using UnityEngine;
using System.Collections.Generic;
public class PointsOnSphere : MonoBehaviour {
public GameObject prefab;
public int count = 10;
public float size = 20;
[ContextMenu("Create Points")]
void Create () {
var points = UniformPointsOnSphere(count, size);
for(var i=0; i<count; i++) {
var g = Instantiate(prefab, transform.position+points[i], Quaternion.identity) as GameObject;
g.transform.parent = transform;
}
}
Vector3[] UniformPointsOnSphere(float N, float scale) {
var points = new List<Vector3>();
var i = Mathf.PI * (3  Mathf.Sqrt(5));
var o = 2 / N;
for(var k=0; k<N; k++) {
var y = k * o  1 + (o / 2);
var r = Mathf.Sqrt(1  y*y);
var phi = k * i;
points.Add(new Vector3(Mathf.Cos(phi)*r, y, Mathf.Sin(phi)*r) * scale);
}
return points.ToArray();
}
}
Tuesday, February 08, 2011
Uniform Points On a Sphere
As promised, here is my code for creating a uniform set of points on a sphere.
Subscribe to:
Post Comments (Atom)
Popular Posts

So, you've created a car prefab using WheelCollider components, and now you can apply a motorTorque to make the whole thing move along. ...

When you start working with threads in your Unity3D project, you will discover that many things need to be done in the main loop. For exampl...

Thank to Adrian Boeing I was inspired this morning to hack together a ripple shader for Unity3D. Thanks for the math Adrian. You can see t...

Possibly slightly more correct lighting. The rim light is now only applied in the direction of the sun, rather than being purely based on v...

I've been investigating the possibility of hard real time software development with Python. From some brief research, I've come up w...

Working with multiple threads is often a necessary evil. This is how I do it safely inside a Unity3D component. There are only certain time...

Update: This is another planet shader, with more physical fidelity. Shader "Planet" { Properties { _MainTex ("Di...

UniWeb now includes a tiny embedded web server which you can use to do crazy things. That is all.

If you want to bake ambient occlusion into your mesh, here is one way to do it. This script modifies models on import if it has a filename ...

import csv open("output.tsv", "w").write("\n".join("\t".join(e.strip() for e in i) for i in csv.rea...
4 comments:
sounds nice  an example would be neat...
This script is designed to be used from the inspector.
Simply add the component to a game object, assign a prefab, then right click the component and click "Create Points".
Wow  that is an amazing snippet, how did you come about it.
Works great!
Works nice in C#.
Iam looking for a way to do this in JS. Please help me.
var prefab : GameObject;
var count : int= 10;
var size : float= 20;
function Start () {
var points = UniformPointsOnSphere(count, size);
for(var i=0; i<count; i++) {
var g = Instantiate(prefab, transform.position+points[i], Quaternion.identity) as GameObject;
g.transform.parent = transform;
}
}
function UniformPointsOnSphere ( N : float , scale : float ) : Vector3[] {
var points = new Array (Vector3(0, 0, 0));
var i = Mathf.PI * (3  Mathf.Sqrt(5));
var o = 2 / N;
for(var k=0; k<N; k++) {
var y = k * o  1 + (o / 2);
var r = Mathf.Sqrt(1  y*y);
var phi = k * i;
points.Add(new Vector3(Mathf.Cos(phi)*r, y, Mathf.Sin(phi)*r) * scale);
}
return points.ToArray();
}
Post a Comment