看到这个切割算法,不错,就拿来主义了,呵呵呵
using UnityEngine;
using System.Collections;
public class DistrbutedPointsOnSphere : MonoBehaviour
{
public Camera camera;
/// <summary>
/// 父级 -- 球
/// </summary>
public Transform parent;
/// <summary>
/// 预设 -- 球
/// </summary>
public GameObject prefab;
public Transform[] kids;
// Use this for initialization
void Start()
{
CalualteSphere();
}
// Update is called once per frame
void Update()
{
if (!Input.GetMouseButton(0))
return;
float fMouseX = Input.GetAxis("Mouse X");
float fMouseY = Input.GetAxis("Mouse Y");
parent.Rotate(Vector3.up, -fMouseX * 2, Space.World);
parent.Rotate(Vector3.right, fMouseY * 2, Space.World);
for (int i = 0; i < kids.Length; i++)
kids[i].LookAt(camera.transform);
}
/// <summary>
/// 平均分成的等份
/// </summary>
int N = 50;
/// <summary>
/// 小球的半径
/// </summary>
float size = 0.5f;
/// <summary>
/// 球体表面平均分割点
/// </summary>
void CalualteSphere()
{
float inc = Mathf.PI * (3.0f - Mathf.Sqrt(5.0f));
float off = 2.0f / N;//注意保持数值精度
kids = new Transform[N];
for (int i = 0; i < N; i++)
{
float y = (float)i * off - 1.0f + (off / 2.0f);
float r = Mathf.Sqrt(1.0f - y * y);
float phi = i * inc;
Vector3 pos = new Vector3(Mathf.Cos(phi) * r * size, y * size, Mathf.Sin(phi) * r * size);
GameObject tempGo = Instantiate(prefab) as GameObject;
tempGo.transform.parent = parent;
tempGo.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
tempGo.transform.localPosition = pos;
tempGo.SetActive(true);
kids[i] = tempGo.transform;
}
}
/// <summary>
/// 点击小球,将他移动到中心点
/// </summary>
/// <param name="pos">小球的自身位置</param>
void ClickLittleSphere(Vector3 pos)
{
Vector3 vec301 = pos - Vector3.zero;
Vector3 vec302 = camera.transform.position - parent.transform.position;
parent.rotation = Quaternion.FromToRotation(vec301, vec302);
}
}