void orbit()
    {
        angle += Time.deltaTime * orbitSpeed * speedScalar;
        Quat q = new Quat(angle, new Vector3(0, 1, 0));
        //positionVector is used to set how far from the sun the object orbits
        Vector3 p    = positionVector;
        Quat    k    = new Quat(1.0f, p);
        Quat    newk = q * k * q.Inverse();
        Vector3 newp = newk.GetAxis();

        transform.position = newp;
    }
Beispiel #2
0
    //function for applying the transformations to the object model
    public void transformModel()
    {
        applyMouseInputs();
        Vector3[] TransformedVertices = new Vector3[ModelSpaceVertices.Length];
        //set quaternions to rotate by
        Quat q1 = new Quat(pitchAng - lastpitchAng, new Vector3(1, 0, 0));
        Quat q2 = new Quat(yawAng - lastyawAng, new Vector3(0, 1, 0));
        Quat q3 = new Quat(rollAng - lastrollAng, new Vector3(0, 0, 1));

        //rotate orientation quaternion by pitch yaw and roll quaternion representations;
        q = ((q * q2) * q1) * q3;
        for (int i = 0; i < TransformedVertices.Length; i++)
        {
            //rotate each vertex by the orientation from model space;
            Quat    K        = new Quat(ModelSpaceVertices[i]);
            Quat    newK     = q * K * q.Inverse();
            Vector3 newP     = newK.GetAxis();
            Vector3 quatVert = newP;

            //scale each vertex by the scale multiplier;
            Matrix4by4 sMatrix = scale(scaleMul);
            Vector3    scaVert = sMatrix * quatVert;

            //translate the object so it will be a set distance ahead of the player;
            Matrix4by4 tMat     = translate(new Vector3(0, 0, distanceAhead));
            Vector4    ratVert  = new Vector4(scaVert.x, scaVert.y, scaVert.z, 1);
            Vector4    scatVert = tMat * ratVert;

            //rotate the object around the origin(camera), so it is always in front of the camera;
            Matrix4by4 yawMatrix   = yawRot(g);
            Matrix4by4 pitchMatrix = pitchRot(y);
            Matrix4by4 pyMatrix    = yawMatrix * pitchMatrix;
            Vector3    scarotVert  = pyMatrix * scatVert;

            //translate the object so it is correctly positioned in the world;
            Matrix4by4 tMatrix   = translate(new Vector3(pos.x, 0, pos.z));
            Vector4    tVert     = new Vector4(scarotVert.x, scarotVert.y, scarotVert.z, 1);
            Vector4    finalVert = tMatrix * tVert;
            TransformedVertices[i] = finalVert;
        }
        //set mesh to the transformed vertices
        MeshFilter MF = GetComponent <MeshFilter>();

        MF.mesh.vertices = TransformedVertices;
        MF.mesh.RecalculateBounds();
        MF.mesh.RecalculateNormals();

        //sets angles so it doesn't accumulate and increase speed over time;
        lastpitchAng = pitchAng;
        lastyawAng   = yawAng;
        lastrollAng  = rollAng;
    }
Beispiel #3
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    private static void Apply(Chain chain, DetectionInfo detection)
    {
        int index = detection.index;

        // Undo relative rotation
        chain.GetBone(index).Rotate(detection.relative);

        // Rotate back but only by detection.angle degrees
        Vector3 axis = Quat.GetAxis(detection.relative);

        chain.GetBone(index).Rotate(Quaternion.AngleAxis(detection.angle, axis));

        // Keep the chain linked
        for (int i = index + 1; i < chain.BoneCount; i++)
        {
            chain.GetBone(i).MoveTo(chain.GetBone(i - 1).Tip.Position);
        }
    }
    // Update is called once per frame
    void Update()
    {
        t += Time.deltaTime * 0.5f;
        //defining two rotations
        Quat q = new Quat(Mathf.PI * 1.0f, new Vector3(0, 1, 0));
        Quat r = new Quat(Mathf.PI * 0.5f, new Vector3(1, 0, 0));
        //slerped value
        Quat slerped = Quat.SLERP(q, r, t);
        //define vector that will be rotated
        Vector3 p = new Vector3(0, 8, 0);
        //store that vector in a quaternion
        Quat K = new Quat(p);
        //newk will have new position inside
        Quat newK = slerped * K * slerped.Inverse();
        //get this position as avector
        Vector3 newP = newK.GetAxis();

        transform.position = newP;
    }
Beispiel #5
0
    //function for applying transformation to the demo object, rotating around to always face the player to make it easier to work out the correct orientation. functions the same as transformModel();
    public void transformDemo()
    {
        Vector3[] TransformedVertices = new Vector3[ModelSpaceVertices.Length];
        Quat      q1 = new Quat(pitchAng - lastpitchAng, new Vector3(1, 0, 0));
        Quat      q2 = new Quat(yawAng - lastyawAng, new Vector3(0, 1, 0));
        Quat      q3 = new Quat(rollAng - lastrollAng, new Vector3(0, 0, 1));

        q = ((q * q2) * q1) * q3;
        for (int i = 0; i < TransformedVertices.Length; i++)
        {
            Quat    K    = new Quat(ModelSpaceVertices[i]);
            Quat    newK = q * K * q.Inverse();
            Vector3 newP = newK.GetAxis();

            Vector3 quatVert = newP;

            Matrix4by4 sMatrix = scale(scaleMul);
            Vector3    scaVert = sMatrix * quatVert;

            Matrix4by4 yawMatrix = new Matrix4by4(new Vector3(Mathf.Cos(g), 0, -Mathf.Sin(g)),
                                                  new Vector3(0, 1, 0),
                                                  new Vector3(Mathf.Sin(g), 0, Mathf.Cos(g)),
                                                  Vector3.zero);
            Vector3 scarotVert = yawMatrix * scaVert;

            Matrix4by4 tMatrix   = translate(new Vector3(pos.x, 0, pos.z));
            Vector4    tVert     = new Vector4(scarotVert.x, scarotVert.y, scarotVert.z, 1);
            Vector4    finalVert = tMatrix * tVert;
            TransformedVertices[i] = finalVert;
        }
        MeshFilter MF = GetComponent <MeshFilter>();

        MF.mesh.vertices = TransformedVertices;
        MF.mesh.RecalculateBounds();
        MF.mesh.RecalculateNormals();

        lastpitchAng = pitchAng;
        lastyawAng   = yawAng;
        lastrollAng  = rollAng;
    }