public void ExertForce() { currentThrust = thrustPercent * maxThrust * 1000f; Vector3 thrustVector = thrustUnitVector.normalized * currentThrust; //N physicsEngine.AddForce(thrustVector); }
// Update is called once per frame void FixedUpdate() { if (fuelMass > FuelThisUpdate()) { fuelMass -= FuelThisUpdate(); physicsEngine.mass -= FuelThisUpdate(); ExertForce(); physicsEngine.AddForce(thrustUnitVector); } else { Debug.LogWarning("Out of rocket fuel"); } }
private void ExertForce() { _currentThrust = ThrustPercent * MaxThrust * 1000f; var thrustVector = ThrustUnitVector.normalized * _currentThrust; _physicsEngine.AddForce(thrustVector); }
void ExertForce() { currentThrust = maxThrust * thrustPercent * 1000f; //牛頓 [kg * m/s^2] Vector3 thrustVector = currentThrust * thrustDirectionVector.normalized; //牛頓 [kg * m/s^2] physicsEngine.AddForce(thrustVector); }
/// <summary> /// Amount of exerted force based on thrust % (percent). /// </summary> void ExertForce() { currentThrust = thrustPercent * maxThrust * 1000f; // N (kN*1000=N) //normalized - ensures thrust unit vector only shows direction thrustVector = thrustUnitVector.normalized * currentThrust; // N physicsEngine.AddForce(thrustVector); }
void ExertForce() { currTrust = thrustPercent * maxThrust * 1000; Vector3 thrustVector = ThrustUnitVector.normalized * currTrust; phsx.AddForce(thrustVector); }
private void ExtertForce() { currentThrust = thrustPercent * maxThrust; //Vector3 thrustVector = Vector3.Normalize(thrustUnitVector) * currentThrust; Vector3 thrustVector = Vector3.Normalize(this.transform.forward) * currentThrust; physicsEngine.AddForce(thrustVector); }
// Update is called once per frame void FixedUpdate() { Vector3 velocityVector = -physicsEngine.velocity; float speed = velocityVector.magnitude; float dragSize = CalculateDrag(speed); Vector3 dragDirection = dragSize * velocityVector; physicsEngine.AddForce(dragDirection); }
private void FixedUpdate() { var velocityVector = _physicsEngine.VelocityVector; float speed = velocityVector.magnitude; float dragSize = CalculateDrag(speed); var dragVector = dragSize * -velocityVector.normalized; _physicsEngine.AddForce(dragVector); }
void FixedUpdate() { Vector3 velocityVector = physics.velocityVector; float speed = velocityVector.magnitude; float dragScale = CalculateDrag(speed); Vector3 dragVector = dragScale * -velocityVector.normalized; physics.AddForce(dragVector); }
private void FixedUpdate() { float speed = physicsEngine.velocityVector.magnitude; //vector length float dragSize = CalculateDrag(speed); Vector3 dragVector = dragSize * -physicsEngine.velocityVector.normalized; //speed directed physicsEngine.AddForce(dragVector); }
void FixedUpdate() { Vector3 velocityVector = physicsEngine.velocityVector; float speed = velocityVector.magnitude; float dragSize = CalculateDrag(speed); //drag magnitude Vector3 dragVector = dragSize * -velocityVector.normalized; physicsEngine.AddForce(dragVector); }
void ExertForce() { currentThrust = thurstPercent * maxThurst * 1000f; //kN Vector3 thrustVector = thurstUnitVector.normalized * currentThrust; // N if (thrustVector != Vector3.zero) { physE.AddForce(thrustVector); } }
void FixedUpdate() { Vector3 velocityVector = physicsEngine.velocityVector; float speed = velocityVector.magnitude; //Turns vector into scalar float dragMagnitude = dragConstant * Mathf.Pow(speed, velocityExponent); //The minus is needed because the drag's direction is opposite of the object's velocity //Normalized is needed because we only need the orientation of the velocity vector Vector3 dragVector = dragMagnitude * (-velocityVector.normalized); physicsEngine.AddForce(dragVector); }
// Update is called once per frame void Update() { if (physicsEngine) { physicsEngine.AddForce(Vector3.Cross(rigidBody.angularVelocity, rigidBody.velocity) * magnusConstant); } else if (rigidBody) { rigidBody.AddForce(Vector3.Cross(rigidBody.angularVelocity, rigidBody.velocity) * magnusConstant); } }
// Update is called once per frame void FixedUpdate() { Vector3 finalForce = force; if (countMass) { finalForce *= physics.mass; } if (!stopForce) { physics.AddForce(force); } }
private void FixedUpdate() { _phisicsEngine.AddForce(thrustUnitVector); }
private void FixedUpdate() { _physicsEngine.AddForce(forceVector); }
// Update is called once per frame void FixedUpdate() { physicsEngine.AddForce(thrustUnitVector); }
private void FixedUpdate() { phsx.AddForce(forceVector); }