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https://github.com/Xevion/procedural-placement.git
synced 2025-12-06 05:16:05 -06:00
correct cube to sphere, remove extraneous offset arg
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@@ -3,19 +3,20 @@ using System.Collections.Generic;
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using System.Net;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Serialization;
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public enum SamplingTypes {
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Random,
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Poisson
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};
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public class CubeRendering : MonoBehaviour {
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public class PointRendering : MonoBehaviour {
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[Tooltip("The sampling method used to generate points")]
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public SamplingTypes samplingMethod = SamplingTypes.Random;
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[Tooltip("The number of points (spheres) placed inside the region")]
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public int numPoints = 100;
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[Tooltip("The size of the rendered cubes")]
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public float cubeSize = 1;
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[Tooltip("The size of the rendered spheres")]
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public float sphereSize = 1;
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[Tooltip("The Size of the region points are generated in")]
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public Vector2 regionSize = Vector2.one;
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@@ -37,7 +38,7 @@ public class CubeRendering : MonoBehaviour {
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switch (samplingMethod) {
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case SamplingTypes.Random:
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_points = PointGeneration.random_sampling(numPoints, regionSize, transform.position);
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_points = PointGeneration.random_sampling(numPoints, regionSize);
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break;
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case SamplingTypes.Poisson:
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_points = new List<Vector2>();
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@@ -51,12 +52,12 @@ public class CubeRendering : MonoBehaviour {
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private void OnDrawGizmos() {
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// Draw a wireframe around the entire region
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Gizmos.DrawWireCube(this.transform.position,
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new Vector3(regionSize.x * 2 + cubeSize, regionSize.y * 2 + cubeSize, cubeSize));
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new Vector3(regionSize.x * 2 + sphereSize, regionSize.y * 2 + sphereSize, sphereSize));
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// Render spheres at every point
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if (_points == null) return;
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var pos = transform.position;
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foreach (var point in _points)
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Gizmos.DrawSphere(new Vector3(point.x + pos.x, point.y + pos.y, pos.z), cubeSize);
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Gizmos.DrawSphere(new Vector3(point.x + pos.x, point.y + pos.y, pos.z), sphereSize);
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}
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}
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