// Start is called before the first frame update
    void Start()
    {
        motionSetup = gameObject.GetComponent <MotionSetup>();

        motionSetup.instantTime = MathsFunctions.linspace(0, Settings.duration - (Settings.duration / (Settings.duration * Settings.FPS)), (int)(Settings.duration * Settings.FPS));

        for (int i = 0; i < (int)(Settings.duration * Settings.FPS); i++)
        {
            if (oscillationInXAxis == true)
            {
                motionSetup.instantX[i] = (Mathf.Sin(motionSetup.instantTime[i] * Mathf.Abs(speed)) * Mathf.Abs(xDisplacement)) + centrePoint.x;
            }
            if (oscillationInYAxis == true)
            {
                motionSetup.instantY[i] = (Mathf.Sin(motionSetup.instantTime[i] * Mathf.Abs(speed)) * Mathf.Abs(yDisplacement)) + centrePoint.y;
            }
            if (oscillationInZAxis == true)
            {
                motionSetup.instantZ[i] = (Mathf.Sin(motionSetup.instantTime[i] * Mathf.Abs(speed)) * Mathf.Abs(zDisplacement)) + centrePoint.z;
            }
            if (oscillationInXAxis == false)
            {
                motionSetup.instantX[i] = 0 + centrePoint.x;
            }
            if (oscillationInYAxis == false)
            {
                motionSetup.instantY[i] = 0 + centrePoint.y;
            }
            if (oscillationInZAxis == false)
            {
                motionSetup.instantZ[i] = 0 + centrePoint.z;
            }
        }
    }
Exemple #2
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    // Start is called before the first frame update
    void Start()
    {
        motionSetup = gameObject.GetComponent <MotionSetup>();

        motionSetup.instantTime = MathsFunctions.linspace(0, Settings.duration - (Settings.duration / (Settings.duration * Settings.FPS)), (int)(Settings.duration * Settings.FPS));

        for (int i = 0; i < (int)(Settings.duration * Settings.FPS); i++)
        {
            float theta = Mathf.PI / 180 * (((endEl - startEl) / motionSetup.instantTime[motionSetup.instantTime.Length - 1] * motionSetup.instantTime[i]) + startEl);
            float phi   = Mathf.PI / 180 * (((endAz - startAz) / motionSetup.instantTime[motionSetup.instantTime.Length - 1] * motionSetup.instantTime[i]) + startAz);

            if (movementIsClockwise == false)
            {
                motionSetup.instantX[i] = (Mathf.Sin(theta) * Mathf.Cos(phi) * radiusMultiplier) + centrePoint.x;
                motionSetup.instantY[i] = (Mathf.Cos(theta) * Mathf.Abs(height)) + centrePoint.y;
                motionSetup.instantZ[i] = (Mathf.Sin(theta) * Mathf.Sin(phi) * radiusMultiplier) + centrePoint.z;
            }
            else
            {
                motionSetup.instantX[i] = -(Mathf.Sin(theta) * Mathf.Cos(phi) * radiusMultiplier) + centrePoint.x;
                motionSetup.instantY[i] = (Mathf.Cos(theta) * Mathf.Abs(height)) + centrePoint.y;
                motionSetup.instantZ[i] = (Mathf.Sin(theta) * Mathf.Sin(phi) * radiusMultiplier) + centrePoint.z;
            }
        }
    }
Exemple #3
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    // Start is called before the first frame update
    void Start()
    {
        motionSetup = gameObject.GetComponent <MotionSetup>();

        motionSetup.instantTime = MathsFunctions.linspace(0, Settings.duration - (Settings.duration / (Settings.duration * Settings.FPS)), (int)(Settings.duration * Settings.FPS));
        motionSetup.instantX    = MathsFunctions.linspace(startCoordinates.x, endCoordinates.x, motionSetup.instantTime.Length);
        motionSetup.instantY    = MathsFunctions.linspace(startCoordinates.y, endCoordinates.y, motionSetup.instantTime.Length);
        motionSetup.instantZ    = MathsFunctions.linspace(startCoordinates.z, endCoordinates.z, motionSetup.instantTime.Length);
    }
Exemple #4
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    // Start is called before the first frame update
    void Start()
    {
        motionSetup = gameObject.GetComponent <MotionSetup>();

        motionSetup.instantTime = MathsFunctions.linspace(0, Settings.duration - (Settings.duration / (Settings.duration * Settings.FPS)), (int)(Settings.duration * Settings.FPS));

        for (int i = 0; i < (int)(Settings.duration * Settings.FPS); i++)
        {
            motionSetup.instantX[i] = transform.position.x;
            motionSetup.instantY[i] = transform.position.y;
            motionSetup.instantZ[i] = transform.position.z;
        }
    }
Exemple #5
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    // Start is called before the first frame update
    void Start()
    {
        motionSetup = gameObject.GetComponent <MotionSetup>();

        motionSetup.instantTime = MathsFunctions.linspace(0, Settings.duration - (Settings.duration / (Settings.duration * Settings.FPS)), (int)(Settings.duration * Settings.FPS));
        motionSetup.instantY    = MathsFunctions.linspace(-height / 2, height / 2, (int)(Settings.duration * Settings.FPS));

        for (int i = 0; i < (int)(Settings.duration * Settings.FPS); i++)
        {
            if (movementIsClockwise == false)
            {
                motionSetup.instantX[i] = (Mathf.Cos(motionSetup.instantTime[i] * Mathf.Abs(radialSpeed)) * Mathf.Abs(width) * radiusMultiplier) + centrePoint.x;
                motionSetup.instantY[i] = motionSetup.instantY[i] + centrePoint.y;
                motionSetup.instantZ[i] = (Mathf.Sin(motionSetup.instantTime[i] * Mathf.Abs(radialSpeed)) * Mathf.Abs(depth) * radiusMultiplier) + centrePoint.z;
            }
            else
            {
                motionSetup.instantX[i] = -(Mathf.Cos(motionSetup.instantTime[i] * Mathf.Abs(radialSpeed)) * Mathf.Abs(width) * radiusMultiplier) + centrePoint.x;
                motionSetup.instantY[i] = motionSetup.instantY[i] + centrePoint.y;
                motionSetup.instantZ[i] = (Mathf.Sin(motionSetup.instantTime[i] * Mathf.Abs(radialSpeed)) * Mathf.Abs(depth) * radiusMultiplier) + centrePoint.z;
            }
        }
    }