From ca79ca8381450c839b639cd3270308bc517d35d4 Mon Sep 17 00:00:00 2001 From: Patrice Vignola Date: Thu, 13 Aug 2015 13:55:16 -0400 Subject: [PATCH] - Removed some debug logs --- Assets/Scripts/Models/LevelGenerator.cs | 6 + Assets/Tests/PersonTest.cs | 1 - Assets/Tests/SphereSR.cs | 186 ++++++++++++------------ 3 files changed, 96 insertions(+), 97 deletions(-) diff --git a/Assets/Scripts/Models/LevelGenerator.cs b/Assets/Scripts/Models/LevelGenerator.cs index fde2492..c9bfdc1 100644 --- a/Assets/Scripts/Models/LevelGenerator.cs +++ b/Assets/Scripts/Models/LevelGenerator.cs @@ -27,6 +27,12 @@ namespace DeathBook.Model { List people = new List(numPeople); + /* Sphere uniform distribution using the spiral method with the golden angle + * ~2.39996323 rad, the golden angle (the most irrational angle) + * is used here to make sure that the sin and cos functions + * dont end up drawing clusters of points and the spirals are way + * less visible. + */ float dlong = Mathf.PI * (3 - Mathf.Sqrt(5)); //~2.39996323 float dz = (2f / numPeople) * radius; diff --git a/Assets/Tests/PersonTest.cs b/Assets/Tests/PersonTest.cs index 72cfb01..9e5d4a9 100644 --- a/Assets/Tests/PersonTest.cs +++ b/Assets/Tests/PersonTest.cs @@ -21,7 +21,6 @@ public class PersonTest : MonoBehaviour void OnMouseOver() { - Debug.Log("abc"); if (!_highlighted) { _highlighted = true; diff --git a/Assets/Tests/SphereSR.cs b/Assets/Tests/SphereSR.cs index 6f452fe..a3604ea 100644 --- a/Assets/Tests/SphereSR.cs +++ b/Assets/Tests/SphereSR.cs @@ -1,94 +1,88 @@ -using UnityEngine; -using System.Collections; +using UnityEngine; +using System.Collections; using System.Collections.Generic; -using DeathBook.Model; - -public class SphereSR : MonoBehaviour -{ - public FriendshipLink LinkObj; - public PersonTest PersonObj; +using DeathBook.Model; + +public class SphereSR : MonoBehaviour +{ + public FriendshipLink LinkObj; + public PersonTest PersonObj; public int NumPeople = 50; public int AvgNumFriends = 20; - public float FriendshipLikeliness = 0.4f; - public float SphereRadius = 1f; - public float rotationSpeed = 0.7f; - - public float torqueForce = 50f; - private bool dragging = false; - private Vector3 delta = new Vector3(); - private Rigidbody rb; - + public float FriendshipLikeliness = 0.4f; + public float SphereRadius = 1f; + public float rotationSpeed = 0.7f; + + public float torqueForce = 50f; + private bool dragging = false; + private Vector3 delta = new Vector3(); + private Rigidbody rb; + private PersonTest[] peopleNodes; - //TODO private Friendship[] friendships; - private GameObject[] nodes; - - void Awake() - { + //TODO private Friendship[] friendships; + private GameObject[] nodes; + + void Awake() + { LevelGenerator lGen = new LevelGenerator(); - Level lvl = lGen.GenerateLevel(NumPeople, AvgNumFriends, FriendshipLikeliness, SphereRadius); - - InstantiateNodes(lvl); - AssignLinks(lvl); - rb = GetComponent(); - } - - void Update() - { - Vector3 screenMousePos = Input.mousePosition; - - screenMousePos.z = transform.position.z - Camera.main.transform.position.z; - - Vector3 worldMousePos = Camera.main.ScreenToWorldPoint(screenMousePos); - - // If the world position of the mouse is greater than the radius of the sphere, we are outside - if (Mathf.Sqrt(worldMousePos.x * worldMousePos.x + worldMousePos.y * worldMousePos.y) > SphereRadius + 1f) - { - transform.Rotate(Vector3.one * Time.deltaTime * rotationSpeed); - } - - //when right btn clicked, call the chnge rotation - if (Input.GetMouseButtonDown(1)) - { - dragging = true; - } - else if (Input.GetMouseButtonUp(1)) - { - dragging = false; - delta = new Vector3(); - } - - if (dragging) - { - MoveSphere(); - } - } - - void MoveSphere() - { - float deltaX = Input.GetAxis("Mouse X"); - float deltaY = Input.GetAxis("Mouse Y"); - if (deltaX == 0 && deltaY == 0) - { - delta = new Vector3(); - rb.angularVelocity *= 0.8f; - } - delta += new Vector3(deltaX, deltaY, 0); - //rigidbody.AddTorque(); - rb.AddTorque(Vector3.down * delta.x * torqueForce * Time.deltaTime, ForceMode.Impulse); - rb.AddTorque(Vector3.right * delta.y * torqueForce * Time.deltaTime, ForceMode.Impulse); - Debug.Log(delta.x + ", " + delta.y); - - - } - - private void InstantiateNodes(Level lvl) - { - /* Sphere uniform distribution using the spiral method with the golden angle - * ~2.39996323 rad, the golden angle (the most irrational angle) - * is used here to make sure that the sin and cos functions - * dont end up drawing clusters of points and the spirals are way - * less visible. - */ + Level lvl = lGen.GenerateLevel(NumPeople, AvgNumFriends, FriendshipLikeliness, SphereRadius); + + InstantiateNodes(lvl); + AssignLinks(lvl); + rb = GetComponent(); + } + + void Update() + { + Vector3 screenMousePos = Input.mousePosition; + + screenMousePos.z = transform.position.z - Camera.main.transform.position.z; + + Vector3 worldMousePos = Camera.main.ScreenToWorldPoint(screenMousePos); + + // If the world position of the mouse is greater than the radius of the sphere, we are outside + if (Mathf.Sqrt(worldMousePos.x * worldMousePos.x + worldMousePos.y * worldMousePos.y) > SphereRadius + 1f) + { + transform.Rotate(Vector3.one * Time.deltaTime * rotationSpeed); + } + + //when right btn clicked, call the chnge rotation + if (Input.GetMouseButtonDown(1)) + { + dragging = true; + } + else if (Input.GetMouseButtonUp(1)) + { + dragging = false; + delta = new Vector3(); + } + + if (dragging) + { + MoveSphere(); + } + } + + void MoveSphere() + { + float deltaX = Input.GetAxis("Mouse X"); + float deltaY = Input.GetAxis("Mouse Y"); + if (deltaX == 0 && deltaY == 0) + { + delta = new Vector3(); + rb.angularVelocity *= 0.8f; + } + delta += new Vector3(deltaX, deltaY, 0); + //rigidbody.AddTorque(); + rb.AddTorque(Vector3.down * delta.x * torqueForce * Time.deltaTime, ForceMode.Impulse); + rb.AddTorque(Vector3.right * delta.y * torqueForce * Time.deltaTime, ForceMode.Impulse); + Debug.Log(delta.x + ", " + delta.y); + + + } + + private void InstantiateNodes(Level lvl) + { peopleNodes = new PersonTest[lvl.people.Count]; int ctr = 0; @@ -100,10 +94,10 @@ public class SphereSR : MonoBehaviour pInst.transform.parent = this.transform; peopleNodes[ctr++] = pInst; - } - } - - private void AssignLinks(Level lvl) + } + } + + private void AssignLinks(Level lvl) { foreach (Friendship f in lvl.friendships) { @@ -111,10 +105,10 @@ public class SphereSR : MonoBehaviour int id1 = f.friend1.id; int id2 = f.friend2.id; link.AttachToObjects(peopleNodes[id1].gameObject, peopleNodes[id2].gameObject); - - // Temporary stuff, for testing - peopleNodes[id1].AddLink(link); + + // Temporary stuff, for testing + peopleNodes[id1].AddLink(link); peopleNodes[id2].AddLink(link); - } - } -} + } + } +}