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How do i create objects in between two points with an offset???

Discussion in 'Scripting' started by alexander11, Sep 6, 2016.

  1. alexander11

    alexander11

    Joined:
    Aug 11, 2014
    Posts:
    94
    Hello i am wondering on how to do this

    in Pic1 SEG3, for example i know how to do whats in SEG1/SEG2 with this `
    Code (CSharp):
    1. Vector3 position = controlPoints[i].position + j *(controlPoints[i + 1].position - controlPoints[i].position) / segCount;
    `(*For more about the code visit here its an old question i asked about dividing between two points*), but i want to know how to do this in SEG3(which we'll come around in second), as you can see in SEG2 when i move it the subPoints will always stay in the center, but i want to know when i move it like in SEG3 that sub points stay specific distance(int distanceCP) away from the controlPoints, would anyone know how to do this??

    - -Pic1
    Capture65.png
    _____________________________________________________________

    Here is the code that does SEG1/SEG2.
    Code (CSharp):
    1.  public class Points : MonoBehaviour
    2.   {
    3.       public Transform[] points;
    4.       public GameObject GameObj;
    5.       public float GameObjectAmount = 2;
    6.       void Start()
    7.       {
    8.           duplicateObject(GameObj, (int) GameObjectAmount);
    9.       }
    10.       public void duplicateObject(GameObject original, int howmany)
    11.       {
    12.           howmany++;
    13.           for (int i = 0; i < points.Length-1; i++)
    14.           {
    15.               for (int j = 1; j < howmany; j++)
    16.               {
    17.                   Vector3 position = points[i].position + j * (points[i + 1].position - points[i].position) / howmany;
    18.                   Instantiate(original, position, Quaternion.identity);
    19.               }
    20.           }
    21.       }
    22.       void OnDrawGizmos()
    23.       {
    24.       for (int i = 0; i < points.Length - 1; i++)
    25.       {
    26.           Gizmos.DrawLine(points[i].position, points[i + 1].position);
    27.       }
    28. }
    29.   }
    30.  


     
  2. takatok

    takatok

    Joined:
    Aug 18, 2016
    Posts:
    1,496
    Code (CSharp):
    1. public void duplicateObject(GameObject original, int howmany, float distance)
    2.     {
    3.         howmany++;
    4.         for (int i = 0; i < points.Length - 1; i++)
    5.         {
    6.             // make sure we can fit howmany objects in our line if they are "distance" apart
    7.             float xDiff = points[i + 1].position.x - points[i].position.x;
    8.             float yDiff = points[i + 1].position.y - points[i].position.y;
    9.             float zDiff = points[i + 1].position.z - points[i].position.z;
    10.  
    11.             float segDistance = Mathf.Sqrt(xDiff * xDiff + yDiff * yDiff + zDiff * zDiff);
    12.  
    13.             // if the line is too short I just shorten distance
    14.             // you can return an error if the distance can't be shortened
    15.             if (segDistance < (float)howmany * distance)
    16.                 distance = segDistance / (float)howmany;
    17.  
    18.             // find out what percentage of this line distance covers
    19.             float distanceNormal = distance / segDistance;
    20.  
    21.             // Now get convert distanceNormal into a Vector3
    22.             Vector3 oneDistance = new Vector3();
    23.             oneDistance.x = xDiff / distanceNormal;
    24.             oneDistance.y = yDiff / distanceNormal;
    25.             oneDistance.z = zDiff / distanceNormal;
    26.  
    27.             // Every other object should be next to start Cube
    28.             for (int j = 1; j < howmany; j+=2)
    29.             {
    30.                 Vector3 position = points[i].position + ((j + 1) / 2) * oneDistance;
    31.                 Instantiate(original, position, Quaternion.identity);
    32.             }
    33.  
    34.             // Now do the other half next to the end Cube
    35.             for (int j=2;j< howmany;j+=2)
    36.             {
    37.                 Vector3 position = points[i+1].position - (j  / 2) * oneDistance;
    38.                 Instantiate(original, position, Quaternion.identity);
    39.             }
    40.         }
    41.     }
     
  3. alexander11

    alexander11

    Joined:
    Aug 11, 2014
    Posts:
    94
    @takatok it's not working i'm getting this in Pic1, but i am trying to do this in Pic2.

    -Pic1

    ______________________________________________________________________________________
    -Pic2

    ______________________________________________________________________________________
    And here is the code that i implemented into my script(i may have implemented it wrong i dont know).
    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. public class Point : MonoBehaviour {
    5.  
    6.     public Transform[] points;
    7.     public GameObject GameObj;
    8.     public float GameObjectAmount = 1;
    9.     public float distance = 1;
    10.  
    11.     void Start()
    12.     {
    13.         duplicateObject(GameObj, (int)GameObjectAmount, distance);
    14.     }
    15.     public void duplicateObject(GameObject original, int howmany, float distance)
    16.     {
    17.         howmany++;
    18.         for (int i = 0; i < points.Length - 1; i++)
    19.         {
    20.             // make sure we can fit howmany objects in our line if they are "distance" apart
    21.             float xDiff = points[i + 1].position.x - points[i].position.x;
    22.             float yDiff = points[i + 1].position.y - points[i].position.y;
    23.             float zDiff = points[i + 1].position.z - points[i].position.z;
    24.  
    25.             float segDistance = Mathf.Sqrt(xDiff * xDiff + yDiff * yDiff + zDiff * zDiff);
    26.  
    27.             // if the line is too short I just shorten distance
    28.             // you can return an error if the distance can't be shortened
    29.             if (segDistance < (float)howmany * distance)
    30.                 distance = segDistance / (float)howmany;
    31.  
    32.             // find out what percentage of this line distance covers
    33.             float distanceNormal = distance / segDistance;
    34.  
    35.             // Now get convert distanceNormal into a Vector3
    36.             Vector3 oneDistance = new Vector3();
    37.             oneDistance.x = xDiff / distanceNormal;
    38.             oneDistance.y = yDiff / distanceNormal;
    39.             oneDistance.z = zDiff / distanceNormal;
    40.  
    41.             // Every other object should be next to start Cube
    42.             for (int j = 1; j < howmany; j += 2)
    43.             {
    44.                 Vector3 position = points[i].position + ((j + 1) / 2) * oneDistance;
    45.                 Instantiate(original, position, Quaternion.identity);
    46.             }
    47.  
    48.             // Now do the other half next to the end Cube
    49.             for (int j = 2; j < howmany; j += 2)
    50.             {
    51.                 Vector3 position = points[i + 1].position - (j / 2) * oneDistance;
    52.                 Instantiate(original, position, Quaternion.identity);
    53.             }
    54.         }
    55.     }
    56.     void OnDrawGizmos()
    57.     {
    58.         for (int i = 0; i < points.Length - 1; i++)
    59.         {
    60.             Gizmos.DrawLine(points[i].position, points[i + 1].position);
    61.         }
    62.     }
    63. }
    64.  
     
  4. takatok

    takatok

    Joined:
    Aug 18, 2016
    Posts:
    1,496
    Sorry really silly mistake
    Change:
    Code (CSharp):
    1.  oneDistance.x = xDiff / distanceNormal;
    2.             oneDistance.y = yDiff / distanceNormal;
    3.             oneDistance.z = zDiff / distanceNormal;
    Into:
    Code (CSharp):
    1.  oneDistance.x = xDiff *distanceNormal;
    2.             oneDistance.y = yDiff * distanceNormal;
    3.             oneDistance.z = zDiff * distanceNormal;
     
  5. alexander11

    alexander11

    Joined:
    Aug 11, 2014
    Posts:
    94
    Thanks
     
  6. takatok

    takatok

    Joined:
    Aug 18, 2016
    Posts:
    1,496
    Here's a minor change that makes it so if there is an odd number of balls it puts the last ball right in the middle. So it doesn't look lopsided. If you have 5 spheres.. currently it puts 3 next to one and 2 next to the other.. this change would put 2 next to each and 1 in the middle of the line:
    Code (CSharp):
    1.     public void duplicateObject(GameObject original, int howmany, float distance)
    2.     {
    3.         howmany++;
    4.         int maxSpheres = ((howmany % 2)==0) ? howmany - 1 : howmany;
    5.         for (int i = 0; i <points.Length-1; i++)
    6.         {
    7.             // make sure we can fit howmany objects in our line if they are "distance" apart
    8.             float xDiff = points[i + 1].position.x - points[i].position.x;
    9.             float yDiff = points[i + 1].position.y - points[i].position.y;
    10.             float zDiff = points[i + 1].position.z - points[i].position.z;
    11.  
    12.             Debug.Log("xDiff = " + xDiff + ", YDiff = " + yDiff + ", ZDiff = " + zDiff);
    13.  
    14.             float segDistance = Mathf.Sqrt(xDiff * xDiff + yDiff * yDiff + zDiff * zDiff);
    15.             Debug.Log("SegDistance: " + segDistance);
    16.  
    17.             // if the line is too short I just shorten distance
    18.             // you can return an error if the distance can't be shortened
    19.             if (segDistance < (float)howmany * distance)
    20.                 distance = segDistance / (float)howmany;
    21.  
    22.             // find out what percentage of this line distance covers
    23.             float distanceNormal = distance / segDistance;
    24.             Debug.Log("distanceNormal: " + distanceNormal);
    25.  
    26.             // Now get convert distanceNormal into a Vector3
    27.             Vector3 oneDistance = new Vector3();
    28.             oneDistance.x = xDiff * distanceNormal;
    29.             oneDistance.y = yDiff * distanceNormal;
    30.             oneDistance.z = zDiff * distanceNormal;
    31.  
    32.             // Every other object should be next to start Cube
    33.             for (int j = 1; j < maxSpheres; j += 2)
    34.             {
    35.                 Vector3 position = points[i].position + ((j + 1) / 2) * oneDistance;
    36.                 Instantiate(original, position, Quaternion.identity);
    37.             }
    38.  
    39.             // Now do the other half next to the end Cube
    40.             for (int j = 2; j < maxSpheres; j += 2)
    41.             {
    42.                 Vector3 position = points[i + 1].position - (j / 2) * oneDistance;
    43.                 Instantiate(original, position, Quaternion.identity);
    44.             }
    45.             // Draw the last odd one in the exact middle
    46.             if (howmany > maxSpheres)
    47.             {
    48.                 Vector3 position = new Vector3();
    49.                 position.x = xDiff / 2.0f;
    50.                 position.y = yDiff / 2.0f;
    51.                 position.z = zDiff / 2.0f;
    52.  
    53.                 Instantiate(original, points[i].position + position, Quaternion.identity);
    54.             }
    55.         }
    56.     }
     
  7. alexander11

    alexander11

    Joined:
    Aug 11, 2014
    Posts:
    94
    Thanks again.
     
  8. alexander11

    alexander11

    Joined:
    Aug 11, 2014
    Posts:
    94
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