// Start is called before the first frame update void Start() { //importing ArrowDirection for Electromagnetic Effects player = Camera.main; PlayerView = player.GetComponent <PlayerView>(); GeneralRelmetric = metric.GetComponent <GeneralRelmetric>(); // playrposworldframe4 = PlayerView.playrposworldframe4; playrposworldframe3 = playrposworldframe4; // objposworldframe3 = this.transform.position; objposworldframe4 = objposworldframe3; objposworldframe4.w = -(playrposworldframe3 - objposworldframe3).magnitude; //objvelworldframe3 = objvelworldframe4 = objvelworldframe3; objvelworldframe4.w = 1.0f; //objaccelworldframe3 = objaccelworldframe4 = objaccelworldframe3; objaccelworldframe4.w = 0.0f; // Lplayer = PlayerView.Lplayer; Lobject = PlayerView.LTrans(objvelworldframe3); // this.transform.position = Lplayer * objposworldframe4; }
// Start is called before the first frame update void Start() { //importing ArrowDirection for Electromagnetic Effects //ArrowDirection2 = emfields.GetComponent<ArrowDirection2>(); GeneralRelmetric = metric.GetComponent <GeneralRelmetric>(); StairInstantiate = CubePrefab.GetComponent <StairInstantiate>(); //defining rotation matrix R = Matrix4x4.identity; //defining starting position of player playrposworldframe3 = this.transform.position; playrposworldframe4 = playrposworldframe3; playrposworldframe4.w = 0.0f; //defining starting velocity of player playrvelworldframe4 = playrvelworldframe3; playrvelworldframe4.w = 1.0f; //defining starting velocity of player playraccelworldframe4 = playraccelworldframe3; playraccelworldframe4.w = 0.0f; //defining the initial Lorentz transformation Lplayer = Matrix4x4.identity; //defining metric tensor //metrictensor = Matrix4x4.identity; //metrictensor.m33 = -1; metrictensor = GeneralRelmetric.metrictensor; //defining effective chargeovermass of player //qoverm = 0.0f; /*defining unit acceleration * unitAccel = 0.05f; * gravity = 0.02f; */ //defining Electromagnetic tensor at player's position //Ftensor = ArrowDirection2.G; //defining Lorentz Force in world frame //LorentzForceworldframe = qoverm * (metrictensor * Ftensor * playrvelworldframe4); this.transform.position = Lplayer * playrposworldframe4; }
// Start is called before the first frame update void Start() { //importing ArrowDirection for Electromagnetic Effects ArrowDirection2 = emfields.GetComponent <ArrowDirection2>(); GeneralRelmetric = metric.GetComponent <GeneralRelmetric>(); //defining rotation matrix R = Matrix4x4.identity; //defining starting position of player playrposworldframe3 = this.transform.position; playrposworldframe4 = playrposworldframe3; playrposworldframe4.w = 0.0f; //defining starting velocity of player playrvelworldframe3 = new Vector3(0.0f, 0.0f, 0.0f); playrvelworldframe4 = playrvelworldframe3; playrvelworldframe4.w = 1.0f; //defining the initial Lorentz transformation Lplayer = Matrix4x4.identity; //defining metric tensor //metrictensor = Matrix4x4.identity; //metrictensor.m33 = -1; metrictensor = GeneralRelmetric.metrictensor; //defining effective chargeovermass of player qoverm = 0.0f; //defining unit acceleration unitAccel = 0.1f; //defining Electromagnetic tensor at player's position Ftensor = ArrowDirection2.G; //defining Lorentz Force in world frame LorentzForceworldframe = qoverm * (metrictensor * Ftensor * playrvelworldframe4); this.transform.position = Lplayer * playrposworldframe4; }