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private List<Vector3> UniformGrid(Vector3Int numDivisions, Vector3 gridPosition, float scale = 1) | |
{ | |
Assert.IsTrue(numDivisions.x > 0); | |
Assert.IsTrue(numDivisions.y > 0); | |
Assert.IsTrue(numDivisions.z > 0); | |
var count = numDivisions.x * numDivisions.y * numDivisions.z; | |
List<Vector3> gridResult = new List<Vector3>(count); | |
for (int i = 0; i < count; ++i) | |
{ | |
var position = new Vector3 | |
{ | |
x = (i / (numDivisions.y * numDivisions.z)) / Mathf.Max(1, (float)(numDivisions.x - 1)), | |
y = ((i / numDivisions.z) % numDivisions.y) / Mathf.Max(1, (float)(numDivisions.y - 1)), | |
z = (i % numDivisions.z) / Mathf.Max(1, (float)(numDivisions.z - 1)) | |
}; | |
if (numDivisions.x > 1) | |
position.x -= .5f; | |
if (numDivisions.y > 1) | |
position.y -= .5f; | |
if (numDivisions.z > 1) | |
position.z -= .5f; | |
position *= scale; | |
position += gridPosition; | |
Debug.DrawRay(position, Vector3.up * .1f, Color.green, float.MaxValue); | |
gridResult.Add(position); | |
} | |
return gridResult; | |
} |
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