unity蒲公英(一片,一片,一片片......)

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

public class Sn : MonoBehaviour {

    void Start()
    {
        CreatPointOnSphere(50,30);
    }


    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;   //注意保持数值精度  m_wBornPointSum:生成的点数
        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  距离球心的距离
            
            //法向量------------------------------------
            Vector3 dir = pos - Vector3.zero;
            GameObject null_obj = new GameObject();
            null_obj.transform.position = Vector3.zero;
            GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
            obj.transform.position += new Vector3(0, 0, 1f);
            obj.transform.Rotate(Vector3.right * 90);
            obj.transform.SetParent(null_obj.transform);
            null_obj.transform.forward = dir;
            null_obj.transform.localScale=new Vector3(0.1f,0.1f,15f);
           //-----------------------------------------------以上追加
            tempIndex++;
            BornPoint(pos, tempIndex, null_obj);
        }
    }
    
    RaycastHit m_hitInfo;
    void BornPoint(Vector3 pos, int tempIndex,GameObject parent_sphere)
    {
        GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Sphere);
        obj.transform.localScale = new Vector3(1f, 1f, 1f);
        obj.transform.localPosition = pos;
        obj.name = string.Concat("蒲公英种子", tempIndex);
        parent_sphere.name = string.Concat("棒棒糖");
        parent_sphere.transform.SetParent(obj.transform);
        obj.transform.SetParent(transform);
    }

}

 

 

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

public class Sn : MonoBehaviour
{
    [Header("总点数")]
    public int point_sum;
    [Header("半径")]
    public float radius;
    void Start()
    {
        
        
        //CreatPointOnSphere(50, 30,Vector3.one*50);
        Spaw_list(new List<Vector3>() { Vector3.one, Vector3.one*50, Vector3.one*100 }, 50, 30);
    }

    /// <summary>
    /// name="_wBornPointSum"小球数量
    /// name="_dwDectRadius"半径
    /// name="vector3"生成的位置
    /// </summary>
    /// <param name="_wBornPointSum">小球数量</param>
    /// <param name="_dwDectRadius">半径</param>
    /// <param name="vector3">生成的位置</param>
    public void CreatPointOnSphere(int _wBornPointSum, float _dwDectRadius,Vector3 vector3)
    {
        int tempIndex = 0;
        //生成
        float inc = Mathf.PI * (3.0f - Mathf.Sqrt(5.0f));
        float off = 2.0f / _wBornPointSum;   //注意保持数值精度  m_wBornPointSum:生成的点数
        float y;
        float r;
        float phi;

        GameObject parent_null = new GameObject();
        parent_null.transform.position = vector3;
        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  距离球心的距离
            pos += vector3;
            //法向量------------------------------------
            Vector3 dir = pos - vector3;
            GameObject null_obj = new GameObject();
            null_obj.transform.position = vector3;
            GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
            obj.transform.position += new Vector3(0, 0, 1f) + vector3;
            obj.transform.Rotate(Vector3.right * 90);
            obj.transform.SetParent(null_obj.transform);
            null_obj.transform.forward = dir;
            null_obj.transform.localScale = new Vector3(0.1f, 0.1f, _dwDectRadius * 0.5f);
            //-----------------------------------------------以上追加
            tempIndex++;
            BornPoint(pos, tempIndex, null_obj, parent_null.transform);
        }
    }

   /// <summary>
   /// 生成point 球
   /// </summary>
   /// <param name="pos"></param>
   /// <param name="tempIndex"></param>
   /// <param name="parent_sphere"></param>
   /// <param name="parent_obj"></param>
    void BornPoint(Vector3 pos, int tempIndex, GameObject parent_sphere,Transform parent_obj)
    {
        GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Sphere);
        obj.transform.localScale = new Vector3(1f, 1f, 1f);
        obj.transform.localPosition = pos;
        obj.name = string.Concat("蒲公英种子", tempIndex);
        parent_sphere.name = string.Concat("棒棒糖");
        parent_sphere.transform.SetParent(obj.transform);
        obj.transform.SetParent(parent_obj);
        parent_obj.name = "球";
        parent_obj.SetParent(transform);
    }
  /// <summary>
  /// 创建额外连接线
  /// </summary>
  /// <param name="start_point"></param>
  /// <param name="end_point"></param>
    void Creat_Cylinder(Vector3 start_point,Vector3 end_point)
    {
        Vector3 dir = end_point - start_point;
        GameObject null_obj = new GameObject();
        null_obj.transform.position = start_point;
        GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
        obj.transform.position += new Vector3(0, 0, 1f) + start_point;
        obj.transform.Rotate(Vector3.right * 90);
        obj.transform.SetParent(null_obj.transform);
        null_obj.transform.forward = dir;
        null_obj.transform.localScale = new Vector3(0.1f, 0.1f,Vector3.Distance(start_point, end_point)*0.5f);

        null_obj.name = "连接线";
        null_obj.transform.SetParent(transform);
    }

    void Spaw_list(List<Vector3> list_one, int _wBornPointSum, float _dwDectRadius)
    {
        if (list_one.Count < 0) return;
        if(list_one.Count>0&& list_one.Count < 2)
        {
            int offet = Random.Range(0, 20);
            CreatPointOnSphere(_wBornPointSum + offet, _dwDectRadius + offet, list_one[0]);
        }
        else
        {
            for (int i = 0; i < list_one.Count; i++)
            {
                if(i< list_one.Count-1)
                {
                    Creat_Cylinder(list_one[i], list_one[i + 1]);
                }
                int offet = Random.Range(0, 20);
                CreatPointOnSphere(_wBornPointSum + offet, _dwDectRadius + offet, list_one[i]);
            }
        }
        
        
    }
}

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