using UnityEngine; using System.Collections; public class Sphere : MonoBehaviour { public FriendshipLink Link; public GameObject SpherePrototype; public int PointsAmount = 50; 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 GameObject[] nodes; void Awake() { InstantiateNodes(); AssignLinks(); rb = GetComponent(); } void Update() { 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() { /* 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. */ nodes = new GameObject[PointsAmount]; float goldenAngle = Mathf.PI * (3 - Mathf.Sqrt(5)); float zDistance = (2f / PointsAmount) * SphereRadius; float longitude = 0f; float z = SphereRadius; for (int i = 0; i < PointsAmount; i++) { float r = Mathf.Sqrt(SphereRadius * SphereRadius - z * z); float x = Mathf.Sin(longitude) * r; float y = Mathf.Cos(longitude) * r; GameObject simon = Instantiate(SpherePrototype, new Vector3(x, y, z), Quaternion.identity) as GameObject; simon.transform.parent = this.transform; nodes[i] = simon; z -= zDistance; longitude += goldenAngle; } } private void AssignLinks() { for (int i = 0; i < nodes.Length / 4; i++) { FriendshipLink link = Instantiate(Link) as FriendshipLink; int destinationIndex = Random.Range(nodes.Length / 2, nodes.Length - 1); link.AttachToObjects(nodes[i], nodes[destinationIndex]); } } }