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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?

Pipsqweek
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1 Answers1

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The 3D version is called a spherical Fibonacci lattice. This paper gives a nice explanation. This stackoverflow post has more links.

meowgoesthedog
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