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- Some tests
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Assets/Tests/Beam/Person.prefab
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Assets/Tests/Beam/Person.prefab
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Assets/Tests/Beam/Person.prefab.meta
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Assets/Tests/Beam/Person.prefab.meta
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55
Assets/Tests/Sphere.cs
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Assets/Tests/Sphere.cs
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using UnityEngine;
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using System.Collections;
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public class Sphere : MonoBehaviour
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{
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public GameObject SpherePrototype;
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public int PointsAmount = 50;
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public float SphereRadius = 1f;
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void Awake()
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{
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// First test (Orion Elenzil)
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/*
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for (int i = 0; i < PointsAmount; i++)
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{
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float theta = (360f / PointsAmount) * i;
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float phi = (Mathf.PI / 2 / PointsAmount) * i;
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float x = Mathf.Cos(Mathf.Sqrt(phi)) * Mathf.Cos(theta);
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float y = Mathf.Cos(Mathf.Sqrt(phi)) * Mathf.Sin(theta);
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float z = (UnityEngine.Random.value < 0.5f ? -1 : 1) * Mathf.Sin(Mathf.Sqrt(phi));
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Debug.Log(UnityEngine.Random.value);
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Instantiate(SpherePrototype, new Vector3(x, y, z), Quaternion.identity);
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}*/
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// Second test (default unit sphere random distribution)
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/*
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for (int i = 0; i < PointsAmount; i++)
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{
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float u = UnityEngine.Random.Range(-1f, 1f);
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float a = UnityEngine.Random.Range(0f, 2 * Mathf.PI);
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float x = Mathf.Sqrt(1 - u * u) * Mathf.Cos(a);
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float y = Mathf.Sqrt(1 - u * u) * Mathf.Sin(a);
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float z = u;
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Instantiate(SpherePrototype, new Vector3(x, y, z), Quaternion.identity);
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}*/
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// Third test (unit sphere semi-uniform distribution)
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for (int i = 0; i < PointsAmount; i++)
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{
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float u = (SphereRadius * 2 / PointsAmount) * i - SphereRadius;
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float a = UnityEngine.Random.Range(0f, 2 * Mathf.PI); // ((2 * Mathf.PI) / PointsAmount) * i;
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Debug.Log(a);
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float x = Mathf.Sqrt(SphereRadius * SphereRadius - u * u) * Mathf.Cos(a);
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float y = Mathf.Sqrt(SphereRadius * SphereRadius - u * u) * Mathf.Sin(a);
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float z = u;
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Instantiate(SpherePrototype, new Vector3(x, y, z), Quaternion.identity);
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}
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}
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}
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Assets/Tests/Sphere.cs.meta
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Assets/Tests/Sphere.cs.meta
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13
Assets/Tests/Sphere.prefab
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Assets/Tests/Sphere.prefab
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!1001 &100100000
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Assets/Tests/Sphere.prefab.meta
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Assets/Tests/Sphere.prefab.meta
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