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宇宙公式:Xn=n/π*cost(t=0,1/2π,π,3/2π,2π)Yn=n/π*t*sint(t=0,1/2π,π

作者:宇辰青雷

宇宙公式:

Xn=n/π*cost (t=0,1/2π,π,3/2π,2π)

Yn=n/π*t*sint (t=0,1/2π,π,3/2π,2π)

Zn=n/π*t (t=0,1/2π,π,3/2π,2π)

un=u_n-1+sin(t+m)

(t=0,1/2π,π,3/2π,2π,

m值

0.125概率是0,

0.125概率是1/2π,

0.125概率是π,

0.125概率是3/2π,

0.5的概率是没有叠加波,sin(t+m)是0,un=u_n-1就是保持上一轮波形以下是一个使用Unity3D和C#实现的程序,用于根据给定的公式创建一个螺旋形状:

unity3D程序:

```csharp

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class SpiralGenerator : MonoBehaviour

{

public int numberOfPoints = 100;

public float scale = 1f;

public GameObject pointPrefab;

private void Start()

{

GenerateSpiral();

}

private void GenerateSpiral()

{

float t;

float m;

float probability;

float un = 0;

for (int n = 0; n < numberOfPoints; n++)

{

t = 2 * Mathf.PI * n / (numberOfPoints - 1);

probability = Random.value;

if (probability < 0.125f)

{

m = 0;

}

else if (probability < 0.25f)

{

m = 1 / (2 * Mathf.PI);

}

else if (probability < 0.375f)

{

m = Mathf.PI;

}

else if (probability < 0.5f)

{

m = 3 / (2 * Mathf.PI);

}

else

{

m = 0;

un = un - Mathf.Sin(t + m);

}

float Xn = n / Mathf.PI * Mathf.Cos(t);

float Yn = n / Mathf.PI * t * Mathf.Sin(t);

float Zn = n / Mathf.PI * t;

Vector3 position = new Vector3(Xn, Yn, Zn) * scale;

Instantiate(pointPrefab, position, Quaternion.identity, transform);

}

}

}

```

将此脚本添加到Unity场景中的空游戏对象上,并将一个表示螺旋点的预制件(例如一个小球体)分配给`pointPrefab`变量。脚本将在场景中生成螺旋形状。你可以通过调整`numberOfPoints`和`scale`变量来控制螺旋的精细程度和大小。

宇宙公式:Xn=n/π*cost(t=0,1/2π,π,3/2π,2π)Yn=n/π*t*sint(t=0,1/2π,π
宇宙公式:Xn=n/π*cost(t=0,1/2π,π,3/2π,2π)Yn=n/π*t*sint(t=0,1/2π,π
宇宙公式:Xn=n/π*cost(t=0,1/2π,π,3/2π,2π)Yn=n/π*t*sint(t=0,1/2π,π
宇宙公式:Xn=n/π*cost(t=0,1/2π,π,3/2π,2π)Yn=n/π*t*sint(t=0,1/2π,π
宇宙公式:Xn=n/π*cost(t=0,1/2π,π,3/2π,2π)Yn=n/π*t*sint(t=0,1/2π,π
宇宙公式:Xn=n/π*cost(t=0,1/2π,π,3/2π,2π)Yn=n/π*t*sint(t=0,1/2π,π
宇宙公式:Xn=n/π*cost(t=0,1/2π,π,3/2π,2π)Yn=n/π*t*sint(t=0,1/2π,π
宇宙公式:Xn=n/π*cost(t=0,1/2π,π,3/2π,2π)Yn=n/π*t*sint(t=0,1/2π,π

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