// Update is called once per frame void Update() { Quaternion R = Quaternion.Euler(angle); transform.rotation = R; GetComponent <myTransformation>().Rotation = new MyVector3(angle); Quaternion t = new Quaternion(q.x, q.y, q.z, q.w); UnityRotation = transform.rotation; UnityTargetOrientation = t * UnityRotation; UnityEulerAngle = UnityTargetOrientation.eulerAngles; transform.rotation = UnityTargetOrientation; UnityNewRotation = transform.rotation; UnityNewEulerAngle = UnityNewRotation.eulerAngles; transform.rotation = UnityRotation; Rotation = GetComponent <myTransformation>().GetRotation(); TargetOrientation = q * Rotation; myTransformation Temp = GetComponent <myTransformation>(); EulerAngle = Quat.QuatToEuler(TargetOrientation); Temp.SetRotation(TargetOrientation); NewRotation = Temp.GetRotation(); NewEulerAngle = Quat.QuatToEuler(NewRotation); GetComponent <myTransformation>().Rotation = new MyVector3(angle); }
// Update is called once per frame void Update() { Angle += Time.deltaTime * 2; q = new Quat(Angle, Axis); myTransformation Transformation = GetComponent <myTransformation>(); Transformation.SetRotation(q); }
void FixedUpdate() { Collided = false; //Set collided to false Transformation = GetComponent <myTransformation>(); //Get transformation component of object if (Transformation.Translation.y < -50) { Transformation.Translation.y = 50; //If object has fallen through level reset that object } if (PhysicObjectHandler != null) { Gravity = PhysicObjectHandler.Gravity; //Set gravity to be handler gravity (Singleton) } if (Dynamic == true || Bouncy == true) { WeightForce = Force + (Gravity * Mass); //set weight force to be force + gravtiy * mass Force += Gravity * Mass; //Increase force by gravity * mass Acceleration = Force / Mass; //Set Acceleration to be force / mass Velocity += Acceleration * Time.fixedDeltaTime; //Increase velocity by acceleration * fixed delta time Force = new MyVector3(0, 0, 0); //sets force to 0 otherwise a force will constantly be applied ot the object AngularAcceleration = torque / Inertia; //set rotational acceleration to be torque / intertia AngularVelocity += AngularAcceleration * Time.fixedDeltaTime; //Increase angular velocity by angular acceleration * fixed delta time torque = new MyVector3(0, 0, 0); //Set torque to 0 otherwise object will always rotate } if (PhysicObjectHandler != null) { for (int i = 0; i < PhysicObjectHandler.PhysicHandle.Count; i++) { if (ObjectId != PhysicObjectHandler.PhysicHandle[i].ObjectId) { if (Transformation.BoundObject.Intersects(PhysicObjectHandler.PhysicHandle[i].Transformation.BoundObject)) { Collided = true; //Set collided to true Transformation.BoundObject.CollisionResolution(PhysicObjectHandler.PhysicHandle[i].Transformation.BoundObject, out Normal, out Push); //Get collision resoloutiuon data from the collision if (Bouncy == true) { Transformation.Translation += Normal * (Push + 0.0000001639f); //Push the object by normal * (Push + 0.0000001639f) this stops to object getting stuck on terrain Velocity = new MyVector3(-Velocity.x, -Velocity.y, -Velocity.z) * 0.9f; //Inverse velocity and times it by 0.9 } if (Dynamic == true) { Transformation.Translation += Normal * (Push + 0.0000001639f); //Push the object by normal * (Push + 0.0000001639f) this stops to object getting stuck on terrain Velocity = new MyVector3(0, 0, 0); //Set velocity to be 0 } } } } } Transformation.Translation += Velocity * Time.deltaTime; //Increase translation by velocity * delta time if (player == false) { Quat q = new Quat(); //Create Q float avMag = (AngularVelocity * Time.fixedDeltaTime).Length(); //set av mg to be the length of angular velocity * fixed time q.w = Mathf.Cos(avMag / 2); //set w to be Cos of av mag /2 q.x = Mathf.Sin(avMag / 2) * (AngularVelocity * Time.fixedDeltaTime).x / avMag; //set x to be sin of av mag / 2 * angular velocity x * fixed time / avg mag q.y = Mathf.Sin(avMag / 2) * (AngularVelocity * Time.fixedDeltaTime).y / avMag; //set y to be sin of av mag / 2 * angular velocity y * fixed time / avg mag q.z = Mathf.Sin(avMag / 2) * (AngularVelocity * Time.fixedDeltaTime).z / avMag; //set z to be sin of av mag / 2 * angular velocity z * fixed time / avg mag Quat TargetOrienation = q * Transformation.GetRotation(); //Multiply new rotation by current rotation of object Transformation.SetRotation(TargetOrienation); //Set rotation of object to new rotation AngularVelocity *= (Time.deltaTime * 2); //Multiply Angular Velocity by Delta time * 2 } }