public static Clerp ( float start, float end, float value ) : float | ||
start | float | |
end | float | |
value | float | |
return | float |
/// <summary> /// Return value based on curve from Mathfx class. /// </summary> /// <returns>The value.</returns> /// <param name="animationCurve">Animation curve.</param> /// <param name="start">Start.</param> /// <param name="end">End.</param> /// <param name="t">T.</param> public static float CurvedValue(AnimationCurveEnum animationCurve, float start, float end, float t) { switch (animationCurve) { case AnimationCurveEnum.Hermite: return(Mathfx.Hermite(start, end, t)); case AnimationCurveEnum.Sinerp: return(Mathfx.Sinerp(start, end, t)); case AnimationCurveEnum.Coserp: return(Mathfx.Coserp(start, end, t)); case AnimationCurveEnum.Berp: return(Mathfx.Berp(start, end, t)); case AnimationCurveEnum.Bounce: return(start + ((end - start) * Mathfx.Bounce(t))); case AnimationCurveEnum.Lerp: return(Mathfx.Lerp(start, end, t)); case AnimationCurveEnum.Clerp: return(Mathfx.Clerp(start, end, t)); default: return(0); } }
private float Roll_change = 0.0f; // Z // Update Rotation Stuff (Returns Final Eulers) public void UpdateRotationEuler(ref Quadcopter.States State, ref Quadcopter.Settings Settings) { // Check Wind Direction if (WindGlobal.GetInstance() != null) { Vector3 WD = WindGlobal.GetInstance().GetWindDirection(); float WF = WindGlobal.GetInstance().GetWindStrength() * 0.1f; WF = Mathf.Pow(WF, 1.5f); if (WF != 0.0f) { // If up is aiming perpendicular to wind, no effect float WindEffect = Mathf.Abs(Vector3.Dot(WD, Quadcopter_Up)) * WF; _Rigidbody.gameObject.transform.RotateAround(Position, Vector3.right, WD.y * WindEffect); _Rigidbody.gameObject.transform.RotateAround(Position, Vector3.up, WD.x * WindEffect); _Rigidbody.gameObject.transform.RotateAround(Position, Vector3.forward, WD.z * WindEffect); //Vector3 TargetForward = WD; //// Check if direction is closer to backwards //if (Vector3.Distance(Quadcopter_Forward, WD) > Vector3.Distance(Quadcopter_Forward, -WD)) //{ // //TargetForward = -WD; //} // //// Slerp forward to target forward //_Rigidbody.gameObject.transform.up = Vector3.Slerp(Quadcopter_Up, TargetForward, 0.02f * WindEffect).normalized; } } // Update movement rotation if not broken if (!Settings._Broken) { // Update Ideal Eulers Pitch_Change = State.GetEulerChanges().x *Settings._PitchSpeed *((Settings._InversePitch) ? -1.0f : 1.0f); Yaw_Change = State.GetEulerChanges().y *Settings._YawSpeed *((Settings._InverseYaw) ? -1.0f : 1.0f); Roll_change = State.GetEulerChanges().z *Settings._RollSpeed *((Settings._InverseRoll) ? -1.0f : 1.0f); // Update Rotations _Rigidbody.gameObject.transform.RotateAround(Position, Quadcopter_Right, Pitch_Change); _Rigidbody.gameObject.transform.RotateAround(Position, Quadcopter_Up, Yaw_Change); _Rigidbody.gameObject.transform.RotateAround(Position, Quadcopter_Forward, Roll_change); // If rest state, fix orientation if controls aren't being touced if (Pitch_Change == 0.0f && Yaw_Change == 0.0f && Roll_change == 0.0f && Settings._ThrusterRest) { Vector3 Euler = _Rigidbody.gameObject.transform.eulerAngles; float spd = 0.06f; Euler.x = Mathfx.Clerp(Euler.x, 0.0f, spd); //Euler.y = Mathfx.Clerp(Euler.y, 0.0f, spd); Euler.z = Mathfx.Clerp(Euler.z, 0.0f, spd); _Rigidbody.gameObject.transform.eulerAngles = Euler; } } }
private float DoLerp() { switch (this._currentLerpType) { case LerpType.Lerp: return(Mathfx.Lerp(this.From, this.To, this.LerpZeroToOne)); case LerpType.Hermite: return(Mathfx.Lerp(this.From, this.To, this.LerpZeroToOne)); case LerpType.Sinerp: return(Mathfx.Sinerp(this.From, this.To, this.LerpZeroToOne)); case LerpType.Coserp: return(Mathfx.Coserp(this.From, this.To, this.LerpZeroToOne)); case LerpType.Berp: return(Mathfx.Berp(this.From, this.To, this.LerpZeroToOne)); case LerpType.Smoothstep: return(Mathfx.SmoothStep(this.From, this.To, this.LerpZeroToOne)); case LerpType.Clerp: return(Mathfx.Clerp(this.From, this.To, this.LerpZeroToOne)); default: throw new ArgumentOutOfRangeException(); } }
void Update() { deltaTime = Time.realtimeSinceStartup - prevTime; prevTime = Time.realtimeSinceStartup; //315 - 355 if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D)) { transform.Translate(new Vector3(speed * deltaTime, 0, 0), Space.World); } if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A)) { transform.Translate(new Vector3(-speed * deltaTime, 0, 0), Space.World); } if (Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S)) { transform.Translate(new Vector3(0, -speed * deltaTime, 0), Space.World); } if (Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W)) { transform.Translate(new Vector3(0, speed * deltaTime, 0), Space.World); } if (!GameMaster.GM.inputFocus && Input.GetAxis("Mouse ScrollWheel") < 0) // OUT { position = transform.position; position.z -= 5; position.z = Mathf.Clamp(position.z, -maxHeigh, -minHeigh); transform.position = position; t = (position.z - (-minHeigh)) / (-maxHeigh - (-minHeigh)); t = Mathf.Clamp01(t); //rotation.x = Mathfx.Sinerp(310, 350, t); rotation.x = Mathfx.Clerp(minAngle, maxAngle, t); transform.eulerAngles = rotation; } if (!GameMaster.GM.inputFocus && Input.GetAxis("Mouse ScrollWheel") > 0) // IN { position = transform.position; position.z += 5; position.z = Mathf.Clamp(position.z, -maxHeigh, -minHeigh); transform.position = position; t = (position.z - (-minHeigh)) / (-maxHeigh - (-minHeigh)); t = Mathf.Clamp01(t); //rotation.x = Mathfx.Sinerp(310, 350f, t); rotation.x = Mathfx.Clerp(minAngle, maxAngle, t); transform.eulerAngles = rotation; } //if(Input.GetMouseButton(1)){ // transform.Translate(new Vector3(Input.GetAxis ("Mouse X") * 2, Input.GetAxis ("Mouse Y") * 2, 0), Space.World); //} /* * RaycastHit hit; * * if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition),out hit)) * { * gameObject.transform.position = hit.point; * } */ if (Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2)) { lastPosition = Input.mousePosition; } if (Input.GetMouseButton(1) || Input.GetMouseButton(2)) { var delta = Input.mousePosition - lastPosition; transform.Translate(-delta.x * 0.4f, -delta.y * 0.4f, 0, Space.World); lastPosition = Input.mousePosition; } }