Reputation: 7609
I am using this code to generate a number of sphere around a center point, with different size and position.
There is a conditional check to prevent sphere from overlapping.
The problem I face is, in the scene some sphere are always overlapping.
=>
[Header("Galaxy")]
public int numberOfStars = 300;
public int maximumRadius = 100;
public float minDistBetweenStars = 2f;
[Header("Star")]
public float minimumSize = 1f;
public float maximumSize = 2f;
void Start()
{
for(int i = 0; i < numberOfStars; i++)
{
float distance = Random.Range(0, maximumRadius);
float angle = Random.Range(0, 2 * Mathf.PI);
float starSize = Random.Range(minimumSize, maximumSize);
Vector3 starPosition = new Vector3(distance * Mathf.Cos(angle), 0, distance * Mathf.Sin(angle));
Collider[] starCollider = Physics.OverlapSphere(starPosition, (starSize * 0.5f) + minDistBetweenStars);
if (starCollider.Length == 0)
{
GameObject star = GameObject.CreatePrimitive(PrimitiveType.Sphere);
star.transform.position = starPosition;
star.transform.localScale = new Vector3(starSize, starSize, starSize);
}
else
{
i--;
}
}
}
I do pass in the remove, so some sphere are being removed,m but I still see a lot of overlapping.
Upvotes: 2
Views: 282
Reputation: 7007
So the problem was we were not disabling the collider on the sphere we was checking :P
public class StarGenSO : MonoBehaviour
{
[Header("Galaxy")]
public int numberOfStars = 300;
public int maximumRadius = 100;
public float minDistBetweenStars = 2f;
[Header("Star")]
public float minimumSize = 1f;
public float maximumSize = 2f;
void Awake()
{
for (int i = 0; i < numberOfStars; i++)
{
GameObject star = GameObject.CreatePrimitive(PrimitiveType.Sphere);
float distance = Random.Range(0, maximumRadius);
float angle = Random.Range(0, 2 * Mathf.PI);
float starSize = Random.Range(minimumSize, maximumSize);
Vector3 starPosition = new Vector3(distance * Mathf.Cos(angle), 0, distance * Mathf.Sin(angle));
var currentCol = star.GetComponent<Collider>();
currentCol.enabled = false;
Collider[] starCollider = Physics.OverlapSphere(starPosition, (starSize * 0.5f) + minDistBetweenStars);
if (starCollider.Length == 0)
{
star.transform.position = starPosition;
star.transform.localScale = new Vector3(starSize, starSize, starSize);
currentCol.enabled = true;
}
else
{
Debug.Log("remove");
Destroy(star);
i--;
}
}
}
}
A preferred solution
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StarGenSo : MonoBehaviour
{
[Header("Galaxy")]
public int numberOfStars = 300;
public int maximumRadius = 100;
public float minDistBetweenStars = 2f;
[Header("Star")]
public float minimumSize = 1f;
public float maximumSize = 2f;
[Header("Star Object")]
public GameObject obj;
IEnumerator Start()
{
for (int i = 0; i < numberOfStars; i++)
{
float distance = Random.Range(0, maximumRadius);
float angle = Random.Range(0, 2 * Mathf.PI);
float starSize = Random.Range(minimumSize, maximumSize);
Vector3 starPosition = new Vector3(distance * Mathf.Cos(angle), 0, distance * Mathf.Sin(angle));
Collider[] starCollider = Physics.OverlapSphere(starPosition, (starSize * 0.5f) + minDistBetweenStars);
if (starCollider.Length == 0)
{
GameObject star = Instantiate(obj);
star.transform.position = starPosition;
star.transform.localScale = new Vector3(starSize, starSize, starSize);
star.AddComponent<SphereCollider>();
}
else
{
i--;
}
}
yield return null;
}
}
Upvotes: 3
Reputation: 975
The problem here is your starSize use both for local scale (multiple factor) and sphere collider (flat factor). Eg: your star have default size of 2 and your starSize equal 2, then your actual radius of your sphere is 4, but your collider check for 2*0.5 + 2 = 3.
Upvotes: 0