// Use this for initialization void Start() { //string txt = UI.GetComponent<Text>().text; theIntegrator = new SHOIntegrator(); //GetComponent<UnityEngine.UI.Text> /*rb = gameObject.GetComponent<Rigidbody>(); * theIntegrator.m = rb.mass; * theIntegrator.Ax = rb.drag; * theIntegrator.Ay = rb.drag; * theIntegrator.Az = rb.drag; * theIntegrator.Ixx = rb.inertiaTensor.x; * theIntegrator.Iyy = rb.inertiaTensor.z; * theIntegrator.Izz = rb.inertiaTensor.y;*/ //x,y,z,x`,y`,z`,roll,pitch,yaw,roll`,pitch`,yaw` float[] x0 = new float[12] { gameObject.transform.position.x, gameObject.transform.position.z, gameObject.transform.position.y , 0, 0, 0, -1 * gameObject.transform.rotation.eulerAngles.x * Mathf.PI / 180, -1 * gameObject.transform.rotation.eulerAngles.z * Mathf.PI / 180, -1 * gameObject.transform.rotation.eulerAngles.y * Mathf.PI / 180, 0, 0, 0 }; //theIntegrator.m = gameObject.GetComponent<Rigidbody>().mass; //theIntegrator.Ax = gameObject.GetComponent<Rigidbody>().drag; //theIntegrator.Ay = gameObject.GetComponent<Rigidbody>().drag; //theIntegrator.Az = gameObject.GetComponent<Rigidbody>().drag; //data = new List<float[]>(); //time = new List<float>(); theIntegrator.SetIC(x0); }
void Start() { Collider collider = ColliderTransform.GetComponent <Collider>(); theIntegrator = new SHOIntegrator(); rb = gameObject.GetComponent <Rigidbody>(); theIntegrator.m = UIButton.mass; theIntegrator.l = UIButton.length; theIntegrator.Ax = UIButton.ax; theIntegrator.Ay = UIButton.ay; theIntegrator.Az = UIButton.az; theIntegrator.Ixx = UIButton.ixx; theIntegrator.Iyy = UIButton.iyy; theIntegrator.Izz = UIButton.izz; theIntegrator.k = UIButton.k; theIntegrator.b = UIButton.b; gameObject.transform.localScale = new Vector3(theIntegrator.l / 0.225f, theIntegrator.l / 0.225f, theIntegrator.l / 0.225f); gameObject.transform.Translate(Vector3.up * theIntegrator.l / 0.45f); float[] x0 = new float[12] { UIButton.posX, UIButton.posY, UIButton.posZ + 0.5f , 0, 0, 0, -1 * gameObject.transform.rotation.eulerAngles.x * Mathf.PI / 180, -1 * gameObject.transform.rotation.eulerAngles.z * Mathf.PI / 180, -1 * UIButton.rotZ * Mathf.PI / 180, 0, 0, 0 }; gameObject.transform.position = new Vector3(UIButton.posX, UIButton.posZ + 0.5f, UIButton.posY); gameObject.transform.rotation = Quaternion.Euler(0, UIButton.rotZ, 0); Xsave = x0; theIntegrator.SetIC(x0); }
// Use this for initialization void Start() { theIntegrator = new SHOIntegrator(); Transform t = this.transform; while (t.parent != null && t.tag != "Player") { t = t.parent; } rBody = t.GetComponent <Rigidbody>(); }