DeathBook/Assets/Tests/Sphere.cs
2015-08-12 16:20:06 -04:00

111 lines
3.0 KiB
C#

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<Rigidbody>();
}
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]);
}
}
}