I'm trying to follow a tutorial which is written in a math programming language I'm not familiar with and attempting to convert the tutorial to C# code for Unity 3d.
See here: http://blog.wolfram.com/2011/07/28/how-i-made-wine-glasses-from-sunflowers/
float theta = Mathf.PI * (3 - Mathf.Sqrt(5));
for (int i = 0; i < spawnPoints.Length; i++)
{
float r = (radius / 2) * Mathf.Sqrt(i) / Mathf.Sqrt(points);
float a = theta * i;
Vector3 coords = transform.TransformDirection( new Vector3(Mathf.Cos(a) * r, 0, Mathf.Sin(a) * r) )+transform.position;
spawnPoints[i] = coords;
}
This if course generates the flat phillotaxic arrangement in 2d. I'm trying to modify Y (up) axis for depth (creating the sphere).
I cannot seem to set the Y (up) axis correctly in proportion with i and radius.
Considering the tutorial above, how should I be calculating Y?