i * inc;
            Vector3 pos = new Vector3(Mathf.Cos(phi) * r * _dwDectRadius, y * _dwDectRadius, Mathf.Sin(phi) * r * _dwDectRadius); //m_dwDectRadius  距離球心的距離
            tempIndex++;
            BornPoint(pos, tempIndex);
        }
    }

    RaycastHit m_hitInfo;
    void BornPoint(Vector3 pos, int tempIndex)
    {
        GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Cube);
        obj.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
        obj.transform.localPosition = pos;
        obj.name = string.Concat("Cube", tempIndex);
    }

}

 

發表評論
所有評論
還沒有人評論,想成為第一個評論的人麼? 請在上方評論欄輸入並且點擊發布.
相關文章