void Update() { Vector3 axis = Vector3.down; float angularSpeed = 1.0f; float dt = m_timeScale * Time.fixedDeltaTime; // render Quaternion baseRot = Quaternion.FromToRotation(Vector3.one, Vector3.up); DebugUtil.DrawBox(Vector3.zero, m_quatClosedForm * baseRot, Vector3.one, m_closedColor, true, DebugUtil.Style.FlatShaded); DebugUtil.DrawBox(Vector3.zero, m_quatPower * baseRot, 1.05f * Vector3.one, m_powerColor, true, DebugUtil.Style.Wireframe); DebugUtil.DrawBox(Vector3.zero, m_quatDerivative * baseRot, 1.1f * Vector3.one, m_derivativeColor, true, DebugUtil.Style.Wireframe); // integrate Quaternion v = QuaternionUtil.AxisAngle(axis, angularSpeed); Vector3 o = angularSpeed * axis; m_quatClosedForm = QuaternionUtil.Normalize(QuaternionUtil.AxisAngle(axis, (m_angle += angularSpeed * dt))); m_quatPower = QuaternionUtil.Normalize(QuaternionUtil.Integrate(m_quatPower, v, dt)); m_quatDerivative = QuaternionUtil.Normalize(QuaternionUtil.Integrate(m_quatDerivative, o, dt)); if (Input.GetKey(KeyCode.Space)) { Reset(); } }