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PositionMath_Current

shadowplaycoding Apr 14th, 2017 72 Never
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  1. ?using UnityEngine;
  2. using System.Collections;
  3.  
  4. public class PositionMath {
  5.  
  6.     // This method converts a distance and angle (polar coordinates)
  7.     public static Vector3 PolarToCart(float distance, float angle)
  8.     {
  9.         Vector3 cartPosition = new Vector3(distance * Mathf.Cos(angle), 0, distance * Mathf.Sin(angle));
  10.  
  11.         return cartPosition;
  12.     }
  13.  
  14.     public static float SpiralAngle(float armAngle, float starAngle)
  15.     {
  16.         float angle = armAngle + starAngle;
  17.  
  18.         return angle;
  19.     }
  20.  
  21.     // This method returns a random angle between 0 and 2*PI
  22.     public static float RandomAngle()
  23.     {
  24.         float angle = Random.Range(0, 2 * Mathf.PI);
  25.  
  26.         return angle;
  27.     }
  28.  
  29.     // This method creates a random polar coordinate then converts and returns it as a Cartesian coordinate
  30.     public static Vector3 RandomPosition(float minRad, float maxRad)
  31.     {
  32.         float distance = Random.Range(minRad, maxRad);
  33.         float angle = RandomAngle();
  34.  
  35.         Vector3 cartPosition = PolarToCart(distance, angle);
  36.  
  37.         return cartPosition;
  38.     }
  39.  
  40.     // This method creates a positon for a planet based on its number in the planetList (see Star Class)
  41.     public static Vector3 PlanetPosition(int planetListNumber)
  42.     {
  43.         float distance = (planetListNumber + 1) * 5;
  44.         float angle = RandomAngle();
  45.  
  46.         Vector3 cartPosition = PolarToCart(distance, angle);
  47.  
  48.         return cartPosition;
  49.     }
  50.  
  51.     // This method checks if there is a collision when creating a new object, before creating the object.
  52.     public static bool CheckCollisions(float minDistBetweenStars, Vector3 cartPosition)
  53.     {
  54.         bool collision = false;
  55.         Collider[] positionCollider = Physics.OverlapSphere(cartPosition, minDistBetweenStars);
  56.  
  57.         if (positionCollider.Length > 0)
  58.         {
  59.             collision = true;
  60.         }
  61.  
  62.         return collision;
  63.     }
  64.  
  65.    
  66.  
  67.  
  68.      
  69.  
  70.     /*
  71.     Copyright Shadowplay Coding 2017 - see www.shadowplaycoding.com for licensing details
  72.     Removing this comment forfits any rights given to the user under licensing.
  73.     */
  74.  
  75. }
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