// Start is called before the first frame update
    void Start()
    {
        Instantiate(plane, Vector3.zero, Quaternion.identity);
        Instantiate(axis, Vector3.zero, Quaternion.identity);
        Instantiate(axis, Vector3.zero, Quaternion.Euler(0, 90, 0));
        Instantiate(axis, Vector3.zero, Quaternion.Euler(0, 0, 90));
        for (int i = -5; i <= 5; i++)
        {
            for (int j = -5; j <= 5; j++)
            {
                for (int k = -5; k <= 5; k++)
                {
                    Instantiate(lockpoint, new Vector3(i, j, k), Quaternion.identity);
                }
            }
        }
        GameObject Origin = Instantiate(lockpoint, Vector3.zero, Quaternion.identity);

        Origin.transform.localScale += new Vector3(.2f, .2f, .2f);
        Vector3 vecA = new Vector3(1, 2, 3);
        Vector3 vecB = new Vector3(3, 2, 1);

        InstantiateVector.V(normvector, green, vecA, Vector3.zero);
        InstantiateVector.V(normvector, blue, vecB, Vector3.zero);
        vector_utils.Vadd(normvector, green, blue, purple, vecA, vecB);
        List <Vector3> lines = new List <Vector3>();

        lines.Add(vecA);
        lines.Add(vecB);
        vector_utils.spanulate(lines, plane);
    }
Example #2
0
    public static void Vadd(GameObject normvector, Material color1, Material color2, Material colorR, Vector3 vec1, Vector3 vec2)
    {
        Vector3 vecR = vec1 + vec2;

        InstantiateVector.V(normvector, colorR, vecR, Vector3.zero);
        InstantiateVector.V(normvector, color1, vec1, vec2);
        InstantiateVector.V(normvector, color2, vec2, vec1);
    }
    /*void IMixedRealitySpeechHandler.OnSpeechKeywordRecognized(SpeechEventData eventData)
     * {
     *  if (eventData.Command.Keyword == "create")
     *  {
     *      Vector3 pos = GetComponent<Rigidbody>().position;
     *      InstantiateVector.V(normvector, green, pos, Vector3.zero);
     *  }
     * }*/

    public void OnMouseDown()
    {
        if (!hasVector)
        {
            Vector3 pos = GetComponent <Rigidbody>().position;
            connectedVector = InstantiateVector.V(normvector, green, pos, Vector3.zero);
            Debug.Log("Created normvector\n");
            hasVector = true;
        }
        else
        {
            Debug.Log("Vector is already on this lockpoint\n");
        }
    }
Example #4
0
    public void vec_mat_mul(Vector3 vec, Matrix mat)
    {
        int    i, j;
        double temp = 0;

        for (i = 0; i < mat.rows; i++)
        {
            temp = 0;
            for (j = 0; j < mat.cols; j++)
            {
                temp += (double)vec[i] * mat[i, j];
            }
            vec[i] = (int)temp;
        }
        InstantiateVector.V(normvector, green, vec, Vector3.zero);
    }